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Help Wanted Can't build any Sample project of tiny on IOS platform

Discussion in 'Project Tiny' started by mlafrenaye, Jun 22, 2021.

  1. mlafrenaye

    mlafrenaye

    Joined:
    Jan 25, 2021
    Posts:
    3
    Hi !
    So I have been trying to build Tiny Racing, Tiny Aquarium, and Tiny 3D with Unity 2020.1.17 (with IOS module installed) and Xcode 12.5 on a Mac. In the doc for tiny it says
    • The Editor platform must be set to `PC, Mac & Linux Standalone`, unexpected errors may showup if the Editor is switched to different platforms
    So I am staying on this platform. But I have this error below for every single project whenever I build for Mac or for IOS (I am using the build configuration in the build folder of the project).
    And when I build it on my Windows computer both build for dotnet dans il2cpp works but the build for IOS is throwing the same error as this post : https://forum.unity.com/threads/tiny2d-ios-build-failure.1110089/
    Is it a bug with IOS and Mac ?
    I can't find anything on how to solve this.

    Here is the log:

    Build iOS failed after 8.50s.
    Process terminated. Infinite recursion during resource lookup within System.Private.CoreLib. This may be a bug in System.Private.CoreLib, or potentially in certain extensibility points such as assembly resolve events or CultureInfo names. Resource name: Arg_AccessViolationException
    at System.Environment.FailFast(System.String)
    at System.SR.InternalGetResourceString(System.String)
    at System.SR.GetResourceString(System.String, System.String)
    at System.AccessViolationException..ctor()
    at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(System.Reflection.MetadataToken, System.Reflection.MetadataImport ByRef, System.Reflection.RuntimeModule, System.Reflection.MetadataToken, System.RuntimeType, Boolean, ListBuilder`1<System.Object> ByRef, System.RuntimeType ByRef, System.IRuntimeMethodInfo ByRef, Boolean ByRef, Boolean ByRef)
    at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1<System.Object> ByRef, System.Reflection.RuntimeModule, Int32, System.RuntimeType, Boolean, ListBuilder`1<System.Object>)
    at System.Reflection.CustomAttribute.GetCustomAttributes(System.Reflection.RuntimeModule, Int32, Int32, System.RuntimeType)
    at System.Reflection.CustomAttribute.GetCustomAttributes(System.Reflection.RuntimeAssembly, System.RuntimeType)
    at System.Reflection.RuntimeAssembly.GetCustomAttributes(System.Type, Boolean)
    at System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, Boolean)
    at System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, Boolean)
    at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[[System.__Canon, System.Private.CoreLib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.Reflection.Assembly)
    at System.Resources.ManifestBasedResourceGroveler.GetNeutralResourcesLanguage(System.Reflection.Assembly, System.Resources.UltimateResourceFallbackLocation ByRef)
    at System.Resources.ResourceManager.CommonAssemblyInit()
    at System.Resources.ResourceManager..ctor(System.Type)
    at System.SR.get_ResourceManager()
    at System.SR.InternalGetResourceString(System.String)
    at System.SR.GetResourceString(System.String, System.String)
    at System.AccessViolationException..ctor()
    at System.Collections.Generic.Dictionary`2[[System.__Canon, System.Private.CoreLib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.__Canon, System.Private.CoreLib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].TryGetValue(System.__Canon, System.__Canon ByRef)
    at System.AppContext.GetData(System.String)
    at System.AppContext.get_BaseDirectory()
    at Microsoft.CodeAnalysis.CommandLine.BuildClient.Run(System.Collections.Generic.IEnumerable`1<System.String>, Microsoft.CodeAnalysis.CommandLine.RequestLanguage, Microsoft.CodeAnalysis.CommandLine.CompileFunc)
    at Microsoft.CodeAnalysis.CSharp.CommandLine.Program.MainCore(System.String[])
    at Microsoft.CodeAnalysis.CSharp.CommandLine.Program.Main(System.String[])
    *** buildprogrambuildprogram build failed (0.17 seconds), 1 items updated, 7 evaluated

    UnityEngine.Debug:LogError(Object, Object)
    Unity.Build.ResultBase:LogResult() (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/ResultBase.cs:65)
    Unity.Build.Editor.<>c:<.cctor>b__34_0(BuildConfiguration) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationInspector.cs:42)
    Unity.Build.Editor.<>c__DisplayClass30_0:<Build>b__1() (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationInspector.cs:128)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
     
    Last edited: Jun 22, 2021
    code-kiwi likes this.
  2. francois85

    francois85

    Joined:
    Aug 11, 2015
    Posts:
    1,628
    Are you building using the platforms scriptable objects?
     
  3. mlafrenaye

    mlafrenaye

    Joined:
    Jan 25, 2021
    Posts:
    3
    Do you mean the IOS.buildconfiguration file located in the build folder ? I so, yes I use this :

    upload_2021-6-22_22-20-59.png

    I haven't modify the sample project at all, I have opened it and tried to build on IOS with the build configuration file ... is there something else I am supposed to do before building the samples ?
    Seems there is nothing else in the doc ...
     
  4. goldenyz

    goldenyz

    Joined:
    Jun 23, 2021
    Posts:
    1
    M1 Chips? I encountered the same issue. Could any one help?
     
    code-kiwi likes this.
  5. code-kiwi

    code-kiwi

    Joined:
    Apr 29, 2017
    Posts:
    3
    I'm having the same issue in normal Unity 2019.4.28f1 (latest 2019.4).

    An empty Unity project builds fine, but I get this same issue in a small demo project.
     
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