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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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    @nick_yangzj

    Can you submit a bug report for this issue? This certainly should be working. Thanks.
     
  2. z00n

    z00n

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    I want to report that the IL2CPP error with Thread.Abort being called from Socket.Dispose is still in place.
    I opened the bug report : 746822.

    Code (csharp):
    1.  
    2. System.NotSupportedException: /Users/builduser/buildslave/unity/build/Tools/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System.Threading/Thread.cpp(367) : Unsupported internal call for IL2CPP:Thread::Abort_internal - "Thread abortion is currently not implemented on IL2CPP; it is recommended to use safer mechanisms to terminate threads."
    3.   at System.Net.Sockets.Socket.Dispose (Boolean explicitDisposing) [0x00000] in <filename unknown>:0
    4.   at System.Net.Sockets.Socket.Dispose () [0x00000] in <filename unknown>:0
    5.   at System.Net.Sockets.Socket.Close () [0x00000] in <filename unknown>:0
    6.   at System.Net.EndPointManager.RemoveEndPoint (System.Net.EndPointListener epl, System.Net.IPEndPoint ep) [0x00000] in <filename unknown>:0
    7.   at System.Net.EndPointListener.CheckIfRemove () [0x00000] in <filename unknown>:0
    8.   at System.Net.EndPointListener.RemoveSpecial (System.Collections.ArrayList coll, System.Net.ListenerPrefix prefix) [0x00000] in <filename unknown>:0
    9.   at System.Net.EndPointListener.RemovePrefix (System.Net.ListenerPrefix prefix, System.Net.HttpListener listener) [0x00000] in <filename unknown>:0
    10.   at System.Net.EndPointManager.RemoveListener (System.Net.HttpListener listener) [0x00000] in <filename unknown>:0
    11.   at System.Net.HttpListener.Close (Boolean force) [0x00000] in <filename unknown>:0
    12.  
     
  3. JoshPeterson

    JoshPeterson

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    @z00n

    Thanks for submitting the bug report. We'll see what we can do about implementing this. However, it is not easy to implement in a cross platform way, so it may not be possible.

    As a workaround, it is possible for your code to ensure that another thread is not waiting in an Accept or Connect call when the socket is closed? If so, this thread abort should not occur, and you might be able to avoid this issue.
     
  4. z00n

    z00n

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    Thank you for the quick response.

    The high level issue that bothers me is: Http Listener does not return to work after the iOS player is sent to background by the Home button. HttpListener.Start/Stop pair in the OnApplicationPause callback would’ve sufficed, but Stop gives the Thread.Abort exception from IL2CPP runtime.
     
  5. JoshPeterson

    JoshPeterson

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    @z00n

    Thanks for the information. We've been discussing how we can implement this, and we might be able to make it work. We will keep you updated via the bug report.
     
  6. bdovaz

    bdovaz

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    We have problems on iOS with .NET 2.0 Full profile using Serialization:

    StringWriter, StreamWriter...

    If we use "subset" it works without any problems.
     
  7. JoshPeterson

    JoshPeterson

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    @N3uRo

    Are you facing the same issue with Thread.Abort not supported?
     
  8. bdovaz

    bdovaz

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    I haven't use Thread.Abort so I don't know.

    In iOS we have many problems with logic that works in .NET subset, doesn't work in .NET full. It doesn't make any sense.

    In some cases we can workaround it but not always.
     
  9. JoshPeterson

    JoshPeterson

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    @N3uRo

    Ok, I thought you might have been referencing the part of the conversation immediately above. Thanks for clarifying.

    We don have a known issue with a code path in the .NET 2.0 profile that is not friendly for AOT. The .NET 2.0 Subset has a better code path that works with AOT, so this might be the issue you are facing. Can you provide more specifics about this errors you see?
     
  10. bdovaz

    bdovaz

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    I don't have a MacBook now so I can't provide you the stacktrace but we did some tests and always crashed. I think it's a 100% reproducible case.

    Code (CSharp):
    1. using (TextWriter textWriter = new StreamWriter(path)) {
    2.   XmlSerializerNamespaces xns = new XmlSerializerNamespaces();
    3.   xns.Add(string.Empty, string.Empty);
    4.   XmlSerializer xmlSerializer = new XmlSerializer(typeof(T));
    5.   xmlSerializer.Serialize(new XmlTextWriter(textWriter), serializableObject, xns);
    6. }
    Same applies to StringWriter and could be StreamReader and StringReader.

