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4.6 iOS 64-bit beta

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

  1. oneal

    oneal

    Joined:
    Apr 23, 2015
    Posts:
    2
    Thanks, i have resolved it.
    i create new mesh Materials, then call setTriangles.
    so it's not IL2CPP's bug
     
  2. mhalttu

    mhalttu

    Joined:
    Mar 13, 2013
    Posts:
    30
    I tested on 4.6.6p2 and the file is in correct format again. Weird. But at least the problem is resolved for us.
     
  3. mhalttu

    mhalttu

    Joined:
    Mar 13, 2013
    Posts:
    30
    The GetInterfaceInvokeData crash affects us also. Any ideas how to to work around it before it has been fixed in a later patch release? The code is:

    Code (csharp):
    1.  
    2. private readonly Dictionary<Type, IProvider> providers;
    3. internal T Get<T>()
    4. {
    5.     return ((IDataProvider<T>)(providers[typeof(T)])).DataFor(Index);
    6. }
    7.  
     
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @mhalttu

    I've just built a project with 4.6.6, and I can confirm that projcet. pbxproj is not XML. Can you try this with an empty project, including nothing at all?
     
  5. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @mhalttu

    Unfortunately no, we could not find a work around for this issue. It is corrected however, and it should be available in the 4.6.6p3 release, scheduled for Friday of this week.
     
  6. tonemcbride

    tonemcbride

    Joined:
    Sep 7, 2010
    Posts:
    1,077
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

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    6,778
  8. tonemcbride

    tonemcbride

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    Sep 7, 2010
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    ah, ok - thanks for letting me know anyway. Hopefully it'll get fixed soon.
     
  9. achooley

    achooley

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    Sep 6, 2013
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    17
    Bug number :705245
     
  10. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @achooley

    Thanks, we will investigate this issue.
     
  11. clivsey

    clivsey

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    Mar 4, 2015
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    2
    @JoshPeterson we are seeing an issue in 4.6.6p3 related to JsonFx. Here is a snippet of the error:

    IL2CPP error (no further information about what managed code was being converted is available)
    Additional information: Build a development build for more information. Interface System.Linq.IQueryProvider method System.Linq.IQueryable`1<TElement> System.Linq.IQueryProvider::CreateQuery(System.Linq.Expressions.Expression) not implemented on non-abstract class System.Linq.QueryableEnumerable`1

    I have submitted a bug report and attached a project that can reproduce this issue in Unity 4.6.6p3. Bug number is 705898. This issue does not occur in the release version of 4.6.6.
     
  12. Favo-Yang

    Favo-Yang

    Joined:
    Apr 4, 2011
    Posts:
    464
    @JoshPeterson, I upgraded from Unity 4.6.6p2 to 4.6.6p3, and meet an linker error while building w/ Xcode 6.3.1 (6D1002). Anybody see similar issue?

    "_UnityFontFallbacks", referenced from:
    Iphone::GetFontFallbacks() in libiPhone-lib.a(iPhoneMisc.o)
    Symbol(s) not found for architecture arm64​
     
  13. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @clivsey

    Thanks for reporting this bug. It does look like a regression, so we will investigate it.
     
  14. brovadorion

    brovadorion

    Joined:
    Dec 23, 2014
    Posts:
    4
    I've just reported the following error

    (Case 706383) The class loaded with System.GetType(name) doesn't load in iOS 32bit devices using an universal target

    This is related to a bug in 4.6.6p2 and p3 when you try to load a class using System.GetType(name) in a 32bit device with an universal build. This bug wasn't on 4.6.6p1 build. I've also added a project to reproduce it on the bug report.

    Here is also a post explaining the bug:

    http://forum.unity3d.com/threads/sy...6p2-and-p3-on-universal-il2cpp-builds.335332/
     
  15. bdominguezvw

    bdominguezvw

    Joined:
    Dec 4, 2013
    Posts:
    96
    We have errors when using Mail classes: "SmtpClient", "MailSettingsSectionGroup", ... In Unity 5.1.1.

