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4.6 iOS 64-bit beta

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

  1. JoshPeterson

    JoshPeterson

    Unity Technologies

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    jeffsherwin likes this.
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

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    6,929
  3. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Lintz

    We have a work around and a special build for this issue. Please see the details here:

    http://forum.unity3d.com/threads/4-6-ios-64-bit-beta.290551/page-19#post-198667

    Also, this will be corrected in 4.6.3p2.
     
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Lars Blaabjerg

    Thanks for submitting that bug and for doing some investigation. We will have a look at it.

    Also, we will be continuing 4.6.3 patch releases, with 4.6.3p2 planned to be out this week.
     
  5. Lars-Blaabjerg

    Lars-Blaabjerg

    Joined:
    Apr 5, 2011
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    54
    Good to know, thanks.
     
  6. TeorikDeli

    TeorikDeli

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    Apr 6, 2014
    Posts:
    148
    Is there any difference between Unity 5's IL2CPP & 4.6.3's that we should be careful when updating the project to Unity 5?
     
    Last edited: Mar 3, 2015
  7. rjeon

    rjeon

    Joined:
    Feb 11, 2015
    Posts:
    6
    BinaryFormmater cannot deserialize a System.Object from the binary that serialized via Windows Forms Application.
    It seems that .Net Framework version does not matter, because I have tried both .Net 4.0 and .Net 2.0

    I have reported a bug case:677077

    Code (CSharp):
    1. 2015-03-04 14:27:18.828 ProductName[2007:60b] -> registered mono modules 0x1164060
    2. -> applicationDidFinishLaunching()
    3. -> applicationDidBecomeActive()
    4. Requesting Resolution: 640x1136
    5. Renderer: PowerVR SGX 543
    6. Vendor:   Imagination Technologies
    7. Version:  OpenGL ES 2.0 IMGSGX543-97.7
    8. 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_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_IMG_read_format GL_IMG_texture_compression_pvrtc
    9. Creating OpenGLES2.0 graphics device
    10. Initialize engine version: 4.6.3p1 (e568f608adc6)
    11. BinFormatter::Deserialize()-> exSystem.IO.FileNotFoundException: Could not load file or assembly 'System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
    12. File name: 'System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
    13.   at Mono.Globalization.Unicode.SimpleCollator.FilterOptions (Int32 i, CompareOptions opt) [0x00000] in <filename unknown>:0
    14.   at System.AppDomain.Load (System.String assemblyString, System.Security.Policy.Evidence assemblySecurity, Boolean refonly) [0x00000] in <filename unknown>:0
    15.   at System.AppDomain.Load (System.String assemblyString) [0x00000] in <filename unknown>:0
    16.   at System.Reflection.AssemblyConfigurationAttribute..ctor (System.String configuration) [0x00000] in <filename unknown>:0
    17.   at System.Reflection.Assembly.Load (System.String assemblyString) [0x00000] in <filename unknown>:0
    18.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.GetDeserializationType (Int64 assemblyId, System.String className) [0x00000] in <filename unknown>:0
    19.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadType (System.IO.BinaryReader reader, TypeTag code) [0x00000] in <filename unknown>:0
    20.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadTypeMetadata (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo) [0x00000] in <filename unknown>:0
    21.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectInstance (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo, Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
    22.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
    23.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
    24.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
    25.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (BinaryElement element, System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
    26.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in <filename unknown>:0
    27.   at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0
    28.   at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) [0x00000] in <filename unknown>:0
    29.   at XPreloadconfigRecord..cctor () [0x00000] in <filename unknown>:0
    30.   at BinFormatter.Deserialize (System.IO.Stream stream, System.Type type, Int64 offset) [0x00000] in <filename unknown>:0
    31.   at XPreloadconfigRecord..cctor () [0x00000] in <filename unknown>:0
    32.   at Test.Start () [0x00000] in <filename unknown>:0
    33.   at Replacements.RemotingServices.CreateClientProxy (System.Type objectType, System.String url, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
    34. Replacements.RemotingServices:CreateClientProxy(Type, String, Object[])
    35. UnityEngine.Debug:Internal_Log(Int32, String, Object)
    36. UnityEngine.Debug:Log(Object)
    37. BinFormatter:Deserialize(Stream, Type, Int64)
    38. XPreloadconfigRecord:.cctor()
    39. Test:Start()
     
  8. chetanisinanand

    chetanisinanand

    Joined:
    Oct 22, 2012
    Posts:
    22
    Unity 4.6.3

    Trying to build and getting error ( Il2cpp universal architecture) :
    please let me know if it is normal that unity is trying to run il2cpp.exe on OSX machine or am I missing something or its a bug ?


