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4.6 iOS 64-bit beta

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

  1. krsanoke

    krsanoke

    Joined:
    Mar 11, 2015
    Posts:
    2
    @JoshPeterson
    Here is log, and I haven't call stack because App has never been launched.

    Mar 23 17:47:27 ReportCrash[23115] <Notice>: ReportCrash acting against PID 23114
    Mar 23 17:47:27 ReportCrash[23115] <Warning>: Failed to create CSSymbolicatorRef for launchd[23114]
    Mar 23 17:47:27 ReportCrash[23115] <Notice>: Formulating crash report for process launchd[23114]
    Mar 23 17:47:27 com.apple.launchd[1] (UIKitApplication:com.sample.app1[0x2915][23114]) <Warning>: (UIKitApplication:com.sample.app1[0x2915]) Job appears to have crashed: Illegal instruction: 4
    Mar 23 17:47:27 com.apple.launchd[1] (UIKitApplication:com.sample.app1[0x2915]) <Notice>: (UIKitApplication:com.sample.app1[0x2915]) Throttling respawn: Will start in 2147483647 seconds
    Mar 23 17:47:27 backboardd[31] <Warning>: Application 'UIKitApplication:com.sample.app1[0x2915]' exited abnormally with signal 4: Illegal instruction: 4
    Mar 23 17:47:27 ReportCrash[23115] <Notice>: Saved crashreport to /var/mobile/Library/Logs/CrashReporter/launchd_2015-03-23-174727_.plist using uid: 0 gid: 0, synthetic_euid: 501 egid: 0
     
  2. jeffsherwin

    jeffsherwin

    Joined:
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    Should we still be expecting p4 today? with the dot release scheduled for Friday?
     
  3. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    I was about to ask this also - I wish for p4 release to make a final build to submit for store.
    Maybe this is the wrong thread but I think the release team need to make a new announcement on exactly how future builds will be released and how 4.6.x support will continue.
     
  4. MoonifyPascal

    MoonifyPascal

    Joined:
    Aug 16, 2013
    Posts:
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    Hi @JoshPeterson, bug submitted 683283
    I minimized my project down to 1Go

    Thanks for your help
     
  5. oddurmagg

    oddurmagg

    Joined:
    Mar 20, 2013
    Posts:
    19
    I am running into the same issue as @fishg earlier. Random out of memory errors which only happen under il2cpp @4.6.3p3. We run mono and il2cpp builds side by side and this is definitely only happening on the il2cpp builds.

    Initializing Metal device caps
    Initialize engine version: 4.6.3p3 (088b951bfc62)


    System memory in use before: 79.3 MB.
    openbeta(986,0x3a2d39dc) malloc: *** mach_vm_map(size=749568) failed (error code=3)
    *** error: can't allocate region
    *** set a breakpoint in malloc_error_break to debug
    Could not allocate memory: System out of memory!
    Trying to allocate: 745696B with 16 alignment. MemoryLabel: NewDelete
    Allocation happend at: Line:0 in Overloaded New
    Memory overview


    [ ALLOC_DEFAULT ] used: 61854145B | peak: 62129419B | reserved: 62502590B
    [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
    [ ALLOC_GAMEOBJECT ] used: 4395038B | peak: 4441048B | reserved: 6202298B
    [ ALLOC_GFX ] used: 16830999B | peak: 51131911B | reserved: 16833344B
    [ ALLOC_PROFILER ] used: 264353B | peak: 266780B | reserved: 1397863B
    Could not allocate memory: System out of memory!
    Trying to allocate: 745696B with 16 alignment. MemoryLabel: NewDelete
    Allocation happend at: Line:0 in Overloaded New

    ----

    Here is another one:

    openbeta(995,0x1032d000) malloc: *** mach_vm_map(size=33558528) failed (error code=3)
    *** error: can't allocate region
    *** set a breakpoint in malloc_error_break to debug
    Could not allocate memory: System out of memory!
    Trying to allocate: 33554436B with 32 alignment. MemoryLabel: Texture
    Allocation happend at: Line:411 in /Users/builduser/buildslave/unity/build/Runtime/Graphics/Texture2D.cpp
    Memory overview


    [ ALLOC_DEFAULT ] used: 76398335B | peak: 76602720B | reserved: 77334795B
    [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
    [ ALLOC_GAMEOBJECT ] used: 5844758B | peak: 6235136B | reserved: 8071458B
    [ ALLOC_GFX ] used: 22657883B | peak: 51111631B | reserved: 22664463B
    [ ALLOC_PROFILER ] used: 331676B | peak: 353391B | reserved: 1752571B
    Could not allocate memory: System out of memory!
    Trying to allocate: 33554436B with 32 alignment. MemoryLabel: Texture
    Allocation happend at: Line:411 in /Users/builduser/buildslave/unity/build/Runtime/Graphics/Texture2D.cpp
    Memory overview

    At this Stack (on thread 14, not the main thread). The process is using 200MB at the time of crash, so plenty left.

