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4.6 iOS 64-bit beta

Discussion in 'iOS and tvOS' started by jonas-echterhoff, Jan 12, 2015.

  1. Lars-Blaabjerg

    Lars-Blaabjerg

    Joined:
    Apr 5, 2011
    Posts:
    54
    Hi,

    I am also having problems with the System.Security.Cryptography library and IL2CPP. Computing MD5 and SHA1 checksums produce wrong output with IL2CPP. See the attached screenshot.

    I am using code like this:

    using(SHA1 sha1 = SHA1.Create())
    {
    return sha1.ComputeHash(data);
    }


    and

    using (MD5 md5 = MD5.Create())
    {
    return md5.ComputeHash(data);
    }

    I submitted a bug report (Case 674955) with an example to reproduce the bug.

    Cheers
     

    Attached Files:

  2. Dunmord

    Dunmord

    Joined:
    Aug 15, 2013
    Posts:
    39
    We are having the exact same problem. Has a bug report been filed yet?
     
  3. Lamosca_2014

    Lamosca_2014

    Joined:
    Jan 26, 2015
    Posts:
    10
    Hi,

    We're having similar issues after switching to IL2CPP (Unity 4.6.3). The following code was working fine, but now gives a different result on iOS as it is in the Editor or on Android.

    Code:
    byte[] bytes = Encoding.UTF8.GetBytes (text);
    SHA256Managedhashstring = newSHA256Managed ();
    returnhashstring.ComputeHash (bytes);

    Sample Data:
    text="6karakters"
    expected="6178e2553be4dfbbf40327d2910513ca88a21fbb4ad51dc1da5a9f5a04546991"
    iOS="2c813341dcd8fd8c5ca81c3904523ec9a1b532aa29d76619dca99ba479ee3b88"

    I submitted a bug report (Case 675048)

    Kind regards
     
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @larku

    IL2CPP is not available on Android now.
     
  5. Lars-Blaabjerg

    Lars-Blaabjerg

    Joined:
    Apr 5, 2011
    Posts:
    54
    This may have been reported before. But I'll just add my case to it to make sure it is not missed.

    BinaryReader.ReadInt32() is broken when compiling with IL2CPP. Only the least significant byte has the right value, the 3 other bytes are zeroed.

    This breaks our savegame system.

    I reported the bug. Case 675050.
     
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @catacomber

    Sorry that this question was not properly answered before. No, I don't think that you'll get benefit by switching to a 5.0 beta. At least, not with respect to IL2CPP and this specific problem. The version of IL2CPP that we ship with the 5.0 beta releases and the 4.6 patch releases are exactly the same. To be precise, currently our latest 4.6 release, 4.6.3 has the same IL2CPP version as our latest 5.0 release, 5.0rc3. We plan to continue to keep the IL2CPP version in sync between 4.6 and 5.0.

    Yes, we have done so successfully. I think the key to solving this problem is to get your project though. Since it will not upload via the bug reported, I would recommend submitting a bug with an empty project. Then mention in the bug that you would like to upload the actual project via a different mechanism. We will contact you about how that can be done (we have a few options).

    Let me clarify here, I think that our Editor GUI behavior might be a bit misleading here.

    upload_2015-2-24_11-59-2.png

    When you select Scripting Backend as Mono (2.x), the Architecture selection becomes ARMv7 and is greyed out, as mentioned. This setting indicates that you will use the Mono scripting backend and will build for ARMv7 (i.e. 32-bit ARM). This is the same behavior as all versions of Unity had prior to IL2CPP. So if we ask how things run with Mono, and you have the iOS Player Settings as shown above, then this is the configuration we are are asking about.

    Sorry for the confusion here, hopefully we can get this issue sorted out soon.
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    6,793
    @Lars Blaabjerg

    Thanks for submitting this bug. We have a fix in 4.6.3p1 for this issue.
     
  8. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @Dunmord

    I don't believe that we have a bug on this issue, could you please submit one? Thanks!
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,793
    @Lamosca_2014

    I have confirmed that this bug is resolved in 4.6.3p1. Thanks for submitting it!
     