    Code (CSharp):
    1. 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/christinewalker/Documents/Projects/Test64/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" "/Users/christinewalker/Documents/Projects/Test64/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" "/Users/christinewalker/Documents/Projects/Test64/Temp/il2cppOutput/il2cppOutput"
    2.  
    3. stdout;
    4. IL2CPP error for type 'GooglePlayGames.Native.PInvoke.PInvokeUtilities/OutStringMethod' in assembly '/Users/christinewalker/Documents/Projects/Test64/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll'
    5. Additional information: Build a development build for more information. Exception has been thrown by the target of an invocation.
    6. stderr:
    7.  
    8. Unhandled Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidCastException: Cannot cast from source type to destination type.
    9.   at Unity.IL2CPP.IncludeCollection.NonTemplated.TypeDefinitionVisitor.HandleDelegate (Mono.Cecil.TypeDefinition typeDefinition) [0x00000] in <filename unknown>:0
    10.   at Unity.IL2CPP.IncludeCollection.NonTemplated.TypeDefinitionVisitor.Visit (Mono.Cecil.TypeDefinition typeDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    11.   at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
    12.   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
    13.   --- End of inner exception stack trace ---
    14.   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
    15.   at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
    16.   at Unity.Cecil.Visitor.Visitor.Visit[TypeDefinition] (Mono.Cecil.TypeDefinition node, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0
    17.   at Unity.Cecil.Visitor.Extensions.DoAccept[TypeDefinition] (Mono.Cecil.TypeDefinition definition, Unity.Cecil.Visitor.Visitor visitor) [0x00000] in <filename unknown>:0
    18.   at Unity.Cecil.Visitor.Extensions.Accept (Mono.Cecil.TypeDefinition typeDefinition, Unity.Cecil.Visitor.Visitor visitor) [0x00000] in <filename unknown>:0
    19.   at Unity.IL2CPP.IncludeCollection.NonTemplated.IncludeCollector.ForTypeDefinition (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    20.   at Unity.IL2CPP.IncludeCollection.NonTemplated.IncludeCollector.ForTypeDefinition (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    21.   at Unity.IL2CPP.IncludeWriter.WriteTypeDefinitionIncludes (Mono.Cecil.TypeReference type, Unity.IL2CPP.CppCodeWriter writer) [0x00000] in <filename unknown>:0
    22.   at Unity.IL2CPP.SourceWriter.WriteTypeDefinitionFor (System.String outputDirectory, Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    23.   at Unity.IL2CPP.SourceWriter.Write (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.IL2CPP.GenericsCollection.InflatedCollection allGenerics, System.String outputDir, Mono.Cecil.TypeDefinition[] typeList, Unity.IL2CPP.StringLiterals.StringLiteralCollection stringLiteralCollection) [0x00000] in <filename unknown>:0
    24.   at Unity.IL2CPP.AssemblyConverter.Convert (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.IL2CPP.StringLiterals.StringLiteralCollection stringLiteralCollection, Unity.IL2CPP.GenericsCollection.InflatedCollection allGenerics) [0x00000] in <filename unknown>:0
    25.   at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    26.   at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, System.String outputDir) [0x00000] in <filename unknown>:0
    27.  
    28. UnityEngine.Debug:LogError(Object)
    29. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase)
    30. UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String)
    31. UnityEditorInternal.IL2CPPBuilder:Run()
    32. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
    33. UnityEditor.HostView:OnGUI()
     
  9. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,664
    Uploaded two test projects with two issues:
    1. #677179, where using a previously working GZipStream producing errors.
    2. #677190, where using SslStream to connect to https://google.com fails with error.
     
  10. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    6,929
    @TeorikDeli

    The IL2CPP version in Unity 5 matches the version in 4.6.3. With that said, we have made IL2CPP fixes in 4.6.3p1 and 4.6.3p2 (to be released soon) which are not yet in Unity 5. They will be coming to a Unity 5 patch release soon though.
     
