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BuildPipeline IL2CPP / Universal architecture

Discussion in 'iOS and tvOS' started by credence86, Feb 25, 2015.

  1. credence86

    credence86

    Joined:
    Jan 15, 2014
    Posts:
    3
    Hello,

    we're currently porting our app to the IL2CPP backend. So far, we've got local manual builds to run with 4.6.3.

    We're now trying to incorporate our CI / buildserver solution. I find no way to tell the buildpipeline to actually do an IL2CPP / Universal architecture build.

    I've found the iPhoneArchitecture enum but no place to use it.

    How would I go about BuildPipeline il2cpp/universal builds?

    Cheers in advance,
    Benjamin
     
  2. maxthecat

    maxthecat

    Joined:
    May 26, 2014
    Posts:
    29
  3. Umai

    Umai

    Joined:
    Jun 18, 2013
    Posts:
    74
    Then what about architectures ? We need to set universal as well, right? Ie we need both armv7 and arm64...
     
  4. credence86

    credence86

    Joined:
    Jan 15, 2014
    Posts:
    3
    We use

    PlayerSettings.SetPropertyInt("Architecture", (int)iPhoneArchitecture.Universal, BuildTargetGroup.iPhone);

    which seems to be working fine.
     
    Umai likes this.
  5. TomGolan

    TomGolan

    Joined:
    Sep 4, 2012
    Posts:
    4
    Any idea on how to use this in Unity 5? the iPhoneArchitecture enum doesn't exits there and I can't find anything in its stead.
     
  6. TomGolan

    TomGolan

    Joined:
    Sep 4, 2012
    Posts:
    4
    This is probably a bug and I've reported it, for now as a workaround it's still possible to change "Architecture" with the enum's old values, e.g. PlayerSettings.SetPropertyInt("Architecture", 1, BuildTargetGroup.iOS);.
     
  7. ofusion

    ofusion

    Joined:
    Dec 5, 2013
    Posts:
    27
    I recently upgrade to Unity 5, and encounter the same compilation problem. Is it really a bug of Unity 5? I found nothing officially about it.