    Code (CSharp):
    1. MissingMethodException: Method not found: 'Default constructor not found...ctor() of System.Net.Configuration.MailSettingsSectionGroup'.
    2.   at Mono.Security.Uri.HexEscape (Char character) [0x00000] in <filename unknown>:0
    3.   at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
    4.   at System.Configuration.ConfigInfo.CreateInstance () [0x00000] in <filename unknown>:0
    5.   at System.Configuration.Configuration.GetSectionGroupInstance (System.Configuration.SectionGroupInfo group) [0x00000] in <filename unknown>:0
    6.   at System.Configuration.ConfigurationSectionGroupCollection.get_Item (System.String name) [0x00000] in <filename unknown>:0
    7.   at System.Configuration.Configuration.GetSection (System.String path) [0x00000] in <filename unknown>:0
    8.   at System.Configuration.ClientConfigurationSystem.System.Configuration.Internal.IInternalConfigSystem.GetSection (System.String configKey) [0x00000] in <filename unknown>:0
    9.   at System.Configuration.ConfigurationManager.GetSection (System.String sectionName) [0x00000] in <filename unknown>:0
    10.   at System.Net.Mail.SmtpClient..ctor (System.String host, Int32 port) [0x00000] in <filename unknown>:0
    11.   at MailManager.Init () [0x00000] in <filename unknown>:0
    12.   at LoaderBase+EventHandler.Invoke (.LoaderBase sender) [0x00000] in <filename unknown>:0
    13.   at LoaderBase.CallLoadedHandler () [0x00000] in <filename unknown>:0
    14.   at LoaderBase.MarkAsLoaded () [0x00000] in <filename unknown>:0
    15.   at Config.LoadData (.ConfigData data) [0x00000] in <filename unknown>:0
    16.   at XmlLoader`2[System.Object,System.Object].LoadFromStreamingAssets (System.Uri uri) [0x00000] in <filename unknown>:0
    17.   at XmlLoader`2[System.Object,System.Object].LoadFromStreamingAssets () [0x00000] in <filename unknown>:0
    18.   at LoaderBase.Load (Mode mode, System.Uri uri) [0x00000] in <filename unknown>:0
    19.   at LoaderBase+<Start>c__Iterator4.MoveNext () [0x00000] in <filename unknown>:0
    20. (Filename: currently not available on il2cpp Line: -1)
     
  16. AlkisFortuneFish

    AlkisFortuneFish

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    Apr 26, 2013
    Posts:
    959
    It looks like it has stripped out System.Net.Configuration.MailSettingsSectionGroup, is that in your link.xml to ensure it doesn't get stripped out?
     
  17. JoshPeterson

    JoshPeterson

    Unity Technologies

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    6,778
    @bdominguezvw

    As @AlkisFortuneFish said, a link.xml file is probably the way to go here. You can find more information about how to do that here:

    http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html
     
  18. bdovaz

    bdovaz

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    Dec 10, 2011
    Posts:
    1,016
    So there is no automatic way (or would be) to know that this classes are being used and not strip away? It's a pain in... to have to build unity > build xcode > see output > check error messages.

    Sometimes it's not easy to see this because if you have a big project with many windows and feature it could be hard to see it.

    It could help a list with namespaces/classes that are automatically stripped away.
     
  19. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @N3uRo

    No, we don't currently have good metrics or reporting about which classes are stripped. We've talked about providing something like this, but we don't have any firm plans to do so now.

    You might be able to do something similar by looking at the differences between the assemblies used in the Data/Managed directory on iOS, and the Data/Managed/not-stripped directory. A tool like ildasm will help here, but you would still need to pass its IL output, which is not trivial.

    In practice we've not seen too many problems with this, as Activator.CreateInstance is not used too often in the standard library code. These stripping issue only occur when reflection is used, so for most code, the stripping tools will detect which classes are used and keep them around.
     
  20. Favo-Yang

    Favo-Yang

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    Apr 4, 2011
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    464
    @JoshPeterson Case 706544 please.
     
  21. JoshPeterson

    JoshPeterson

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    @Favo Yang

    Thanks for submitting the bug. I pinged our iOS team about this issue yesterday, and they will have look at it.
     
  22. radek_oml

    radek_oml

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    Apr 14, 2015
    Posts:
    36
    Hi, i've tried to build for iOS 64 bit using IL2CPP backend and universal architecture, but I get this error on Untiy 4.6.6.