  11. JoshPeterson

    JoshPeterson

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    @rjeon

    Thanks for reporting this issue, we will investigate it.
     
  12. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @BestHTTP

    Thanks for submitting these bugs, we will investigate them.
     
    BestHTTP likes this.
  13. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @chetanisinanand

    The il2cpp.exe file is correct, even on OSX. IL2CPP is a managed executable, and runs in Mono on OSX, so we leave the .exe int he file name.

    I've just tried this locally with our latest code, using the code from this line as a test case:

    https://github.com/playgameservices...tforms/Native/PInvoke/PInvokeUtilities.cs#L52

    It is working as far as I can tell. I do see a recent fix in the IL2CPP code where this exception occurs, so that may have corrected it. Could you try this with the 4.6.3p1 release? I believe that the possible correction is in that release. If the problem still occurs, please submit a bug along with an example project. Thanks!
     
  14. Lars-Blaabjerg

    Lars-Blaabjerg

    Joined:
    Apr 5, 2011
    Posts:
    54
    Hi, it's me... again :)
    I wrote earlier that our problems with SslStream seemed to be solved. Indeed for my repro project the secure requests did work. They also seemed to work in our game.
    But now we have tracked some crash issues to those requests. I modified my repro project a bit. It used the SslStream synchronously from the Unity main thread. I changed that to mimic more what is done in our game. Here the requests are performed from another thread. They now fail all the time :-( Similarly to how they failed before.
    New bug report submitted (Case 677286)
     
  15. Mistale

    Mistale

    Joined:
    Apr 18, 2012
    Posts:
    173
    I don't know if this has already been mentioned, but there seems to be a few bugs related to threading when building with IL2CPP for iOS.

    1: Thread.IsAlive never seems to be reset to false after a thread has finished running.

    I have code that yields a coroutine until the spawned thread has completed, and it just waits forever with IL2CPP.
    If I instead use a custom bool flag to indicate that the thread is done, everything works as expected. Thread.IsAlive is working as expected when I build for Mono.

    2: Background / worker threads perform a lot worse under IL2CPP then under Mono.

    Under Mono, I get about the same performance for my relevant code no matter if I run it on the main thread or in a separate thread (but I don't lock up the user interface with the latter method).
    Under IL2CPP, I get half the performance when running the same code in a separate thread. If I run it on the main thread, I get as high (or even higher) performance than under Mono.

    I don't have time to make example projects and create full bug reports rights now, but I hope I'm not wasting your time anyway.
     
  16. ReliC426

    ReliC426

    Joined:
    Aug 22, 2014
    Posts:
    1
    I am also getting a similar error to @Favor_89:

    System.NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System.Reflection/Assembly.cpp(361) : Unsupported internal call for IL2CPP:Assembly::GetManifestResourceInfoInternal - "This call is not supported by il2cpp."

    Any update on case 674763? Thanks!
     
  17. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
    Posts:
    47
    (Case 676103) 4.6.3p2 Facebook broken on FB.FEED, FB.API with a POST
    I dug into it and figured it all out. Not a IL2CPP issue.

    The way duplicate achievements are handled changed in facebook sdk 6.2.1
    Now throws duplicate error. It had previously jsut swallowed the request

    Also facebook feed url MUST be same as configured in dev dashboard - cannot be generic
    identifier FB.id

    can close. sorry for the churn
     
  18. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @Lars Blaabjerg

    Thanks for submitting this bug. We will investigate it.
     
  19. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Mistale

    I don't believe that we are aware of these issues, but we will follow up on them. On issue 2, are you building in release mode in Xcode? I just want to confirm, as we have seen performance problems (understandably) with debug builds.
     
  20. JoshPeterson

    JoshPeterson

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    @ReliC426

    This is not yet implemented, but it is one of the next things on our list to implement, so hopefully soon!
     
  21. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @jeffsherwin

    Thanks for following up on this. We will close the bug.
     
  22. Mistale

    Mistale

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    Apr 18, 2012
    Posts:
    173
    Yes, that's in release mode, not debug.
     
  23. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    Hello @JoshPeterson !

    I need to ask a serious question about the IL2CPP cycle in 4.6.
    I seen that Unity 5 is out ! Great job !