    #0 0x01a642cc in AllocationHeader::GetHeader(void const*) [inlined] at /Users/builduser/buildslave/unity/build/./Runtime/Allocator/AllocationHeader.h:40
    #1 0x01a642c0 in UnityDefaultAllocator<LowLevelAllocator>::GetPtrSize(void const*) const at /Users/builduser/buildslave/unity/build/Runtime/Allocator/UnityDefaultAllocator.cpp:266
    #2 0x01ce51a8 in MemoryProfiler::RegisterAllocation(void*, BaseAllocator*, MemLabelId const&, char const*, int, unsigned long) at /Users/builduser/buildslave/unity/build/Runtime/Profiler/MemoryProfiler.cpp:195
    #3 0x01ce5168 in MemoryProfiler::RegisterAllocation(void*, MemLabelId const&, char const*, int, unsigned long) at /Users/builduser/buildslave/unity/build/Runtime/Profiler/MemoryProfiler.cpp:190
    #4 0x01a61594 in MemoryManager::RegisterAllocation(void*, unsigned long, BaseAllocator*, MemLabelId const&, char const*, char const*, int) at /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp:1395
    #5 0x01a5fc8c in MemoryManager::Allocate(unsigned long, int, MemLabelId const&, int, char const*, int) at /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp:981
    #6 0x01a5f8e8 in malloc_internal(unsigned long, int, MemLabelId const&, int, char const*, int) at /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp:256
    #7 0x01bb6324 in Texture2D::AllocateTextureData(int, unsigned int, bool) at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Texture2D.cpp:411
    #8 0x01bba260 in void Texture2D::Transfer<StreamedBinaryRead<false> >(StreamedBinaryRead<false>&) at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Texture2D.cpp:833
    #9 0x01bb7e4c in AutoScopeRoot::AutoScopeRoot(void*) [inlined] at /Users/builduser/buildslave/unity/build/./Runtime/Allocator/MemoryMacros.h:107
    #10 0x01bb7df8 in AutoScopeRoot::AutoScopeRoot(void*) [inlined] at /Users/builduser/buildslave/unity/build/./Runtime/Allocator/MemoryMacros.h:107
    #11 0x01bb7df8 in Texture2D::VirtualRedirectTransfer(StreamedBinaryRead<false>&) at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Texture2D.cpp:1020
    #12 0x01d026dc in SerializedFile::ReadObject(int, int, ObjectCreationMode, bool, TypeTree**, bool*, Object**) at /Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp:1325
    #13 0x01cf53fc in PersistentManager::LoadFileCompletelyThreaded(std::string const&, int*, int*, int, bool, LoadProgress*) at /Users/builduser/buildslave/unity/build/Runtime/Serialize/PersistentManager.cpp:1450
    #14 0x01c3e034 in PreloadLevelOperation::perform() at /Users/builduser/buildslave/unity/build/Runtime/Misc/PreloadManager.cpp:669
    #15 0x01c3cd8c in PreloadManager::Run() at /Users/builduser/buildslave/unity/build/Runtime/Misc/PreloadManager.cpp:239
    #16 0x01c3cb68 in PreloadManager::Run(void*) at /Users/builduser/buildslave/unity/build/Runtime/Misc/PreloadManager.cpp:186
    #17 0x01d2a4f4 in Thread::RunThreadWrapper(void*) at /Users/builduser/buildslave/unity/build/Runtime/Threads/Thread.cpp:40

    - Oddur Magnusson, Klang Games / rerunners.com
     
  6. oddurmagg

    oddurmagg

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    Ran into a new stack where it is running out of memory. It is allocating an array of 132096 uint32s. Process is using 164 megs of ram at the time so it should have that half a meg available somewhere on the heap.