    I would really be glad in any help on that. Thank You
     
  23. JoshPeterson

    JoshPeterson

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    @radek_oml

    First, what is the "Stripping Level" option set to for this project? Note that even if it has a value of "Disabled" the IL2CPP scripting backend will still perform stripping. Second, is the ExitGames assembly actually available in this project? It looks like the stripping utility cannot locate it.
     
  24. radek_oml

    radek_oml

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    My player settings are:
    Backend: IL2CPP
    Architecture: universal
    APi compatibility: .Net 2.0 (due to usage of mutexes it can't use subset)

    Stripping level: disabled (changing this doesn't seem to change anything i suppose, on normal mono backed even mscrolib worked)

    I suppose it's about Photon3Unity3D.dll which is in assets folder as it is only ExitGames product I have in project. Maybe this dll file should be in another directory?
     
  25. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @radek_oml

    I'm not familiar with the Photon3Unity3D.dll assembly specifically. However, something is referencing an assembly named ExitGames.dll, and they assembly does not seem to exist. Since this works with the Mono scripting backend though, you might be experiencing a bug with the IL2CPP scripting backend as well.

    If you can't track down the cause of the problem and work around it, please submit a bug report and include a project that causes this issue, if possible. Then we can have a closer look at it.
     
  26. fujindevil

    fujindevil

    Joined:
    Oct 3, 2012
    Posts:
    71
    I have a problem with Unity 4 and IL2CPP.
    I tested it on multiple Unity 4 versions, also the latest 4.6.6p3 and all versions crashed

    Also i tried to build the same project on Unity 5 and it did not crash.

    The IOS build did not crash when it was build with Unity version:
    5.1.0b6
    5.1.0f2
    5.1.1f1

    I've made a sample project which reproduces the issue for me.https://github.com/sologamer/parsecrash/tree/master

    For this to work you need to to have a parse project. You can fill in the parse info in the ParseInitializeBehaviour GameObject in the scene.

    Build to IOS

    How to:
    -Open the Scene "Scene".
    -Press the "Insert" button
    -Check Parse if the object is inserted
    -The crash happens when the "Test FindAsyc" or "Test FirstOrDefaultAsync" button is pressed

    If you put exactly 36 & characters like this:

    &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

    Or any other form of those characters I.E:

    =&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&==&=&=

    Pushing of content like this works but if i do a ParseQuery on a object containing these characters the application crashes, as seen here:

    http://puu.sh/izDhe/e2f1136d74.png
     
  27. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @fujindevil

    I'm a bit surprised to see a crash in C++ code generated by IL2CPP that is specific to a 4.6 version. The IL2CPP versions should be the same across 4.6, 5.0, and 5.1. Could you submit a bug report with this project?
     
  28. Sebrofjr

    Sebrofjr

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    Oct 1, 2014
    Posts:
    24
    We have been able to successfully build on 4.6.6p1 but ever since p2, and p3 we have been running into Mach-O linker errors in Xcode. The same project that runs fine in 4.6.6p1 errors out with hundreds of different:

    Undefined symbols for architecture armv7:

    "_UP_UIActivityViewController_set_completionHandler", referenced from:

    _UIActivityViewController_UP_UIActivityViewController_set_completionHandler_m22041 in Bulk_U3DXTSocial_0.o

    (maybe you meant: _UIActivityViewController_UP_UIActivityViewController_set_completionHandler_m22041_MethodInfo, _UIActivityViewController_UP_UIActivityViewController_set_completionHandler_m22041 )


    We thought maybe it was U3DXT but when removed it just keeps moving down the line to the next plugin.
    Our build settings are for:

    IL2CPP , Universal, .NET 2.0 Compatibility, Target iOS 7.0, Stripping disabled

    Has anyone run into this previously? We had seen Mach-O linker errors on some patches a while back too. I should also ask what is the proper way of reporting a bug when it is Xcode specific? Do you just submit with your unity project or bundle the Xcode project?
     
  29. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Sebrofjr

    I suspect this might be a bug in the Unity code. To report this bug, use the Help > Report a Bug option in the editor. You should be able to submit only the Unity project. We can easily use that to generate the Xcode project, so there is no need to submit the Xcode project as well.

    If you can, please report a bug and include this project, as this is not something we have seen before.
     
  30. Sebrofjr

    Sebrofjr

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    Oct 1, 2014
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    Thanks Josh, the bug has been submitted. #706702
     
  31. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Sebrofjr

    Thanks, we will investigate this.
     