    But at the moment i have some fear about compatibility for my current project if i upgrade to Unity 5 (As explained in this topic) .

    I know that you are having hardwork to make a stable IL2CPP export.
    But in you roadmap, to how far / how long will you continue to release IL2CPP in the 4.6 cycle.

    I fear that everyone say "Great IL2CPP is now working perfectly" but that everything has been pinned to the Unity 5 release, and that the Unity 4.6.x version will only contain a buggy and unusable version of IL2CPP.

    Because we must keep the Flash compatibility, i have some doubt that going one day on the Unity 5 for IL2CPP will keep the project "Ok" to be opened on Unity 4.6.1 (the version we use for Flash Development). It seem safer to use 4.6.1 and 4.6.3 together for project compatibility, we have no fallback at the moment in this configuration.

    TL;DR: How long will you continue to release IL2CPP patchs/fix in the 4.6 cycle ?

    Thanks in advance.
     
    Last edited: Mar 5, 2015
    tomtc123 likes this.
  24. abutt1

    abutt1

    Joined:
    Jan 24, 2014
    Posts:
    18
    @JoshPeterson Just a quick q in regards to the new Unity 5.0 release - is it up to date with the latest IL2CPP fixes in 4.6.3p3?

    I want to thank you guys again for all the hard work you put in to get IL2CPP working in 4.6 - it's been great service, and I really appreciate your efforts.
     
  25. Firer

    Firer

    Joined:
    Mar 5, 2015
    Posts:
    2
    4.6.3f1,
    Socket.BeginSend(buffer.buffer, buffer.position, buffer.size, SocketFlags.None, OnSend, buffer);
    at IL2CPP, can't receive any request
     
  26. play_with_wolf

    play_with_wolf

    Joined:
    Aug 26, 2014
    Posts:
    36
    try {
    Debug.Log ("BeginReceive 1");
    mSocket.BeginReceive (mTemp, 0, mTemp.Length, 0, newAsyncCallback (OnReceive), mSocket);
    Debug.Log ("BeginReceive 2");
    } catch (System.Exceptionex) {
    Debug.Log ("BeginReceive ex = " + ex.Message);
    Error (ex.Message);
    Disconnect ();
    }

    void OnReceive(IAsyncResultresult)
    {
    Debug.Log("OnReceive++++++++++++++++");
    }

    when 4.6.3f1 IL2CPP run at IOS8.1 iPad mini log is:

    Filename: /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineDebug.cpp Line: 56)

    BeginReceive 1

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineDebug.cpp Line: 56)

    BeginReceive 2

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineDebug.cpp Line: 56)

    but can't print OnReceive++++++++++++++++

    Mono2.x work ok~

    BeginReceive not work~~~
     
    Last edited: Mar 5, 2015
  27. RyuK

    RyuK

    Joined:
    Feb 12, 2014
    Posts:
    55
    Is the Parse SDK still broken on 4.6.3p1 / 4.6.3p2?
     
  28. Firer

    Firer

    Joined:
    Mar 5, 2015
    Posts:
    2
    @JoshPeterson
     
  29. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
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    @Paam

    We are planning to continue to update and support IL2CPP for 4.6 and 5.0 for some time. Internally, we have only one version of IL2CPP, and it used across all of our 4.6, 5.0, and eventually 5.x (for some yet unknown x) versions. We are planning to continue weekly patch releases of 4.6 and 5.0 for some time now, at least until IL2CPP is more stable.

    At some point we might back off to patch releases every two weeks, but I don't think that will happen until we are confident that IL2CPP is working on par with the Mono scripting backend.
     
  30. JoshPeterson

    JoshPeterson

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    @abutt1

    No, Unity 5 has the same IL2CPP version as 4.6.3. We are planning to bring the IL2CPP version in Unity 5 up to date in the first Unity 5 patch release, due out next week.
     
    jeffsherwin likes this.
  31. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @play_with_wolf

    Thanks for reporting this, we will investigate it.
     
  32. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @RyuK

    Unfortunately, yes, we will have problems with the Parse SDK in 4.6.3p1 and 4.6.3p2. In 4.6.3p1, the ParseUser.LogInAsync method works, but Facebook login does not work. Our fundamental problem from the IL2CPP side is a lack of support for MakeGenericType. We are working on that currently though.

