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4.6 iOS 64-bit beta

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

  1. mikolo

    mikolo

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    Hello i have a lot of parse issues in xCode 6.3.2 when i build with Unity 5.2.1f1 and IL2CPP and architecture Universal for submitting to appstore? Does anybody know about to fix this? Attached a screenshot.
     

    Attached Files:

  2. mikolo

    mikolo

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    OK i found the solution, do not name Scripts with starting by a number like (3dText.js) for example. Thanx for help :)
     
  3. JoshPeterson

    JoshPeterson

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    @mikolo

    I'm glad you were able to find the cause. This is a bug though that we would like to correct. Can you submit a bug report so that we can ensure we correct the specific error you were seeing?
     
  4. MigrantP

    MigrantP

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    We've been on 5.0.2p2 for a while due to bugs and are trying to update to 5.2.1f1 now. We're running into iOS build errors like the following:

    IL2CPP error for method 'T Manatee.Json.Serialization.JsonSerializationTypeRegistry/FromJsonDelegate`1::EndInvoke(System.IAsyncResult)' in assembly '/Users/jarnold/Projects/Handelabra/Sentinels/Sentinels/Temp/StagingArea/Data/Managed/ArabicSupport.dll'
    Additional information: Build a development build for more information. Argument is out of range.

    IL2CPP error for method 'System.Boolean System.Collections.Generic.EqualityComparer`1/DefaultComparer::Equals(T,T)' in assembly '/Users/jarnold/Projects/Handelabra/Sentinels/Sentinels/Temp/StagingArea/Data/Managed/P31RestKit.dll'
    Additional information: Build a development build for more information. Argument is out of range.

    I submitted bug 730544 on this issue with editor logs and DLLs attached. Thanks!
     
  5. JoshPeterson

    JoshPeterson

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    @MigrantP

    Thanks for submitting this bug report. We will investigate it!
     
    MigrantP likes this.
  6. tatoforever

    tatoforever

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    Guys,
    Any time frame for 4.6 with iPhone6S enums support?
     
    MrEsquire likes this.
  7. JoshPeterson

    JoshPeterson

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    @tatoforever

    The answer I can give now is "soon". We've merged the code for the new enums internally, so they should be in the next 4.6.8 patch release.
     
  8. Paul33993

    Paul33993

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    Do you guys have any rough ETA for when you hope the new patch release is coming out? Talking about the one that had been planned for the 25th.
     
  9. JoshPeterson

    JoshPeterson

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    @Paul33993

    The 4.6.8p3 patch release was to go out on September 25, but has been delayed a day or two. It should be out today or tomorrow, I think.
     
  10. 00christian00

    00christian00

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    Is the December deadline for dropping Unity 4 unmovable or if there are pending bug to solve regarding il2cpp it may get delayed?
     
  11. JoshPeterson

    JoshPeterson

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    @00christian00

    I don't think the December deadline is unmovable. If we have a serious issue with IL2CPP, or anything else, for that matter, I would expect more releases to correct it. the decision is not mine, though, and is up to our sustained engineering team.

    Is there a specific outstanding issue you know of that we should handle before that deadline?
     
    00christian00 likes this.
  12. 00christian00

    00christian00

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    Glad to hear it.
    At the moment not, but I still have to integrate lots of plugins and I should be finished around December, it would be a pain to delay the launch because I have to move everything to Unity 5 and retest, it could mean months

    After launch we can start considering moving everything to Unity5 if absolutely needed, but with the due time.
     
  13. MrEsquire

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    Any news if this will be released today, really need a stable patch for 4.6.8..
     
    tatoforever likes this.
  14. JoshPeterson

    JoshPeterson

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    @MrEsquire

    No, sorry, I don't have any firm news. Our QA team is verifying the build now, but I can't yet say when it will be ready.
     
    tatoforever likes this.
  15. MigrantP

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    @JoshPeterson

    I’ve uploaded a sample project that reproduces the problem via the Bug Reporter. It's basically our game but without any graphic/audio assets so the size is reasonable =) It’s case 731652. Hope that helps!
     
  16. JoshPeterson

    JoshPeterson

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    @MigrantP

    Thanks, I appreciate it!
     