  10. Favor_89

    Favor_89

    Joined:
    May 15, 2013
    Posts:
    8
    I get the following errors while using SiaqoDB plugin (IL2CPP, device iPad Air, Unity 4.6.3):

    NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System.Reflection/Assembly.cpp(221) : Unsupported internal call for IL2CPP:Assembly::GetManifestResourceInfoInternal - "This icall is not supported by il2cpp."
    at System.Reflection.Assembly.GetManifestResourceInfoInternal (System.String name, System.Reflection.ManifestResourceInfo info) [0x00000] in <filename unknown>:0
    at System.Reflection.Assembly.GetManifestResourceInfo (System.String resourceName) [0x00000] in <filename unknown>:0
    at System.Reflection.Emit.ModuleBuilder.GetToken (System.Reflection.MethodInfo method, System.Type[] opt_param_types) [0x00000] in <filename unknown>:0
    at System.Reflection.Assembly.GetManifestResourceStream (System.String name) [0x00000] in <filename unknown>:0
    at Ionic.Zlib.Tree..cctor () [0x00000] in <filename unknown>:0
    at #=qhIxM7X9iiCRHn9E1diI$lU7CzlFKss6xvFYWjsuR0sM=.#=qpusVy97lLelU5WJowyAsag== (Int32 #=qalj2uD7lWxDyyTYeIFGUDO80JEpK_9ctLxM3I2RTi4I=) [0x00000] in <filename unknown>:0
    at #=q9AM5Z9IVjRqq7QxRDEbkiLFJJyFR4DP$x_VYAizkED4=.#=qFD4miudpFNUzXTJ8NL6eTg== () [0x00000] in <filename unknown>:0
    at Sqo.Siaqodb.Open (System.String path) [0x00000] in <filename unknown>:0
    at Sqo.Siaqodb..ctor (System.String path) [0x00000] in <filename unknown>:0
    at TestDB.Start () [0x00000] in <filename unknown>:0
    at System.Linq.jvm.Runner.<.cctor>b__0 (System.Reflection.MethodInfo m) [0x00000] in <filename unknown>:0
    System.Linq.jvm.Runner:<.cctor>b__0(MethodInfo)


    (Filename: currently not available on il2cpp Line: -1)

    Can I expect any fix for this in the next version? On Mono it works as it should. It's really crucial for my project, cause I have to keep the database object consistency between 32-bit and 64-bit iOS versions.
     
  11. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    6,793
    @Lars Blaabjerg

    I have confirmed that this bug is fixed in 4.6.3p1. Thanks for submitting it.
     
  12. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    6,793
    @Favor_89

    We actually have a bug on this issue, case 674763. It is on our radar to correct, but I cannot let you know which version will have a fix yet.
     
  13. Dunmord

    Dunmord

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    Aug 15, 2013
    Posts:
    39
    Just submited. Case #675077. Thanks!
     
  14. JoshPeterson

    JoshPeterson

    Unity Technologies

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    6,793
    @Dunmord

    Thanks for submitting this bug!
     
  15. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Ok I will submit a bug report with an empty project. Thanks.
     
  16. Catacomber

    Catacomber

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    Sep 22, 2009
    Posts:
    682
    Will send a bug report today as mentioned with an empty project. Will post the number as soon as I can. 64 bit iPad air2 also has crashes but not as many as iPad minin32 bit. My beta testers are very frustrated at this point. As am I.

    The project consistently crashes the first time you play it but will run better on reboot. The crashes are worse the less built in memory a device has.
     
  17. VizmystechLLC

    VizmystechLLC

    Joined:
    Mar 26, 2014
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    26
    I'm getting a bunch of Value Conversion Issues in Xcode when building my game with IL2CPP. These issues make my game unplayable (you can't get past the 1st scene). However, this does not happen when building for 32 bit or when playing on Android, the game plays flawlessly on those settings.

    Has anyone else has these issues pop up? It doesn't look like the issues are coming from my plugins. Hopefully the 4.6.3p1 update fixes this.
     
  18. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,793
    @LostCityGames

    These are C++ warnings which are in the code generated by IL2CPP, so they are not coming from any of your plugins. Generally, they always occur and are usually harmless. We have done a good bit of work to try to eliminate warning from the C++ code we generate with IL2CPP, but we still have some that occur.

    Can you provide more details about a specific one of these warnings that makes your game unplayable? What are the values of the integer types involved?