  32. caardappel-hbs

    caardappel-hbs

    Joined:
    Mar 15, 2013
    Posts:
    5
    We're using binary serialization for our save games. This was the best option due to the complexity of our object graph. When serializing some objects, IL2CPP throws the following error.

    Unsupported internal call for IL2CPP:MonoGenericMethod::get_ReflectedType - "This icall is not supported by il2cpp."

    Is this on the list to be fixed any time soon? Is there a known work-around?

    I've already dodged a few reflection limitations in IL2CPP, but this one is particularly ingrained and difficult to work around.

    Thanks.
     
  33. Eric-Diepeveen

    Eric-Diepeveen

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    Aug 19, 2013
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    Bug report link: http://fogbugz.unity3d.com/default.asp?706638_372dlbopkf3efe5g
     
  34. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @caardappel-hbs

    This is not an icall that we were originally planning to support, but it looks like one that we can support without too much trouble. I'm not aware of a work around, so can you please submit a bug report with a project that causes this issue? I think that we can get this corrected.
     
  35. JoshPeterson

    JoshPeterson

    Unity Technologies

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  36. GuillaumeZAHRA

    GuillaumeZAHRA

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    Jan 5, 2013
    Posts:
    53
    Hi everyone !

    It seem there is a regression on iOS IL2CPP from Unity 4.6.6p1 (still here in 4.6.6p3), i can't compile my project anymore on this version with PlayerIO/Yahoo Game Network.

    However, it compile fine on Unity 4.6.5p4.

    The error is "No matching function for call to "il2cpp_codegen_raise_exception'."

    Do you need additional information for this case ?
    Case 707156

    Thanks in advance !
     
    Last edited: Jun 24, 2015
  37. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Paam

    I'm actually a bit surprised but this error. The il2cpp_codegen_raise_exception function definitely should exist. Please make sure that you choose Replace instead of Append after selecting the build directory if you are changing to use a new version on Unity. Often we do move things around between versions.
     
  38. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    Hello Josh,

    I always do Replace instead of Append. Plus, Append is grayed out when Unity version are not the same between two builds.

    However, even if i Replace everytime, i don't have tested by deleting manually all the content of the folder and then build.
    I will test and tell you !

    UPDATE: Still can't compile on 4.6.6 version, even if i clean all the output folders.

    Here a little stack of the generated code:

    Code (CSharp):
    1.  
    2. // PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel
    3. #include "PlayerIOUnity3DClient_PlayerIOClient_PlayerIO_ClientImpl_Log.h"
    4. // PlayerIOClient.Internal.identifier117
    5. #include "PlayerIOUnity3DClient_PlayerIOClient_Internal_identifier117MethodDeclarations.h"
    6. // O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Object>(System.Int32,A)
    7. struct LogoutChannel_t4058;
    8. struct Object_t;
    9. // Declaration O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Object>(System.Int32,A)
    10. // O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Object>(System.Int32,A)
    11. extern "C" Object_t * LogoutChannel_Call_TisObject_t_TisObject_t_TisObject_t_m86526_gshared (LogoutChannel_t4058 * __this, int32_t ___methodId, Object_t * ___args, const MethodInfo* method);
    12. #define LogoutChannel_Call_TisObject_t_TisObject_t_TisObject_t_m86526(__this, ___methodId, ___args, method) (( Object_t * (*) (LogoutChannel_t4058 *, int32_t, Object_t *, const MethodInfo*))LogoutChannel_Call_TisObject_t_TisObject_t_TisObject_t_m86526_gshared)(__this, ___methodId, ___args, method)
    13. // O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Object>(System.Int32,A)
    14. extern "C" Object_t * LogoutChannel_Call_TisObject_t_TisObject_t_TisObject_t_m86526_gshared (LogoutChannel_t4058 * __this, int32_t ___methodId, Object_t * ___args, const MethodInfo* method)
    15. {
    16.     {
    17.         PlayerIOError_t1880 * L_0 = (PlayerIOError_t1880 *)(__this->___ConstantError_0);
    18.         if (!L_0)
    19.         {
    20.             goto IL_0021;
    21.         }
    22.     }
    23.     {
    24.         PlayerIOError_t1880 * L_1 = (PlayerIOError_t1880 *)(__this->___ConstantError_0);
    25.         Object_t * L_2 = ((Object_t *)Castclass(((Object_t *)IsInst(L_1, IL2CPP_RGCTX_DATA(method->rgctx_data, 0))), IL2CPP_RGCTX_DATA(method->rgctx_data, 0)));
    26.         il2cpp_codegen_raise_exception(((Object_t *)L_2));
    27.     }
    28.  
    29. IL_0021:
    30.     {
    31.         identifier117_t3553 * L_3 = (identifier117_t3553 *)(__this->___inner_1);
    32.         int32_t L_4 = ___methodId;
    33.         Object_t * L_5 = ___args;
    34.         NullCheck((identifier117_t3553 *)L_3);
    35.         Object_t * L_6 = (Object_t *)GenericVirtFuncInvoker2< Object_t *, int32_t, Object_t * >::Invoke(IL2CPP_RGCTX_METHOD_INFO(method->rgctx_data, 1), (identifier117_t3553 *)L_3, (int32_t)L_4, (Object_t *)L_5);
    36.         return L_6;
    37.     }
    38. }
    Do i need to clean an additionnal place eventualy ?
    I will try to regenerate all the project cache just to validate that this is not a "fake" bug, on Unity side.