    Code (CSharp):
    1. T serializableObject = null;
    2.  
    3. using (TextReader textReader = new StreamReader(path)) {
    4.   XmlSerializer xmlSerializer = new XmlSerializer(typeof(T));
    5.   serializableObject = xmlSerializer.Deserialize(textReader) as T;
    6. }
     
  11. JoshPeterson

    JoshPeterson

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    @N3uRo

    Thanks for the information. I can't say for sure, but this does look like something that may have problems with the full profile and AOT. Some serialization/reflection has trouble.
     
  12. MigrantP

    MigrantP

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    We've updated to 5.2.3f1 from 5.2.1p3, and now I am unable to upload a build to the App Store due to an "Invalid Executable Size" error. It appears to be just barely over the limit. Have there been improvements in executable size made since 5.2.3f1?
     
  13. JoshPeterson

    JoshPeterson

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    @MigrantP

    Yes, please try the 5.2.3p3 patch release. We had a regression in executable size at between 5.2.2 and 5.2.3 that has been corrected in 5.2.3p3.
     
  14. MigrantP

    MigrantP

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  15. trooper

    trooper

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    Is Unity 4.7 going to get a fix for this?

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

    Case 756588
     
  16. bdovaz

    bdovaz

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    Any news on this Josh? Thanks!
     
  17. JoshPeterson

    JoshPeterson

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    @trooper

    Thanks for submitting this bug report. We will investigate it. Note however that we've stopped shipping patch release updates for the 4.6 series, so even if we do correct this, the fix likely won't be available for 4.6. Does the problem occur in source code you have access to? If so, it may be possible to work around this issue.
     
  18. JoshPeterson

    JoshPeterson

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    @N3uRo

    Yes, we've shipped a fix for the issue related to the AOT-unfriendly code path in GetterAdapterFrame with the .NET 2.0 profile. It might correct your issue, although I'm not entirely sure.

    Note that this fix did not make the last 4.6 release though, you'll need to try it in the 5.2.4 release or later.
     
  19. z00n

    z00n

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    Josh! Thanks a lot for today's patch release with the fix.
    Merry Xmas!
     
  20. JoshPeterson

    JoshPeterson

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    @z00n

    I'm glad it is working!
     
  21. bdovaz

    bdovaz

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    Ok, thanks Josh!
     
  22. Dinesh-Kannan-S

    Dinesh-Kannan-S

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    Hello all.. I am stuck in porting the game to 64 bit. The problem seems to be the same which is mentioned here. But I couldn't confirm its the problem from Unity's end or mine. I tried with latest Unity version 5.3.0p0 aswell. But problem remains same. We are using "siaqodb" for database. I guess that's where the problem occurs. Game works good with mono2x. With IL2CPP game hangs in Unity's Splash screen and it starts to flicker. Attached the Screenshot for reference. Kindly update if someone's having similar issue or the suggestions will be appreciated. Thanks.
    ScreenShot.png
     
  23. JoshPeterson

    JoshPeterson

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    @Dinesh Kannan S

    I've not seen this issue with siaqodb before. We do have one known bug related to siaqodb, which you can find here:

    http://issuetracker.unity3d.com/iss...supportedexception-when-net-siaqodb-is-called

    That bug looks be to different from this one. The fix for the known bug should be in the 5.3.1p3 patch release, so you can give that a try when it is available.
     
  24. Dinesh-Kannan-S

    Dinesh-Kannan-S

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    Yeah.. I've checked that issue and voted for that. Anyways thanks for the update @JoshPeterson :) . Will give a try once the patch released.
     
  25. AquaGhost

    AquaGhost

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    We have an issue doing a Parse query that is only happening on IL2CPP for our iOS build.
    When we get our query back, we get this error.
    InvalidCastException: Unable to cast object of type 'Job' to type 'ParseUser'.

    It sounds similar to a bug stated on page 1, but this is happening all the way up to 5.3
     
  26. JoshPeterson

    JoshPeterson

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    @AquaGhost

    My initial guess is that some part of the Parse assembly is being stripped when the IL2CPP scripting backend is used. You can be able to prevent stripping of the Parse assembly by adding a link.xml file to the Assets directory with these contents:

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

    You can find more general details about managed code stripping here: http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html
     
  27. AquaGhost

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    @JoshPeterson We use the default one that installs with the parse package. Is this incorrect?