  17. JoshPeterson

    JoshPeterson

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    MrEsquire likes this.
  18. christophergoy

    christophergoy

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    The enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation will be out in 4.6.8p4 and 5.2.1p3.
     
    tatoforever likes this.
  19. tatoforever

    tatoforever

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    Timeframe for 4.6.8p4? This week, next one?
    Thanks,
     
  20. MrEsquire

    MrEsquire

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    Next, see the official patch thread posting in annoucements:)
     
    xenonmiii and tatoforever like this.
  21. chorusgames

    chorusgames

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    I have the same error as @Favo Yang

    I tried on 4.6.8 patch 3 which I presume included a fix for this, but it didn't work. I rolled back to 4.6.8f1 as well as trying 4.6.7p1 and it didn't work as well. Has there been any progress on this issue, or any work around that I can apply?
     
  22. JoshPeterson

    JoshPeterson

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    @chorusgames

    Unfortunately, we could not reproduce this issue locally, so we were not able to track down its cause. If you can submit a bug report and include your project where this happens, we will have a look at it though.
     
  23. MigrantP

    MigrantP

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    @JoshPeterson

    5.2.1p3 fixes the problem we were having, which is great, thanks! However, it seems to have a new problem which is really bad. Our game logic is all in a DLL. When we call overridden virtual methods on our classes, it instead runs the virtual method on the base class! This means our game doesn't work really at all. I'm investigating further but I wanted to bring this to your attention ASAP..
     
  24. tatoforever

    tatoforever

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    Guys 4.6.8p4 still not available. On September 30th, P.Jawahar said p4 will be available next week. More than two week after and still nothing. We need those iPhone6S enums!
     
    MrEsquire likes this.
  25. JoshPeterson

    JoshPeterson

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    @MigrantP

    We've not had any reports of something like this, so please let me know what you determine. Thanks!
     
  26. MigrantP

    MigrantP

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    @JoshPeterson

    I sent in a bug report with a simple example project showing the problem, but haven't gotten the email with the bug number yet. This is another showstopper for us unfortunately. I'm not sure what we can try to do, object inheritance is pretty core to everything our game logic does. I can *maybe* try to make the methods abstract, but that would involve adding empty overrides to hundreds of classes.
     
  27. MigrantP

    MigrantP

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  28. MigrantP

    MigrantP

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    Update - I tried making one of the methods abstract instead of virtual, but it has the same result.
     
  29. JoshPeterson

    JoshPeterson

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    @MigrantP

    Thanks, we will have a look at this.
     
  30. MigrantP

    MigrantP

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    Thanks Josh for the quick response! It turned out to be a stripping issue, and adding an entry to a link.xml file solved it.
     
  31. JoshPeterson

    JoshPeterson

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    @MigrantP

    Excellent, thanks for letting me know!
     
  32. JoshPeterson

    JoshPeterson

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    @tatoforever

    The 4.6.8p4 version should be available now:

    http://unity3d.com/unity/qa/patch-releases
     
    tatoforever likes this.
  33. toto007

    toto007

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    I have always used the library litjson (https://lbv.github.io/litjson/) but since I updated to version 5.2.1f I have the error message you see attached. I upgraded to the latest patch on October 13 Unity-5.2.1p4


    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


    MissingMethodException: Method not found: 'Default constructor not found...ctor() of LitJson.JsonData'.
    at System.Threading.ExecutionContext.Capture () [0x00000] in <filename unknown>:0
    at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
    at LitJson.JsonMapper.ReadValue (System.Type inst_type, LitJson.JsonReader reader) [0x00000] in <filename unknown>:0
    at LitJson.JsonMapper.ReadValue (System.Type inst_type, LitJson.JsonReader reader) [0x00000] in <filename unknown>:0
    at LitJson.JsonMapper.ReadValue (System.Type inst_type, LitJson.JsonReader reader) [0x00000] in <filename unknown>:0
    at LitJson.JsonMapper.ReadValue (System.Type inst_type, LitJson.JsonReader reader) [0x00000] in <filename unknown>:0
    at LitJson.JsonMapper.ReadValue (System.Type inst_type, LitJson.JsonReader reader) [0x00000] in <filename unknown>:0
    at LitJson.JsonMapper.ToObject[T] (System.String json) [0x00000] in <filename unknown>:0
    at CheckVersion+<Load>c__Iterator15.MoveNext () [0x00000] in <filename unknown>:0


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

    JoshPeterson

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    @toto007

    This is likely a problem with stripping. You may want to try using a link.xml file to preserve some or all of the types in the LitJson assembly. See the documentation here:

    http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html
     
  35. yang-yu

    yang-yu

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    @povalias
    I update Unity to 4.6.9f1, got same issue.
    what you mean by use "replace" option?
     
  36. JoshPeterson

    JoshPeterson

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    @yang yu

    After clicking the "Build" button in the Build Settings window, you should be prompted to choose a directory for the build output. On that dialog you should have a "Replace" option and an "Append" option. Choosing "Replace" there will remove the old build directory first, a re-create it.
     