    UPDATE 2: I deleted my Library folder, regenerated my entire project, still can't compile. It fail at 207 file of 253 on my project, on GenericMethods1.cpp, same error.
     
    Last edited: Jun 25, 2015
  39. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,778
    @Paam

    Thanks for pointing that out about Replace/Append, you are correct.

    It might be worthwhile to ensure that the header files are sane here, in case there is some kind of installation error. The il2cpp_codegen_raise_exception function should be defined in the codegen/il2cpp-codgen.h file located in the Libraries/libil2cpp/include directory. Does that il2cpp-codegen.h file exist there? Does the file where this snippet of generated code exists include that il2cpp-codegen.h header?
     
  40. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    il2cpp-codegen.h does exist, and seem to have the method prototype:

    Code (CSharp):
    1. NORETURN static void il2cpp_codegen_raise_exception (Il2CppCodeGenException *ex)
    2. {
    3.     il2cpp::vm::Exception::Raise ((Il2CppException*)ex);
    4. #if __has_builtin(__builtin_unreachable)
    5.     __builtin_unreachable();
    6. #endif
    7. }
    And well...It's very weird. From this same file, this method is called multiple time.
    However, i only commented this line when it fail, and i was able to compile successfully the project...

    It's like the Method is not recognized only in this scope. And i don't know what to exactly include to resolve this problem.
    But from what i see, it seem that this is a bug from IL2CPP wich don't include something in some case.

    The file is imported correctly, because i see this at the top of the file:

    #include "codegen/il2cpp-codegen.h"

    EDIT: The method is recognized if a NULL parameter is given (it's just a test !).
    I think that the Object_t * generated format in the scope is not a valid cast for the il2cpp_codegen_raise_exception method.

    Can i do something about it ?
     
    Last edited: Jun 25, 2015
  41. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
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    @Paam

    Ahh yes, good catch! This does look like a bug in code generation then. Can you attach a project that causes this to the bug report you have submitted (707156)?

    Out of curiosity, can you post the code in the PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call method? I'm wondering what C# code will cause il2cpp.exe to generate C++ code like this.
     
  42. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    I will try today...Actually, we are rushing for the Beta of our game, that is out in one week exactly, but being able to compile the game on lastest releases is important too.

    I will post what you need in some minutes.
     
  43. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
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    Sorry for the double post...

    I just updloaded a sample project that have the same problem on my Case 707156.
    Sorry i don't know how to find the real definition of the LogoutChannel::Call method.

    But i think you will be able to trace this from the sample project ?

    Thanks in advance !

    EDIT: Just updated my case again. Posted a little update about the expected code generation, in 4.6.5p4.