    <linker>
    <assemblyfullname="UnityEngine">
    <typefullname="UnityEngine.iOS.NotificationServices"preserve="all"/>
    <typefullname="UnityEngine.NotificationServices"preserve="all"/>
    <typefullname="UnityEngine.iOS.RemoteNotification"preserve="all"/>
    <typefullname="UnityEngine.RemoteNotification"preserve="all"/>
    <typefullname="UnityEngine.AndroidJavaClass"preserve="all"/>
    <typefullname="UnityEngine.AndroidJavaObject"preserve="all"/>
    </assembly>

    <assemblyfullname="Parse.Unity">
    <namespacefullname="Parse"preserve="all"/>
    <namespacefullname="Parse.Internal"preserve="all"/>
    </assembly>
    </linker>
     
  28. JoshPeterson

    JoshPeterson

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    @AquaGhost

    Sorry, I was not aware that Parse already shipped with a link.xml file. This looks like it will accomplish what I intended, preventing things from being stripped incorrectly. To be sure though, is there really a space in the link.xml file between the words "namespace" and "fullname"? I don't see one here, but that may be an artifact of the way the code was pasted into the forum post.
     
  29. AquaGhost

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    @JoshPeterson Yeah, there's a space between them in the actual xml.
     
  30. JoshPeterson

    JoshPeterson

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    @AquaGhost

    Ok, so this is not a stripping issue then. Can you submit a bug report and include a project that reproduces this issue? I feel as though I've seen this before, but I'm not sure about the cause. Maybe seeing it in a project will help us track it down.
     
  31. AquaGhost

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    @JoshPeterson We added a bug report but I can't seem to add the stub project we just made. Is there way to do that in your fogbugz setup?
     
  32. JoshPeterson

    JoshPeterson

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    @AquaGhost

    You should be able to do that by responding to the bug report email with an attachment. Let me know the bug report number and I can have a look at it. Thanks!
     
  33. AquaGhost

    AquaGhost

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    Ok, will PM that info to you @JoshPeterson . Check your inbox.
     
  34. WayneC

    WayneC

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    Hi, @JoshPeterson
    I'm using 5.3.1p2. I use RestSharp to deserialize json string to C# objects. mostly like this:
    Code (CSharp):
    1. string loginSample = "{\"Token\":\"tttttt\",\"ProtocolVer\":\"1.0.0\",\"time\":14528,\"Success\":false,\"Message\":\"abc\"}";
    2.         RestSharp.Deserializers.JsonDeserializer jd = new JsonDeserializer ();
    3.         result = jd.Deserialize<LoginResult> (loginSample);
    4.         Debug.Log ("Sample LoginResult deserialize:" + result.time);
    5.         Debug.Log (result.ProtocolVer);
    6.         Debug.Log (result.Success);
    and here is class LoginResult:
    Code (CSharp):
    1. public class LoginResult : CommonResult
    2.     {
    3.         //
    4.         // Properties
    5.         //
    6.         public string ProtocolVer {
    7.             get;
    8.             set;
    9.         }
    10.  
    11.         public int time {
    12.             get;
    13.             set;
    14.         }
    15.  
    16.         public string Token {
    17.             get;
    18.             set;
    19.         }
    20.  
    21.         //
    22.         // Constructors
    23.         //
    24.         public LoginResult ();
    25.     }
    the "set" method of each Property of LoginResult is called by the generic method "Deserialize<T>", which I guess uses some reflection, but it seems to be stripped by the compiler. I can only find c++ method like "LoginResult_get_time_m444465294_0", but no "LoginResult_set_time_m444465294_0".

    I have to add dumb code like
    Code (CSharp):
    1. LoginResult.time=123
    then the set method will be generated.

    I wonder that if this can be fixed. thanks!

    **update:
    the LoginResult class is compiled in a dll and put in Plugins folder. If it's defined in scripts, the set method can be generated correctly.
     
    Last edited: Jan 15, 2016
  35. JoshPeterson

    JoshPeterson

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    @WayneC

    You'll probably want to use a link.xml file as described here instead:

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

    This should allow you to prevent stripping of this class.
     
  36. WayneC

    WayneC

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    Thank you Josh! I should read the manual more carefully :)
     
  37. play_with_wolf

    play_with_wolf

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    @JoshPeterson

    i use unity 4.7.0f1 export IOS 64bit project (Xcode is 7.1 IOS 9.1)
    but when i build this project error link is:

    and i only use
    Code (CSharp):
    1.  
    2.         [DllImport("__Internal")]
    3.         private static extern void PluginInit(string gameObjectname);
    4.         [DllImport("__Internal")]
    5.         private static extern void calledFromUnity(int type,string value);
    in unity

    Code (CSharp):
    1. void PluginInit(const char *gameObjectName);
    2. void calledFromUnity(int type,const char *value);
    in IOS
     
    Last edited: Jan 18, 2016
  38. JoshPeterson

    JoshPeterson

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    @play_with_wolf

    I don't think the extern method definitions are related to this error. At least, I don't see either of those methods show up in the error message.