    I'm worried that my "usually harmless" statement above is a bit too naive, and you have uncovered a case where the lose of integer precision is a real problem.
     
  19. HMXBuzz

    HMXBuzz

    Joined:
    Jul 9, 2013
    Posts:
    3
    You can put me down as another dev who needs the HandleRef marshaling issue fixed. Desperately :)
     
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

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    6,793
    @HMXBuzz

    I'm happy to report then that HandleRef marshaling is corrected in 4.6.3p1!

    We are scheduled to have the release ready by the end of this week. As always, that can slip, but we hope to make it.
     
  21. HMXBuzz

    HMXBuzz

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    Jul 9, 2013
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    3
  22. VizmystechLLC

    VizmystechLLC

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    Mar 26, 2014
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    26
    In my current project I use an INT value to save progress (levels unlocked) and unlock secret items. I don't really use INT values anywhere else but for some reason I am unable to get past the 1st scene when building for 64bit (again, 32 bit works flawlessly).

    In my past project (which was already released for Android and is now being converted for iOS) I use an INT value to save high scores (there are 4 high scores that need to be tracked). When playing this game on my iPad, the game works pretty good for the most part but the high score value gets corrupted. For example, the flow of the game is:

    1. Battle Arena: The player kills as many enemies as possible before time runs out or he dies. Before the game transitions to the GameOver scene, it will compare the current score value to the high score. If the high score is lower, it will save the current score as the new high score.

    2. Game Over: nothing special happens here with INT values.

    3. Start Screen: This is where the high score Int value is loaded

    4. High score screen: This is where the high score int value is displayed. In the case of the 64bit version the high score value does not reflect what it should be (Say you reached a score of 250, the screen will display a score of 80). If you leave the high score scene, go back to the main menu then go back to the high score scene again, the values will change yet again from what they were.

    This value corruption does not happen with the 32 bit or Android versions.
     
  23. Stream

    Stream

    Joined:
    Oct 28, 2013
    Posts:
    37
    My game freeze on splash screen then I build with IL2CPP. No error in debug. It works then I build with with Mono
     
  24. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    @JoshPeterson
    @Lucas Meijer

    My game has same problem using 4.6.3 and mono. It folds on launch of the splash screen and I get the error message in Xcode 6 that XCode lost the connection reattach.

    It happens consistently and I had this same problem using anything not 4.6.1.

    That was the last version I used where mono worked fine.

    Getting my bug report together.
     
  25. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @LostCityGames

    We may need to have a closer look at this issue. Can you submit a bug along with the project that causes this problem? Thanks.
     
  26. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @Stream

    We'll need a bit more information to understand the cause of this problem. Can you see what is happening in Xcode when the game freezes? If you would like to submit a bug and include your project, we can have a look as well.

    Also, are you using 4.6.3? We did resolve a few intermittent deadlocks with some threading primitives in that release. Thanks.
     
  27. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,793
    @catacomber

    Excellent, thanks for the information. Let us know when your bug report is submitted. Thanks.
     
  28. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,655
    A little offtopic, but any info when these IL2CPP changes/fixes will be introduced in Unity5?
     
  29. Dustin-Horne

    Dustin-Horne

    Joined:
    Apr 4, 2013
    Posts:
    4,568
    They're usually introduced right around the same time... just depends on the release cycle for U5 betas. Some of the fixes are patch releases, which I'm guessing will eventually be a rollup in the next Unity 5 RC.
     
  30. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    This by the way is what appears in the Debug area when I lose the connection using mono and armv7--don't know if it's helpful or not--


    2015-02-24 19:01:20.809 Omber[570:60445] -> registered mono modules 0x1b4c0c0

    -> applicationDidFinishLaunching()

    Mono path[0] = '/private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed'

    Mono config path = '/private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed'

    -> applicationDidBecomeActive()

    Requesting Resolution: 768x1024

    Renderer: PowerVR SGX 543

    Vendor: Imagination Technologies

    Version: OpenGL ES 2.0 IMGSGX543-113.3

    GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp

    ression_pvrtc

    Creating OpenGLES2.0 graphics device

    Initialize engine version: 4.6.3f1 (4753d8b6ef2b)