    The topmost frames are:

    #0 0x0234db6c in il2cpp::vm::Object::AllocatePtrFree(unsigned long, TypeInfo*) at /Users/builduser/buildslave/unity/build/Tools/il2cpp/il2cpp/libil2cpp/vm/Object.cpp:61
    #1 0x0233ed3c in il2cpp::icalls::mscorlib::System::Array::Clone(Il2CppArray*) at /Users/builduser/buildslave/unity/build/Tools/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System/Array.cpp:34
    #2 0x00477bf8 in SZArrayNew(TypeInfo*, unsigned int) at /Users/oddur/perforce/projects/twodee/trunk/ios-build/Libraries/libil2cpp/include/codegen/il2cpp-codegen.h:338

    And the log says

    GC Warning: Failed to expand heap by 8388608 bytes
    GC Warning: Failed to expand heap by 532480 bytes
    GC Warning: Out of Memory! Heap size: 26 MiB. Returning NULL!
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

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    The 4.6.3p4 release is now live here: http://unity3d.com/unity/qa/patch-releases.

    As usual, we have a number of IL2CPP fixes, including more for fixes for WebRequest. Please give it a try! We're targeting 4.6.4 to include all of the 4.6.3pX fixes for the end of this week.
     
  8. JoshPeterson

    JoshPeterson

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    MrEsquire likes this.
  9. FredDeschenes

    FredDeschenes

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    Mar 15, 2013
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    Any idea when we can expect a fix for 674706? Whatever else get fixed, this will prevent all our projects from working anyway.
     
  10. mastermachines1

    mastermachines1

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    Downloading 4.6.3p4 now, I'm excited to see if it will fix our WebRequest problems.

    Just to clarify, 4.6.3p4 does not contain the fixes that 4.6.3p3, 4.6.3p2, ect... had? I was under the impression that each patch had the fixes of the previous patch, but your last sentence would indicate otherwise.
     
  11. JoshPeterson

    JoshPeterson

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    @krsanoke

    I think that it may be best to send us this project in a bug report, if possible. I still can't determine a cause with this information alone. As a quick sanity check, have you been able to make this project work with the Mono scripting backend? Thanks.
     
  12. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @MediaPod34

    Thanks for submitting this bug, we will investigate it.
     
  13. JoshPeterson

    JoshPeterson

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    @oddurmagg

    Is it possible for you to send us this project with a bug report? This looks very much like a bug in the IL2CPP runtime code, so we would love to have a look at it. I have not seen a case which looks as clear as this one, so it will likely be helpful for us to solve the problem.
     
  14. JoshPeterson

    JoshPeterson

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    @mastermachines1

    You are correct, 4.6.3p4 includes all of the fixes from 4.6.3p3, 4.6.3p2, etc. Sorry that my statement was misleading, I meant to indicate that 4.6.4 will likely not have anything new which is not in the 4.6.3p4 patch release. We're planning to start with new fixes in 4.6.4p1 again.
     
  15. JoshPeterson

    JoshPeterson

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    @FredDeschenes

    Unfortunately I cannot give you a time line on a fix for this bug. It is in our list to investigate and correct, but we have not done so yet.
     
  16. Dunmord

    Dunmord

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    @JoshPeterson
    We have a proyect that, compiled with il2cpp-universal, normally outputs about 200MBs for the build. One time though it built the same proyect, with no changes, and it was 150MBs. We have no idea why this happened but we want to replicate it. Do you know if there is an option in the unity build settings that would do this?

    I remember reading somewhere that il2cpp always uses code stripping, so it's probably not that. Right?
     
  17. JoshPeterson

    JoshPeterson

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    @Dunmord

    I'm not sure what build option would have an impact that drastic. You could try the various stripping options, but you are correct, IL2CPP is always doing the byte code stripping. So I doubt that stripping options will have an impact.

    You might also try using the .NET 2.0 Subset profile instead of .NET 2.0, as the Subset profile is smaller. I still don't think that it should cause a change in binary size this large though.
     
  18. oddurmagg

    oddurmagg

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    @JoshPeterson I am going to pull together a minimal project and will submit a bug report with that. Probably will still be huge though.
     
  19. JoshPeterson

    JoshPeterson

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    @oddurmagg

    Thanks. If the project is too large to submit with a bug report, please submit the bug anyway and mention that the project is too large. We can obtain it in another way.
     
  20. blindgoat

    blindgoat

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    @JoshPeterson We're in the same boat as @mastermachines1 (waiting on fixes to WebRequest to release our game) but we're using Unity 5. Any estimate for the rest of the WebRequest bugs and when they will be pushed to 5?
     