    We're also working with the Parse developers on work arounds, but we don't have anything to release yet.
     
    jeffsherwin likes this.
  33. mastermachines1

    mastermachines1

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    Jan 23, 2015
    Posts:
    19
    Hi,

    Can someone give the status on WebRequest support (will it be in 4.6.3p2)? Are there any workarounds?

    Thanks!
     
  34. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @mastermachines1

    We don't have fixes for WebRequest in 4.6.3p2. In general we do have support for WebRequest which started at 4.6.3. However we have a number of bugs with various aspects of WebRequest, so it is not usable in all cases. We are working on correcting them though.
     
  35. mastermachines1

    mastermachines1

    Joined:
    Jan 23, 2015
    Posts:
    19
    Thanks for the fast reply! I'm getting this error on 4.6.3p1, do you know if it is a known issue?

    System.NotSupportedException

    at System.Net.Sockets.TcpClient.GetStream () [0x00000] in <filename unknown>:0

    at System.Net.WebRequest.EndGetRequestStream (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0

    at System.Net.WebRequest.Create (System.Uri requestUri) [0x00000] in <filename unknown>:0
     
  36. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @mastermachines1

    I have seen some reports of this, but I'm not sure yet if we have a bug on it. First though, what setting are you using for Api Compatibly Level? Can you make sure that it is ".Net 2.0" and not ".Net 2.0 Subset"? Thanks.
     
  37. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @mastermachines1

    Actually, after searching a bit more, I do see a few bugs that are not exactly the same, but do look similar. Please try the Api Compatibility Level setting and let me know the results though.
     
  38. mastermachines1

    mastermachines1

    Joined:
    Jan 23, 2015
    Posts:
    19
    @JoshPeterson

    System.NotSupportedException

    at System.Net.Sockets.TcpClient.GetStream () [0x00000] in <filename unknown>:0

    at System.Net.WebRequest.EndGetRequestStream (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0

    at System.Net.WebRequest.Create (System.Uri requestUri) [0x00000] in <filename unknown>:0

    at Rebar.Analytics.AnalyticsClient.Send (System.Collections.Generic.List`1 batches) [0x00000] in <filename unknown>:0

    at Rebar.Analytics.AnalyticsTimer+SendThread.Run (System.Object timerAsObject) [0x00000] in <filename unknown>:0

    at Replacements.RemotingServices.CreateClientProxy (System.Type objectType, System.String url, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0


    Same error. Here are some images of my config settings in Unity and xcode.




     
  39. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,929
  40. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,929
    @mastermachines1

    Thanks, everything here looks sane. I suspect that our existing similar bugs (I see three of them) will cover your case as well. However, if you would like to, it does not hurt to submit your own bug, so that we will have another test case. Thanks.
     
  41. Dunmord

    Dunmord

    Joined:
    Aug 15, 2013
    Posts:
    40
    Thank you for the quick updates @JoshPeterson. Awesome job at handling the bugs!
    I just checked the latest patch and there's no mention to the bug regarding Socket.BeginSend. Is there any update on that?
     
  42. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
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    6,929
    @Dunmord

    Unfortunately we don't have that bug corrected yet. We are working on it though. That's the best information I can provide now.
     
  43. Dunmord

    Dunmord

    Joined:
    Aug 15, 2013
    Posts:
    40
    Thanks!
     
  44. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    @JoshPeterson Thanks for the updates about the Unity 4.6 cycle ! I can assume that it will be relatively safe for us if everything go right on IL2CPP in some weeks.

    And....Again the same question, any news about the Case 670422 with ExternalEval exception ?
    I don't have tested yet with the release of today, but i'm downloading the 4.6.3p2.dmg file.

    EDIT: Still can't build on last release because ExternalEval not implemented....Come one, i don't want to be angry, but i'm waiting a fix still near 1 month !

    I asked PlayerIO team if it's possible to have a dll without any Webplayer implementation reference, but i don't know if they will accept. We must release our game in June, it would be NICE to being able to have a buildable project first for iOS, and then be sure to have a working build on it quickly....

    This 64 bit thing is a Nightmare.

    EDIT of EDIT: Thanks for the return on my ticket @JoshPeterson, i will sleep well tonight. :) Thanks a lot.
     