    Begin MonoManager ReloadAssembly

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/UnityEngine.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/UnityEngine.dll into Unity Child Domain

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/System.dll (this message is harmless)

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Mono.Security.dll (this message is harmless)

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-CSharp.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-CSharp.dll into Unity Child Domain

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Boo.Lang.dll (this message is harmless)

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-UnityScript.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/Assembly-UnityScript.dll into Unity Child Domain

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/UnityEngine.UI.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/UnityEngine.UI.dll into Unity Child Domain

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/System.Core.dll (this message is harmless)

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/ORKFramework.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/ORKFramework.dll into Unity Child Domain

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/ORKFrameworkCore.dll (this message is harmless)

    Platform assembly: /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/ORKFrameworkCore.dll (this message is harmless)

    Loading /private/var/mobile/Containers/Bundle/Application/E603FC5F-6AEB-4834-8F14-9AEB7FC40E9D/Omber.app/Data/Managed/ORKFrameworkCore.dll into Unity Child Domain

    - Completed reload, in 0.253 seconds

    WARNING: Shader Unsupported: 'Hidden/Nature/Tree Creator Leaves Fast Optimized' - Pass '' shader state not supported

    2015-02-24 19:01:36.616 Omber[570:60445] Received memory warning.

    WARNING -> applicationDidReceiveMemoryWarning()

    UnloadTime: 10.912708 ms

    Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)


    Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 2736.

    Total: 16.588959 ms (FindLiveObjects: 0.724875 ms CreateObjectMapping: 0.441541 ms MarkObjects: 13.934083 ms DeleteObjects: 1.041041 ms)


    UnloadTime: 2.750458 ms

    Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)


    Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 2760.

    Total: 15.173875 ms (FindLiveObjects: 0.679500 ms CreateObjectMapping: 0.459666 ms MarkObjects: 13.535999 ms DeleteObjects: 0.144041 ms)


    UnloadTime: 5.390625 ms

    Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)


    Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 2759.

    Total: 15.000041 ms (FindLiveObjects: 0.772000 ms CreateObjectMapping: 0.402458 ms MarkObjects: 13.431333 ms DeleteObjects: 0.140333 ms)


    UnloadTime: 4.924041 ms

    Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)


    Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 2759.

    Total: 14.606583 ms (FindLiveObjects: 0.625458 ms CreateObjectMapping: 0.407166 ms MarkObjects: 13.242083 ms DeleteObjects: 0.136666 ms)


    UnloadTime: 3.288250 ms

    Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)


    Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 2759.

    Total: 15.537541 ms (FindLiveObjects: 0.636750 ms CreateObjectMapping: 0.399208 ms MarkObjects: 13.700166 ms DeleteObjects: 0.507666 ms)


    UnloadTime: 3.408916 ms

    Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)


    Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 2759.

    Total: 16.685289 ms (FindLiveObjects: 0.695625 ms CreateObjectMapping: 0.455750 ms MarkObjects: 14.804708 ms DeleteObjects: 0.516166 ms)


    WARNING: Shader Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - Pass '' shader state not supported

    WARNING: Shader Unsupported: 'Reflective/VertexLit' - Pass 'BASE' shader state not supported

    The referenced script on this Behaviour is missing!


    (Filename: Line: 1771)


    The referenced script on this Behaviour is missing!


    (Filename: Line: 1771)


    UnloadTime: 76.785461 ms

    Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)


    Unloading 18 unused Assets to reduce memory usage. Loaded Objects now: 3480.

    Total: 84.502167 ms (FindLiveObjects: 1.127625 ms CreateObjectMapping: 0.468541 ms MarkObjects: 28.817333 ms DeleteObjects: 53.495461 ms)


    WARNING: Shader Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - Pass '' shader state not supported
     
  31. Satoshi Ueda

    Satoshi Ueda

    Joined:
    Feb 10, 2015
    Posts:
    14
    Hi Lucas, thanks for the reply. Is this fix applicable for universal, and not just mono?
     
  32. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Hi, my bug report is number 675213.

    My file is zipped and ready to go.
     
  33. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @BestHTTP

    As @Dustin Horne mentioned, we're trying to keep the 5.0 and 4.6 releases synchronized as much as possible with respect to IL2CPP. So the IL2CPP version in 4.6.3 is the same as the version in 5.0rc3. We plan to continue this process going forward.