    Here the problematic snipped of code, that can compile on 4.6.5p4, with the correct cast signature (Exception_t258 instead of Object_t):

    Code (CSharp):
    1. // PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel
    2.  
    3. #include "PlayerIOUnity3DClient_PlayerIOClient_PlayerIO_ClientImpl_Log.h"
    4.  
    5. // O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Exception>(System.Int32,A)
    6.  
    7. struct LogoutChannel_t962;
    8.  
    9. struct Object_t;
    10.  
    11. // Declaration O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Exception>(System.Int32,A)
    12.  
    13. // O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Exception>(System.Int32,A)
    14.  
    15. extern"C"Object_t * LogoutChannel_Call_TisObject_t_TisObject_t_TisException_t258_m34658_gshared (LogoutChannel_t962 * __this, int32_t ___methodId, Object_t * ___args, constMethodInfo* method);
    16.  
    17. #define LogoutChannel_Call_TisObject_t_TisObject_t_TisException_t258_m34658(__this, ___methodId, ___args, method) (( Object_t * (*) (LogoutChannel_t962 *, int32_t, Object_t *, const MethodInfo*))LogoutChannel_Call_TisObject_t_TisObject_t_TisException_t258_m34658_gshared)(__this, ___methodId, ___args, method)
    18.  
    19. // O PlayerIOClient.PlayerIO/ClientImpl/LogoutChannel::Call<System.Object,System.Object,System.Exception>(System.Int32,A)
    20.  
    21. extern"C"Object_t * LogoutChannel_Call_TisObject_t_TisObject_t_TisException_t258_m34658_gshared (LogoutChannel_t962 * __this, int32_t ___methodId, Object_t * ___args, constMethodInfo* method)
    22.  
    23. {
    24.  
    25.   {
    26.  
    27. PlayerIOError_t868 * L_0 = (PlayerIOError_t868 *)(__this->___ConstantError_1);
    28.  
    29. if (!L_0)
    30.  
    31.   {
    32.  
    33. goto IL_0021;
    34.  
    35.   }
    36.  
    37.   }
    38.  
    39.   {
    40.  
    41. PlayerIOError_t868 * L_1 = (PlayerIOError_t868 *)(__this->___ConstantError_1);
    42.  
    43. Exception_t258 * L_2 = ((Exception_t258 *)Castclass(((Exception_t258 *)IsInst(L_1, IL2CPP_RGCTX_DATA(method->rgctx_data, 0))), IL2CPP_RGCTX_DATA(method->rgctx_data, 0)));
    44.  
    45. il2cpp_codegen_raise_exception(((Exception_t258 *)L_2));
    46.  
    47.   }
    48.  
    49.  
    50. IL_0021:
    51.  
    52.   {
    53.  
    54. identifier114_t427 * L_3 = (identifier114_t427 *)(__this->___inner_2);
    55.  
    56. int32_t L_4 = ___methodId;
    57.  
    58. Object_t * L_5 = ___args;
    59.  
    60. NullCheck((identifier114_t427 *)L_3);
    61.  
    62. Object_t * L_6 = (Object_t *)GenericVirtFuncInvoker2< Object_t *, int32_t, Object_t * >::Invoke(IL2CPP_RGCTX_METHOD_INFO(method->rgctx_data, 1), (identifier114_t427 *)L_3, (int32_t)L_4, (Object_t *)L_5);
    63.  
    64. return L_6;
    65.  
    66.   }
    67.  
    68. }
    I can't show you the LogoutChannel C# code, because it's from the compiled DLL of PlayerIO/Yahoo Games Network.
     
    Last edited: Jun 26, 2015
  44. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,778
    @Paam

    Thanks for adding this project, we should be able to sort out the cause now. Our QA team will take a first look at this bug report.
     
  45. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    Can we expect a Patch release before the 2 July ?
    Or should we use the 4.6.5p4 version of Unity for our upcoming beta ?
     
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,778
    @Paam

    I can't say yet when a fix will be available. We'll need to investigate this issue to determine the cause first. If you have a hard ship date, then I would err on the side of caution and use a version that is working now.
     
  47. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    Thank you very much.
    So we will stick on the 4.6.5p4 then.
     
  48. caardappel-hbs

    caardappel-hbs

    Joined:
    Mar 15, 2013
    Posts:
    5
    Bug is submitted, case 708070. Turns out it was due to serializing the MethodInfo of a method from a generic type. Thanks for looking at it!
     
  49. MigrantP

    MigrantP

    Joined:
    Jun 24, 2013
    Posts:
    116
    I'm running into the same problem with Directory.GetFiles() on 5.0.3p2.
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,778
    @caardappel-hbs

    Thanks, we will investigate this.