  21. JoshPeterson

    JoshPeterson

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    @blindgoat

    The same WebRequest fixes that are in 4.6.3p4 are also in 5.0.0p3. We're expecting 5.0.0p3 to be out tomorrow, but as always, it might slip. Hopefully it will correct the problems you are seeing. If not, please let us know. Thanks.
     
  22. mastermachines1

    mastermachines1

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    Unfortunately we are still having problems with 4.6.3p4. I'm not getting the same error as before, but it still seems to be linked to multi threading/WebRequest.

    Sometimes I will get this error in the Unity splash screen (and the game hangs):


    When that doesn't happen, there will be no error, but the game will hang in the Unity splash screen and the only stuff in the xcode debug console are logs from our analytics (which runs on a different thread and use WebRequest).

    The same project runs fine in 32-bit/mono.
     
  23. oddurmagg

    oddurmagg

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    @JoshPeterson I have created an issue with a repro project (683386)
     
  24. Dunmord

    Dunmord

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    @JoshPeterson

    We tried different architecture builds. We noticed that doing only 64bits produces the same amount of source code as in the case the app was 50MBs smaller. So we thought we just clicked the wrong architecture, but then we selected "universal" again and the produced code was the same as 64bits only, but this time it didn't have problems running on a 32bit device.

    Universal produces 400+ source files
    64bit produces 226 source files

    Sometimes universal produces 226 source files

    All we did was change some tags in the sprites we had. Would the spritesheets change that many source files?

    Thanks again
     
  25. Rene-Damm

    Rene-Damm

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    The SIGUSR1 interruption isn't an error. The signal is used by the code to interrupt the socket polling thread and should be ignored in the debugger ("pro hand -p true -s false SIGUSR1"). This behavior is new in p4 but will be gone as soon as we roll out the current set of changes which are switching to a different method.

    As for the hangs, yup, we have discovered and fixed two more serious issues in the webrequest handling code that are now solved in the current batch of changes. One is a race condition in the communication with the socket polling thread (fixed by the above mentioned new method of communication) and one is a race condition in the monitor code which can lead to hangs of several seconds.

    We've done a lot of testing now (and will do a lot more) and it seems that webrequests are finally stable and well-performing on iOS.
     
    markgeigel and drawcode like this.
  26. JoshPeterson

    JoshPeterson

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    @mastermachines1

    Is it possible for you to submit your project with a bug, if you have not already done so? This looks like something we should investigate more here. Thanks.

    Edit: Ignore me, @Rene Damm knows more about this!
     
  27. JoshPeterson

    JoshPeterson

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    @oddurmagg

    Thanks, we will investigate.
     
  28. JoshPeterson

    JoshPeterson

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    @Dunmord

    I would be very surprised if a spritesheets change would cause any change in the number of C++ source files to compile. Likewise, changing the architecture from Universal to 64-bit should not change the number of C++ source files. In all cases, IL2CPP should generate the same number of C++ source files for the same IL assemblies. So there must be something else that is changing, but I'm not sure what it is.
     
  29. mastermachines1

    mastermachines1

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    For our project Universal has 496 source files and 32-bit (IL2CPP) has 248 source files.

    *EDIT* 64-bit also has 248 source files.
     
    Last edited: Mar 24, 2015
  30. mastermachines1

    mastermachines1

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    Thanks!

    We're experiencing indefinite hanging, would these fixes help with that or are the issues you're referring to only reducing hangs that last a few seconds?

    I can't quite put my finger on an exact pattern, but it seems like the first time I do a build with a new patch the game will run fine (maybe because it's doing a fresh install of the game on the phone?), but when I try to run it again it hangs/freezes in the Unity splash screen. When I uninstall the game and run from xcode again, it seems there is about a 50% chance that the SIGUSR1 interruption comes up (the game hangs/freezes when this happens) or the game works.
     
  31. Rene-Damm

    Rene-Damm

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    Yes, that's fixed. What happens is that the socket polling thread misses a beat and a socket that is supposed to be polled gets stuck in the queue either indefinitely or until another socket comes along and makes the socket polling thread wake back up.

    With the two aforementioned issues playing into this both being race conditions, it's the nature of the game that you end up with different runs producing different results. Especially the race condition in the monitors depends on a very, very specific timing between two threads to occur. But then, as always, any race condition that may happen will happen.
     
  32. Dunmord

    Dunmord

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    @mastermachines1 @JoshPeterson

    Thanks.
    We are surprised because it didn't happen at all before. We used to have a constant 400+ files for universal builds. And suddenly not only did the source file count decrease but also the build was reduced by 50MBs without us touching anything. The 50MBs thing was a one shot thing apparently; we haven't been able to replicate that part.
     