    Internally, we develop only one version of IL2CPP, then synchronize the changes across release branches as necessary.
     
  34. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,655
    Thanks for both of you.
    Tried to compare the two release notes before asking, but it seemed very different. The RC3 notes doesn't mention any IL2CPP fixes, so it's easy to conclude that those changes are not there.
     
  35. Lamosca_2014

    Lamosca_2014

    Joined:
    Jan 26, 2015
    Posts:
    10
    Hi,

    We're having problems when trying to use Sqlite with the new il2cpp compiler.
    We're using the SqliteKit plugin (found in the asset store), which is a wrapper for the http://code.google.com/p/csharp-sqlite/ project.
    When executing a query we get an error message saying the database file is encrypted or is not a database. So the plugin is having difficulties in reading the sqlite file.

    With the mono compiler, this problem doesn't occur.

    kind regards
     
  36. sonicviz

    sonicviz

    Joined:
    May 19, 2009
    Posts:
    1,051
    Hi,
    I've got a new version of an existing app I've converted to uGUI which works fine on 32-bit.
    Crashes on IL2CPP build with error below.

    Seems to be Mono.Cecil related.

    I'm checking with Moodkie/EasySave about their 64bit dll compatibility, but have not got confirmation as yet. Also checking with some other dll's, and have replaced most with source code.

    Any clues or ideas?

    ty!

    Failed running /Applications/Unity/Unity.app/Contents/Frameworks/il2cpp/il2cpp.exe --copy-level=None --enable-generic-sharing --enable-unity-event-support --emit-null-checks --enable-array-bounds-check "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/Assembly-UnityScript-firstpass.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/Assembly-UnityScript.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/DarkArtsStudios.ScreenshotCreator.Runtime.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/InfiniteScroll.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/KGFUtils.Settings.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/ES2.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/MoodkieSecurity.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/StagingArea/Data/Managed/CSharpSynth.dll" "/Users/paul/Documents/Unity3D/Git Working Trees/HarpNinja Diatonic/Temp/il2cppOutput/il2cppOutput"
    stdout;
    IL2CPP error (no further information about what managed code was being converted is available)
    Additional information: Build a development build for more information. Exception has been thrown by the target of an invocation.
    stderr:
    Unhandled Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NotImplementedException: The requested feature is not implemented.
    at Unity.IL2CPP.GenericSharing.GenericSharingVisitor.Visit (Mono.Cecil.Cil.Instruction instruction, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.Cil.MethodBody methodBody, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.MethodDefinition methodDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.GenericSharing.GenericSharingVisitor.Visit (Mono.Cecil.MethodDefinition methodDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.TypeDefinition typeDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.GenericSharing.GenericSharingVisitor.Visit (Mono.Cecil.TypeDefinition typeDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.ModuleDefinition moduleDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
    at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Visitor.Visit[AssemblyDefinition] (Mono.Cecil.AssemblyDefinition node, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Extensions.DoAccept[AssemblyDefinition] (Mono.Cecil.AssemblyDefinition definition, Unity.Cecil.Visitor.Visitor visitor) [0x00000] in <filename unknown>:0
    at Unity.Cecil.Visitor.Extensions.Accept (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.Cecil.Visitor.Visitor visitor) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, System.String outputDir) [0x00000] in <filename unknown>:0
    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String)
    UnityEditorInternal.IL2CPPBuilder:Run()
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
    UnityEditor.HostView:OnGUI()
     
  37. Twistplay

    Twistplay

    Joined:
    Dec 6, 2012
    Posts:
    36
  38. larku

    larku

    Joined:
    Mar 14, 2013
    Posts:
    1,422
    Hi I've got no idea about your crash issue - but if you're just updating an existing app then you can still submit a 32bit version. 64 bit versions are not required for updates until June this year.

    I'd suggest to just use a mono build until IL2CPP settles a bit.

    I do know that some Reflection stuff does not work (or not work yet) in IL2CPP - searching this thread for reflection may give you some idea if the reflection calls your making here are valid with IL2CPP. (I noted the exception is related to System.Reflection.TargetInvocationException )
     
  39. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @BestHTTP

    Oh yes, I should have mentioned this. We incorrectly did not include the IL2CPP release notes in the 5.0rc3 release. Sorry for the confusion!
     