    Last edited: Mar 5, 2015
  45. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
    Posts:
    47
    4.6.3p2 feels suddenly smoother and more stable.
    Nice work!
     
  46. abutt1

    abutt1

    Joined:
    Jan 24, 2014
    Posts:
    18
    @JoshPeterson Thanks for that, I'm looking forward to giving it a go.
     
  47. AGaming

    AGaming

    Joined:
    Dec 26, 2013
    Posts:
    103
    4.6.3p2 IL2CPP ARMv7 and ARM64 - Error

    All the same error with UFPS. Dear developers Unity, I understand that you are constantly hard work, but I'm already over the 3rd month I can not release the game and make updates due to incorrect operation IL2CPP, please tell me when this problem will be fixed about? I continue to pay a subscription of $ 150 per month, something to see every time that I have nothing works. I hope that in the next patch you still will be able to solve my problem. Thanks in advance.
     
  48. Lintz

    Lintz

    Joined:
    Mar 2, 2015
    Posts:
    4
    4.6.3p2 IL2CPP ARMv7 and ARMv64 - Error

    Code (CSharp):
    1. stdout;
    2. IL2CPP error (no further information about what managed code was being converted is available)
    3. Additional information: Build a development build for more information. Object reference not set to an instance of an object
    4. stderr:
    5.  
    6. Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
    7.   at Unity.IL2CPP.GenericsCollection.Inflater.InflateTypeWithoutException (Unity.IL2CPP.GenericsCollection.GenericContext context, Mono.Cecil.TypeReference typeReference) [0x00000] in <filename unknown>:0
    8.   at Unity.IL2CPP.GenericsCollection.Inflater.InflateType (Unity.IL2CPP.GenericsCollection.GenericContext context, Mono.Cecil.TypeReference typeReference) [0x00000] in <filename unknown>:0
    9.   at Unity.IL2CPP.GenericsCollection.Inflater.ConstructGenericType (Unity.IL2CPP.GenericsCollection.GenericContext context, Mono.Cecil.TypeDefinition typeDefinition, IEnumerable`1 genericArguments) [0x00000] in <filename unknown>:0
    10.   at Unity.IL2CPP.GenericsCollection.Inflater.InflateType (Unity.IL2CPP.GenericsCollection.GenericContext context, Mono.Cecil.TypeDefinition typeDefinition) [0x00000] in <filename unknown>:0
    11.   at Unity.IL2CPP.GenericsCollection.Inflater.InflateMethod (Unity.IL2CPP.GenericsCollection.GenericContext context, Mono.Cecil.MethodDefinition methodDefinition) [0x00000] in <filename unknown>:0
    12.   at Unity.IL2CPP.GenericsCollection.GenericVirtualMethodCollector.FindMethodInTypeThatOverrides (Mono.Cecil.GenericInstanceMethod potentiallyOverridenGenericInstanceMethod, Mono.Cecil.TypeReference typeThatMightHaveAnOverrideingMethod) [0x00000] in <filename unknown>:0
    13.   at Unity.IL2CPP.GenericsCollection.GenericVirtualMethodCollector.Collect (Unity.IL2CPP.GenericsCollection.InflatedCollection generics, IEnumerable`1 types, Mono.Cecil.ModuleDefinition mscorlib) [0x00000] in <filename unknown>:0
    14.   at Unity.IL2CPP.AssemblyConverter.CollectGenericVirtualMethods (Unity.IL2CPP.GenericsCollection.InflatedCollection allGenerics, IEnumerable`1 allTypeDefinitions) [0x00000] in <filename unknown>:0
    15.   at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    16.   at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, System.String outputDir) [0x00000] in <filename unknown>:0
     
  49. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,929
    @Paam

    Sorry for the delay on this bug, we should be able to land the fix in the 4.6.3p3 release.
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,929
    @AGaming

    Yes, this fix has been a while in coming, I agree. UFPS uses generic method construction, with we initially did not support in IL2CPP. The good news is that we have merged initial generic method construction support now, and I have corrected one bug related to UFPS today (we can now run the UFPS test scene correctly).

    So, I think that your problem may be corrected in the 4.6.3p3 release. To be sure though, do you have one or more outstanding bugs that you have submitted on this? I would love to try them to confirm the fix. Thanks.