  33. numeric

    numeric

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    I've been getting a problem where I get a blank screen on some of my scenes, I can't see my UI buttons but I can still press them.

    After the new patch I still get the blank screen but now get this error

    NullReferenceException: A null value was found where an object instance was required.
    at Mono.Globalization.Unicode.MSCompatUnicodeTable.FillCJKCore (System.String culture, Mono.Globalization.Unicode.CodePointIndexer& cjkIndexer, System.Byte*& catTable, System.Byte*& lv1Table, Mono.Globalization.Unicode.CodePointIndexer& cjkLv2Indexer, System.Byte*& lv2Table) [0x00000]

    Any thoughts on how to fix this?
     
  34. aahlawat

    aahlawat

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    System.net.webclient downloadfileasync.
    Is this fixed in 4.6.3p4? I'm still getting timed out on 4.6.3p4
     
  35. Rene-Damm

    Rene-Damm

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    Unfortunately not all the issues got fixed in p4. The bug repros we tested on seemed to work fine but moving on we discovered more issues that we have fixed since. So, while I hate to have to refer you to another patch release, unfortunately it's the state of things.

    I'm pretty sure the timeout you are seeing is from one of the two issues mentioned above (both can produce hangs and thus cause requests to time out). Please retry once the next patch release hits.
     
  36. numeric

    numeric

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    Will that also be the same for me Rene Damm?
     
  37. Rene-Damm

    Rene-Damm

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    The problem you describe sounds like a different issue altogether. Did you file a bug report? If not, please do so we can take a look.
     
  38. United-Unity

    United-Unity

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    Is there a plan that following bugfix will be included in 4.6.3 patches ?
    • (678814) - Scripting: Crash on Newtonsoft.Json.DeserializeObject(string) when serialized type has generic arrays.
    After founding out that it was included in Unity 5.0.0p2, I expected it would be included in 4.6.3p4 but it seems not.
    Please check it and release next patch including it. It is the showstopper for my project.
     
  39. Psy_Duck

    Psy_Duck

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    Hi @JoshPeterson, you can close ticket 676471 which was fixed by the generics workaround.

    Quick follow-up questions: will the 5.0.0p3 contain all the fixes present in 4.6.3p4? If not, will it at least contain the generics workaround (677830) and https fixes (660734)?

    Keep up the good work!
     
  40. bfb

    bfb

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    @Rene Damm
    I've tried out 4.6.3p4, and it now works fine on both #681453 repro and our production code around WebRequest.
    Thank you for the fix!

    At least in our cases, it so performed well that doesn't need the number of the async threads to be extended.
     
  41. bdominguezvw

    bdominguezvw

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    Dec 4, 2013
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    I have a problem when I override a UIBehaviour "OnValidate" method and build the project, it crashes:

    Code (CSharp):
    1. stdout:
    2. Fatal error in Mono CIL Linker
    3. System.Exception: Error processing method: 'System.Void UnityEngine.UI.UIVirtualJoystick::OnValidate()' in assembly: 'Assembly-CSharp.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve System.Void UnityEngine.EventSystems.UIBehaviour::OnValidate()
    4.   at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0
    5.   at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0
    6.   at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in <filename unknown>:0
    7.   at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
    8.   at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
    9.   --- End of inner exception stack trace ---
    10.   at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
    11.   at Mono.Linker.Steps.MarkStep.Process () [0x00000] in <filename unknown>:0
    12.   at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    13.   at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    14.   at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
    15.   at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
    16. stderr:
    17.  
    18. UnityEngine.Debug:LogError(Object)
    19. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:66)
    20. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192)
    21. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:185)
    22. UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:136)
    23. UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:121)
    24. UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:431)
    25. UnityEditorInternal.IL2CPPBuilder:StripAssemblies(String[], String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:419)
    26. UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:273)
    27. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:211)
    28. UnityEditor.HostView:OnGUI()
     
  42. netics

    netics

    Joined:
    Aug 23, 2011
    Posts:
    102
    We are experiencing bloating size problem.

    Our build about 80mb with mono backend.
    Our build about 290mb with IL2CPP backend.

    We are using parse plugin. (www.parse.com)
    This is not just simple size bloating.
    IL2CPP makes users abandon to download our game.

    Please fix this ASAP.
    We have already waited two months.
    How much time should we endure more?
     