  40. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @Lamosca_2014

    Could you please submit a bug along with a project that causes this problem? I don't believe that we have tried that asset store package yet. Thanks.
     
  41. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @sonicviz

    This error occurs when IL2CPP is converting the IL code to C++, so I don't believe that is is a 32/64 bit problem with native DLLs. I do suspect that the managed assembly we are converting was not built with the Unity version of Mono, and therefore likely is using an IL opcode that we don't handle yet. Could you please submit a bug and include the project which causes this problem? We should be able to correct it. Thanks.
     
  42. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @Twistplay

    I doubt that bug is correctly in 4.6.3p1. At least, I've not seen a bug report come by that includes that error.

    If you project is too large to submit for a repro, could you post the generated C++ code here that does not compile, along with a bit of context? If we can see the C++ method (or most of it) where this error occurs, that might help us find the cause of the problem.

    If you would rather not post it here, you can submit a bug without the project, but provide the C++ code in the bug report. Thanks.
     
  43. Twistplay

    Twistplay

    Joined:
    Dec 6, 2012
    Posts:
    36
    @JoshPeterson

    had to rename it to .txt to allow it to be uploaded here, but hopefully this helps?
     

    Attached Files:

  44. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @Twistplay

    Thanks, this does help. Actually I should have spent a bit more time looking at the other forum thread you mentioned, as the details I need are already there. Thanks for bringing this to are attention though. I'll respond on the other thread to help keep things a bit more orderly.
     
  45. Stream

    Stream

    Joined:
    Oct 28, 2013
    Posts:
    37
    Of course I use 4.6.3. I have already sent bug report. I often send bug reports, but they are ignored. I talked with a few other teams and their projects have the same problem.
     
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @Stream

    I'm sorry that your bug reports have been ignored. For iOS 64-bit and IL2CPP we do have a high number of bugs reports now, so sometimes it does take us a little while to process and correct them. I can assure you that we have not purposefully ignored any of them. In fact, it's because of bug reports from the community that we have been able to make as much progress on iOS 64-bit as we have in the last month!

    Can you let me know the bug number in this case? I'll find it in our system and ensure that it is routed correctly so that we can investigate and fix it as soon as possible. Thanks!
     
  47. nchen24_ca

    nchen24_ca

    Joined:
    Feb 6, 2015
    Posts:
    5
    @JoshPeterson As of 4.6.3f1, the SQLite problems I was having have disappeared, and for that I am very excited! Unfortunately, I have discovered a completely unrelated bug that was introduced in 4.6.3f1. I'm not sure it's totally related IL2CPP, so I don't think it merits reporting here, but I'm pretty new at Unity, so I'm not sure where/how I should report it.

    In short, it's about clicks not properly registering on canvases. This only seems to happen with multiple canvases. It also definitely is new in 4.6.3f1, as everything works properly in 4.6.2f1. Unfortunately, because 4.6.2f1 has SQLite issues, this is a real blocker for us.

    This happens in two places. In one case, it's totally unrelated to IL2CPP, but in the other the issues only occur when building with IL2CPP, so I'd like to ask how to move forward with this!
     
  48. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @nchen24_ca

    Can you please use 4.6.3f1 and build with the Mono scripting backend? If the bugs related to clicks still occurs, then that will confirm it is not an issue specific to IL2CPP.

    In any case though, please submit a but and let me know the bug number. I'll ensure that it is routed to the correct team and indicated as a regression from the 4.6.2f1 behavior, which should raise its priority. Thanks.
     
  49. cwaspfst

    cwaspfst

    Joined:
    Feb 5, 2014
    Posts:
    11
    @JoshPeterson
    Can we expect that the Parse will work in 4.6.3p1 ?
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,793
    @cwaspfst

    Yes, kind of. Parts of the Parse SDK will work with 4.6.3p1, other parts do not yet work. We have corrected a bug which ParseUser.LogInAsync hit in earlier versions, so that is working well. However, ParseFacebookUtils.LogInAsync is not working in 4.6.3p1. We are working on a fix now for that issue.

    Since these two issue are likely blocking other bugs related to Parse, we might see more issues once 4.6.3p1 is released. However, I do expect significant parts of the Parse API to work correctly.