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AOT code not generated for Bolt

Discussion in 'Visual Scripting' started by thehen2, Jan 19, 2021.

  1. thehen2


    Apr 1, 2014
    Hi all,

    Fixed. Seems like Bolt lost all all the type options, so I had to manually go through all the graphs to work out what they were and add them back in. For some reason in the editor it populates them at runtime, even though they're null types in edit mode, but that obviously fails with AOT compilation. Tbh Bolt is causing more issues than it solves, we're going to phase it out of our project.

    I'm trying to get Bolt building with IL2CPP but I get the following error.

    Code (CSharp):
    1. ExecutionEngineException: Attempting to call method 'Ludiq.StaticFunctionInvoker`3[[UnityEngine.Vector2Int, UnityEngine.CoreModule, Version=, Culture=neutral, PublicKeyToken=null],[UnityEngine.Vector2Int, UnityEngine.CoreModule, Version=, Culture=neutral, PublicKeyToken=null],[System.Boolean, mscorlib, Version=, Culture=neutral, PublicKeyToken=b77a5c561934e089]]::.ctor' for which no ahead of time (AOT) code was generated.
    I pre-build AOT. Is there anything else I need to do?

    Last edited: Jan 20, 2021
    Immersive-Matthew likes this.