  37. URself

    URself

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    Hello All,

    Any update on the IL2CPP update on WebRequest?
    I have been using WebRequest to download some of the files using https.

    Thanks,
    Raghav
     
  38. JoshPeterson

    JoshPeterson

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    @URself

    We don't have any outstanding bugs related to IL2CPP and WebRequest that I know of. Are you experiencing some problems with it?
     
  39. MrEsquire

    MrEsquire

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    Now you maybe have some free time, is it possible to look at this again, if its a big job then easier for one just to rename files. Just assets used from store sometimes cause issues. Also I hope a fix for this not have any side effects :)
     
  40. JoshPeterson

    JoshPeterson

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    @MrEsquire @JonnyHilly

    I don't see an active bug report for this issue now. We may have one though that I have missed. If either of you have submitted a bug report for this issue, please let me know the bug report number so that I can track it down. Thanks!
     
  41. URself

    URself

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    @JoshPeterson I have been using WebRequest and WebResponse in my project to download files using ftp. But recently I switched to using https. Downloading and Uploading using https using webrequest and response works fine on the Editor, Windows build and Android but doesnt work on iOS. This is the exception I see
    Method not found: 'Default constructor not found...ctor() of System.Net.Configuration.AuthenticationModulesSection'. ---> System.MissingMethodException: Method not found: 'Default constructor not found...ctor() of System.Net.Configuration.AuthenticationModulesSection'.
    I tried to use .net 2.0 subset as I read in one of the forum that it works with this setting, but for me it gives me this error
    Failed running /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out
    I cant figure out what is going wrong here.

    Thanks in advance,
    Raghav
     
  42. ___Petr___

    ___Petr___

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    Unity 4.6.8p3
    Xcode 6.4
    Mac OS X 10.10.5

    We have a crash at WebConnection_Connect, at line
    Code (CSharp):
    1. Socket_set_NoDelay_m26221(L_32, ((((int32_t)L_34) == ((int32_t)0))? 1 : 0), /*hidden argument*/NULL);
    2.  
    We are trying to reproduce it now. In some unknown circumstances, it occurs every launch. Then after sometime it stops to occurs, and app launches normally.
    Fragments of crash log:

    Code (CSharp):
    1.  
    2.  
    3. Hardware Model:      iPhone6,2
    4.  
    5. ...
    6.  
    7. Code Type:           ARM-64 (Native)
    8. Parent Process:      launchd [1]
    9.  
    10. Date/Time:           2015-10-26 01:12:37.37 +0300
    11. Launch Time:         2015-10-26 01:11:43.43 +0300
    12. OS Version:          iOS 9.1 (13B143)
    13. Report Version:      105
    14.  
    15. Exception Type:  EXC_BAD_INSTRUCTION (SIGILL)
    16. Exception Codes: 0x0000000000000001, 0x00000000023db01a
    17. Triggered by Thread:  19
    18.  
    19. Filtered syslog:
    20. None found
    21.  
    22. Global Trace Buffer (reverse chronological seconds):
    23. 0.429463     CFNetwork                     0x00000001830d5034 TCP Conn 0x15e186020 started
    24. 0.461904     CFNetwork                     0x00000001830d3a30 TCP Conn 0x15da705c0 complete. fd: 40, err: 0
    25. 0.462642     CFNetwork                     0x00000001830d4f5c TCP Conn 0x15da705c0 event 1. err: 0
    26. 0.467351     CFNetwork                     0x0000000183031928 TCP Conn 0x15e1a2460 starting SSL negotiation
    27. 0.467816     CFNetwork                     0x00000001830d3a30 TCP Conn 0x15e1a2460 complete. fd: 59, err: 0
    28. 0.469427     CFNetwork                     0x00000001830d4f5c TCP Conn 0x15e1a2460 event 1. err: 0
    29.  
    30. ...
    31.  
    32. Thread 19 name:  Worker Pool Thread #1
    33. Thread 19 Crashed:
    34. 0   OURAPP                       0x0000000100edb000 WebConnection_Connect_m36031 (Bulk_System_2.cpp:14638)
    35. 1   OURAPP                       0x0000000100ede3f0 WebConnection_InitConnection_m36042 (Bulk_System_2.cpp:17100)
    36. 2   OURAPP                       0x0000000101484584 RuntimeInvoker_Void_t3063_Object_t(MethodInfo const*, void*, void**) (Il2CppInvokerTable.cpp:1039)
    37. 3   OURAPP                       0x0000000101c23c38 il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppObject**) (Runtime.cpp:345)
    38. 4   OURAPP                       0x0000000101c27944 il2cpp::vm::ThreadPoolCompartment::WorkerThreadRunLoop() (ThreadPool.cpp:739)
    39. 5   OURAPP                       0x0000000101c27548 il2cpp::vm::WorkerThreadEntryPoint(void*) (ThreadPool.cpp:800)
    40. 6   OURAPP                       0x0000000101c07fe4 il2cpp::os::Thread::RunWrapper(void*) (Thread.cpp:84)
    41. 7   OURAPP                       0x0000000101c0fbb8 il2cpp::os::ThreadImpl::ThreadStartWrapper(void*) (ThreadImpl.cpp:103)
    42. 8   libsystem_pthread.dylib           0x0000000198e27b28 _pthread_body + 156
    43. 9   libsystem_pthread.dylib           0x0000000198e27a8c _pthread_body + 0
    44. 10  libsystem_pthread.dylib           0x0000000198e25028 thread_start + 4
    45.  
    46.  
    Looks like the rash occurs during initialization of Prime31 Flurry and Dev2Dev (we are not 100% sure).