  43. sophiepeithos

    sophiepeithos

    Joined:
    Sep 10, 2014
    Posts:
    59
    Hello, I use 4.6.3p4 to Il2CPP to build a Universal(armv7+arm64) app, the exported ipa have a 193MB executable file which will not pass Apple' review.
    Any idea on how to analyse and reduce executable file size?
     
  44. big_march

    big_march

    Joined:
    Mar 2, 2015
    Posts:
    38
    Hi, I use 4.6.3p4 to IL2CPP to build a universal app, run on iPhone5. IOS 7.1.1.

    When downloading asset bundles, the game crash, I've not located which line of the code cause this crash yet.
    Here's the log from Xcode:
    Code (CSharp):
    1.  
    2. (lldb) bt
    3.  
    4. * thread #23: tid = 0x34db, 0x39edd24c libsystem_kernel.dylib`poll + 8, name = 'Socket I/O Polling Thread', stop reason = signal SIGUSR1
    5.  
    6.   * frame #0: 0x39edd24c libsystem_kernel.dylib`poll + 8
    7.  
    8.     frame #1: 0x02e7bfd4 warwings`il2cpp::os::SocketImpl::Poll(requests=0x17587e30, timeout=<unavailable>, result=0x17587e08, error=<unavailable>) + 276 at SocketImpl.cpp:1668
    9.  
    10.     frame #2: 0x02e98afc warwings`il2cpp::vm::SocketPollingThread::RunLoop() + 580
    11.  
    12.     frame #3: 0x02e9a018 warwings`il2cpp::icalls::mscorlib::System::Threading::ThreadPool::SetMaxThreads(workerThreads=<unavailable>, completionPortThreads=<unavailable>) + 202980 at ThreadPool.cpp:68
    13.  
    14.     frame #4: 0x02e71cd8 warwings`Thread::RunThreadWrapper(ptr=<unavailable>) + 5505572 at Thread.cpp:48
    15.  
    16.     frame #5: 0x02e7d0ac warwings`il2cpp::os::ThreadImpl::ThreadStartWrapper(arg=0x00000001) + 36 at ThreadImpl.cpp:107
    17.  
    18.     frame #6: 0x39f53958 libsystem_pthread.dylib`_pthread_body + 140
    19.  
    20.     frame #7: 0x39f538ca libsystem_pthread.dylib`_pthread_start + 102
    21.  
    22.     frame #8: 0x39f51ae8 libsystem_pthread.dylib`thread_start + 8
    23.  
    24. (lldb) list
    25.  
    26.   24      {
    27.  
    28.   25          NSAutoreleasePool* pool = [NSAutoreleasePool new];
    29.  
    30.   26  
    31.  
    32.   27          UnityInitTrampoline();
    33.  
    34.   28          if(!UnityParseCommandLine(argc, argv))
    35.  
    36.   29              return -1;
    37.  
    38.   30  
    39.  
    40.   31      #if INIT_SCRIPTING_BACKEND
    41.  
    42.   32          InitializeScriptingBackend();
    43.  
    44.   33      #endif
    45.  
    46. (lldb)
     
  45. Rene-Damm

    Rene-Damm

    Unity Technologies

    Joined:
    Sep 15, 2012
    Posts:
    1,779
    I'm pretty sure that is fixed with the upcoming changes but would like to make sure. Would it be possible for you to file a bug ticket so we can take a look?
     
  46. big_march

    big_march

    Joined:
    Mar 2, 2015
    Posts:
    38
    I'v submit this case on fogbugz.
    http://fogbugz.unity3d.com/default.asp?683635_9fhdr56s
     
  47. Rene-Damm

    Rene-Damm

    Unity Technologies

    Joined:
    Sep 15, 2012
    Posts:
    1,779
  48. Lars-Blaabjerg

    Lars-Blaabjerg

    Joined:
    Apr 5, 2011
    Posts:
    54
    I can attest that there is no change to this in Unity 4.6.3p4
     
  49. sophiepeithos

    sophiepeithos

    Joined:
    Sep 10, 2014
    Posts:
    59
    Hello, I use 4.6.3p4 to Il2CPP to build a Universal(armv7+arm64) app, the exported ipa have a 193MB executable file which will not pass Apple' review.
    Any idea on how to analyse and reduce executable file size?
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,775
    @United Unity

    This issue does not look like it is specifically related to IL2CPP. However, we can and will port the fix to 4.6 as well. Expect it in the next 4.6.4 patch release.