    The unresolved externals that are showing up are just odd. They are internal methods in the libil2cpp runtime code which should always be part of the static library that Unity ships with.

    I wonder if something is wrong with the Unity installation on your machine. It might be worth trying a new clean installation.
     
  39. Gwl

    Gwl

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    5.3.1p4 has following regression, works fine for p3 and earlier. Case 763952 with repro.

    Failed running /Applications/Unity/Unity.app/Contents/Frameworks/il2cpp/build/il2cpp.exe --convert-to-cpp --copy-level=None --emit-null-checks --enable-array-bounds-check --enable-symbol-loading --development-mode --extra-types.file="/Applications/Unity/Unity.app/Contents/Frameworks/il2cpp/il2cpp_default_extra_types.txt" --assembly="/Users/gwl/direlight/il2cpp_repro/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" --assembly="/Users/gwl/direlight/il2cpp_repro/Temp/StagingArea/Data/Managed/UnityEngine.dll" --generatedcppdir="/Users/gwl/direlight/il2cpp_repro/Temp/il2cppOutput/il2cppOutput"

    stdout:
    IL2CPP error for method 'System.Void ProtoBuf.Helpers::DebugAssert(System.Boolean)' in assembly '/Users/gwl/direlight/il2cpp_repro/Temp/StagingArea/Data/Managed/protobuf-net.dll'
    Additional information: Build a development build for more information. Sequence contains no elements
    il2cpp.exe didn't catch exception: System.InvalidOperationException: Sequence contains no elements
    at System.Linq.Enumerable.Aggregate[String] (IEnumerable`1 source, System.Func`3 func) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.Extensions.AggregateWithComma (IEnumerable`1 elements) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.Emit.Call (System.String method, IEnumerable`1 arguments) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodBodyWriter.GetMethodCallExpression (Mono.Cecil.MethodReference callingMethod, Mono.Cecil.MethodReference methodToCall, Mono.Cecil.MethodReference unresolvedMethodtoCall, Unity.IL2CPP.ILPreProcessor.TypeResolver typeResolverForMethodToCall, MethodCallType callType, Unity.IL2CPP.Metadata.VTableBuilder vTableBuilder, IEnumerable`1 argumentArray) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodBodyWriter.CallExpressionFor (Mono.Cecil.MethodReference callingMethod, Mono.Cecil.MethodReference unresolvedMethodToCall, MethodCallType callType, System.Collections.Generic.List`1 poppedValues, Boolean emitNullCheckForInvocation) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodBodyWriter.ProcessInstruction (Unity.IL2CPP.Node node, Unity.IL2CPP.Common.CFG.InstructionBlock block, Mono.Cecil.Cil.Instruction& ins) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodBodyWriter.GenerateCodeRecursive (Unity.IL2CPP.Node node) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodBodyWriter.Generate () [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodWriter.WriteMethodBody (Mono.Cecil.MethodReference method, Unity.IL2CPP.CppCodeWriter methodBodyWriter, IRuntimeMetadataAccess metadataAccess) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodWriter+<WriteMethodDefinition>c__AnonStorey0.<>m__0 (Unity.IL2CPP.CppCodeWriter bodyWriter, Unity.IL2CPP.MetadataUsage metadataUsage, Unity.IL2CPP.MethodUsage methodUsage) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodWriter.WriteMethodWithMetadataInitialization (Unity.IL2CPP.CppCodeWriter writer, System.String methodSignature, System.Action`3 writeMethodBody, System.String uniqueIdentifier) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodWriter.WriteMethodDefinition (Mono.Cecil.MethodReference method, IMethodCollector methodCollector) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.MethodWriter.WriteMethodDefinitions (System.Func`2 filter, IMethodCollector methodCollector) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles (NiceIO.NPath outputDirectory, System.String fileName, IEnumerable`1 typeList, IMethodCollector methodCollector, IMetadataCollection metadataCollection) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.SourceWriter.Write (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.IL2CPP.GenericsCollection.InflatedCollectionCollector allGenerics, NiceIO.NPath outputDir, Mono.Cecil.TypeDefinition[] typeList, Unity.IL2CPP.AttributeCollection attributeCollection, Unity.IL2CPP.MethodCollector methodCollector, IMetadataCollection metadataCollection) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.Convert (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.IL2CPP.GenericsCollection.InflatedCollectionCollector allGenerics, Unity.IL2CPP.AttributeCollection attributeCollection, Unity.IL2CPP.MethodCollector methodCollector, IMetadataCollection metadataCollection) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, NiceIO.NPath outputDir) [0x00000] in <filename unknown>:0
    stderr:
     
  40. JoshPeterson

    JoshPeterson

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    @Gwl

    Thanks for reporting this bug.We actually just caught this ourselves, so it will be corrected in 5.3.2p1 next week. Sorry for the inconvenience!
     