    Can this be a bug in il2cpp?

    SO Post http://stackoverflow.com/questions/33343774/unity3d-il2cpp-ios-crash-in-webconnection-code
     
    Last edited: Oct 26, 2015
  43. JoshPeterson

    JoshPeterson

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    @URself

    This error message looks like it is related to byte code stripping. I suspect that the stripping code is removing the default constructor of the System.Net.Configuration.AuthenticationModulesSection type. It looks like this type is in the System.dll assembly, you can use a link.xml file to force the stripper to preserve this type like this:

    <linker>
    <assembly fullname="System">
    <type fullname="System.Net.Configuration.AuthenticationModulesSection" preserve="all"/>
    </assembly>
    </linker>

    Note that this might just be the first missing type, so you might need to preserve others as well. You could also preserve all of the types in the System.dll assembly like this:

    <linker>
    <assembly fullname="System" preserve="all"/>
    </linker>

    You can find more details about the link.xml file here: http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html
     
  44. JoshPeterson

    JoshPeterson

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    @___Petr___

    This might be a bug in IL2CPP, but it's not something that I recall seeing before. If you can reproduce it, it might be worth trying to reproduce it with the Mono scripting backend as well. That should help narrow down the cause of the problem. Also, if you can reproduce it, please submit a bug report and let me know the bug number. We will have a look at it then.
     
  45. URself

    URself

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  46. JoshPeterson

    JoshPeterson

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    @URself

    Thanks, I'm glad to hear that!
     
  47. Mangatome

    Mangatome

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    Mar 5, 2014
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    13
    Hi all.

    Did 4.6.9f1 change something in XCode project generation?

    I used to have two nice panels in my XCode game target (4.6.8) that don't exist anymore in the projects I generate with 4.6.9f1.
    - General was nice to get an overview of the metadata and deployment targets. It's gone now.
    - Capabilities used to present, well, app capabilities. Now the panel is just white.

    Am I doing something wrong?

    Before:
    1.jpg 2.jpg

    After:
    3.jpg

    EDIT: I take it back. This only seems to happen for Simulator projects, not for Device projects.
     
    Last edited: Oct 30, 2015
  48. zarzarkel

    zarzarkel

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    Feb 25, 2015
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    Hi, I'm getting the
    Undefined symbols for architecture arm64:

    "__ios90orNewer"
    error with unity 5.2.2p1, I tried to delete the previous build and compile it again but the error didn't dissaperaed.
    What could I try to compile my game?

    Thanks.
     
  49. JoshPeterson

    JoshPeterson

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    @zarzarkel

    I'm not sure about this issue. You may want to ask it on a new thread, as some others in the general iOS community are probably not watching this thread.
     
  50. nick_yangzj

    nick_yangzj

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    Aug 28, 2014
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    1
    Hi JoshPetson,

    Scocket.BeginSend AsyncCallback Method doesn't response after I used il2cpp
    Sometimes it callback. But most of the time, it doesn't work.
    My unity version is 4.6.9f1.

    my code:
    try
    {
    _socket.BeginSend(msg, 0, msg.Length, 0, newAsyncCallback(SendCallback), _socket);
    Debug.Log("nick: finished send!!!");
    }
    catch (System.Exceptionex)
    {
    ....
    }

    private void SendCallback(IAsyncResultar)
    {
    Debug.Log("nick: SendCallback"); //someties is ok. But most of the time, it doesn't callback.
    ...
    }