  41. Gwl

    Gwl

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    Ok so with 5.3.2p1 we can compile the project again, but it does not run anymore. Is something like this also known issue: Failed to process stacktrace for every log message with garbage line numbers, then endless exception spam (Xcode 7.2, iOS 9.2.1).

    Tried with Mono and all works correctly. If needed, I can submit bug with repro probably tomorrow but to be honest this trend is a bit worrying, seeing our project has worked fine with IL2CPP after the initial problems were fixed for a long time and now this is the second release which fails completely for us.


    Failed to extract il2cpp stacktrace from Log message
    Couldn't extract exception string from exception (another exception of class 'ArgumentException' was thrown while processing the stack trace)

    (Filename: /Users/builduser/buildslave/unity/build/Runtime/Scripting/Backend/Il2Cpp/ScriptingBackendApi_Il2Cpp.cpp Line: 430)

    ...

    (Error: 142936224 Filename: Line: -2135808424)

    Failed to postprocess stacktrace
    ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds
    at System.Array.Copy (System.Array sourceArray, Int32 sourceIndex, System.Array destinationArray, Int32 destinationIndex, Int32 length) [0x00000] in <filename unknown>:0
    at System.Collections.ArrayList.ToArray (System.Type type) [0x00000] in <filename unknown>:0
    at Mono.Globalization.Unicode.MSCompatUnicodeTable.BuildTailoringTables (System.Globalization.CultureInfo culture, Mono.Globalization.Unicode.TailoringInfo t, Mono.Globalization.Unicode.Contraction[]& contractions, Mono.Globalization.Unicode.Level2Map[]& diacriticals) [0x00000] in <filename unknown>:0
    at Mono.Globalization.Unicode.SimpleCollator..ctor (System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    at System.Globalization.CompareInfo..ctor (System.Globalization.CultureInfo ci) [0x00000] in <filename unknown>:0
    at System.Globalization.CultureInfo.get_CompareInfo () [0x00000] in <filename unknown>:0
    at System.String.IndexOf (System.String value) [0x00000] in <filename unknown>:0
    at System.String.Contains (System.String value) [0x00000] in <filename unknown>:0
    at UILabel.OnStart () [0x00000] in <filename unknown>:0

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

    JoshPeterson

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    @Gwl

    I'm not aware any bugs for this issue yet. If you can submit one, we would appreciate it. Also, what was the last release where this same project built and worked correctly? Did it work on 5.3.1p3? Thanks.
     
  43. Gwl

    Gwl

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    Yes 5.3.1p3 was the last working version for this.
     
  44. JoshPeterson

    JoshPeterson

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    @Gwl

    Great, thanks. That gives us a data point to work with then. If possible, please submit the bug and let me know the bug report number.
     
  45. Gwl

    Gwl

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    Submitted case 765910.
     
  46. JoshPeterson

    JoshPeterson

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    @Gwl

    Thanks, we will investigate this.
     
  47. sdpgames

    sdpgames

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    Sep 2, 2014
    Posts:
    17
    Similar crash on startup, iOS. 5.3.2p1

    Crashes with code like this, on awake:

    public class TestBehaviour : MonoBehaviour
    {
    public int port = 51000;
    private static HttpListener listener = new HttpListener();
    void Awake()
    {
    DontDestroyOnLoad(gameObject);
    listener.Prefixes.Add("http://*:"+port+"/"); // CRASH!
    }
    }

    This trend is indeed very worrying, we go from crash on startup to crash on startup. Now it's in our callstack at least. Seems like iOS support for 5.3.x was pretty short lived :(
     
  48. Gwl

    Gwl

    Joined:
    Feb 10, 2013
    Posts:
    13
    Got a reply for case 765910 that it's fixed and should appear in 5.3.2p2. Likely same issue if your callstack matches. Even if these are annoying, at least @JoshPeterson has been super responsive so thanks for that :)
     
  49. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,773
    @sdpgames

    As @Gwl mentioned this will be fixed in 5.3.2p2, which should be out this week. Don't worry, we're not ending iOS support for 5.3! However, these two regressions are not something we want to have continue to happen. We've taking steps to improve our testing process to catch cases like these in the future.
     
  50. sdpgames

    sdpgames

    Joined:
    Sep 2, 2014
    Posts:
    17
    Thanks for clearing that up @JoshPeterson, looking forward to the patch :)