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IL2CPP split binary

Discussion in 'Android' started by VNL-Entertainment-Games, Oct 10, 2015.

  1. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    I have managed to get the project built and run with IL2CPP turned on. But only if "split binary" is not enabled. Is this a known issue?
     
    Qbit86 likes this.
  2. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    Just wanted to bump this as I am still unable to get IL2CPP working if "Split Binary" is checked on. Otherwise it works perfectly. The logcat of the crash is here:

    D/XT9IME ( 1101): onStartInput isInputViewShown() = false isShowInputRequested() = false
    D/Sensorapi( 1209): AsusSensorService->taskId: 160 pkg: com.vnlentertainment.mmoproject intent: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=com.vnlentertainment.mmoproject/.AmazonActivity bnds=[100,235][265,340] }
    F/libc ( 8136): Fatal signal 11 (SIGSEGV), code 1, fault addr 0xbc in tid 8154 (UnityMain)
    I/libc ( 8136): Suppressing debuggerd output because prctl(PR_GET_DUMPABLE)==0
    I/Zygote ( 221): Process 8136 exited due to signal (11)
    W/InputDispatcher( 867): channel '2c6a42b7 com.vnlentertainment.mmoproject/com.vnlentertainment.mmoproject.AmazonActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x9
    E/InputDispatcher( 867): channel '2c6a42b7 com.vnlentertainment.mmoproject/com.vnlentertainment.mmoproject.AmazonActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
    I/WindowState( 867): WIN DEATH: Window{2c6a42b7 u0 com.vnlentertainment.mmoproject/com.vnlentertainment.mmoproject.AmazonActivity}
    W/InputDispatcher( 867): Attempted to unregister already unregistered input channel '2c6a42b7 com.vnlentertainment.mmoproject/com.vnlentertainment.mmoproject.AmazonActivity (server)'
    W/WindowManager( 867): Force-removing child win Window{a5ec9bc u0 SurfaceView} from container Window{2c6a42b7 u0 com.vnlentertainment.mmoproject/com.vnlentertainment.mmoproject.AmazonActivity}
    I/ActivityManager( 867): Process com.vnlentertainment.mmoproject (pid 8136) has died
    W/ActivityManager( 867): App Op not allow to restart app com.vnlentertainment.mmoproject/10129
    W/ActivityManager( 867): Force removing ActivityRecord{f5dc865 u0 com.vnlentertainment.mmoproject/.AmazonActivity t160}: app died, no saved state
    W/WindowManager( 867): Failed looking up window
    W/WindowManager( 867): java.lang.IllegalArgumentException: Requested window android.os.BinderProxy@32d65353 does not exist
    W/WindowManager( 867): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8426)
    W/WindowManager( 867): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8417)
    W/WindowManager( 867): at com.android.server.wm.WindowState$DeathRecipient.binderDied(WindowState.java:1113)
    W/WindowManager( 867): at android.os.BinderProxy.sendDeathNotice(Binder.java:551)
    I/WindowState( 867): WIN DEATH: null
    D/WindowManager( 867): adjustConfigurationLw, config:{0 1.0 ?mcc?mnc ?locale ?layoutDir sw600dp w1024dp h527dp 160dpi lrg land ?uimode ?night finger -keyb/v/h -nav/v} mLidState:-1 mHasDockFeature:false mHasKeyboardFeature:false mHasHallSensorFeature:true config.hardKeyboardHidden:2
    V/Launcher( 1327): [onResume] called
    E/GooglePlayServicesUtil( 1327): The Google Play services resources were not found. Check your project configuration to ensure that the resources are included.
    I/Launcher( 1327): Time spent in onResume: 2ms
    V/Launcher( 1327): [onWindowFocusChanged]: true
    W/InputMethodManagerService( 867): Got RemoteException sending setActive(false) notification to pid 8136 uid 10129
    I/XT9IME ( 1101): isHighendDevice() sIsHighendDevice = false
    D/XT9IME ( 1101): onStartInput isInputViewShown() = false isShowInputRequested() = false
    V/GAV4 ( 1327): Thread[GAThread,5,main]: screenview hit sampled out
    V/GAV4 ( 1327): Thread[GAThread,5,main]: screenview hit sampled out
    V/ImageWallpaper( 995): onVisibilityChanged: mVisible, visible=false, true
    V/ImageWallpaper( 995): Visibility changed to visible=true
    V/ImageWallpaper( 995): onVisibilityChanged: dds = false
     
    Last edited: Oct 11, 2015
  3. VNL-Entertainment-Games

    VNL-Entertainment-Games

    Joined:
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    D/WifiWatchdogStateMachine( 867): Fetch RSSI succeed, rssi=-45 mrssi=-45 txbad=0 txgood=7395
    D/Unity ( 9416): [SHA1] f5271086c2eb0ea37cb7d1a5b89400551e47ad77 69694936 bytes ~ lib/x86/libil2cpp.so
    D/WifiWatchdogStateMachine( 867): RSSI current: 4 new: -45, 4
    D/WifiWatchdogStateMachine( 867): CurrentRSSI:-45
    D/WifiWatchdogStateMachine( 867): Exit DebounceWeakRssiState
    D/WifiWatchdogStateMachine( 867): enter DebounceWeakRssiState
    D/WifiWatchdogStateMachine( 867): RSSI current: 4 new: -45, 4
    D/WifiWatchdogStateMachine( 867): Fetch RSSI succeed, rssi=-45 mrssi=-45 txbad=0 txgood=7395
    F/libc ( 9416): Fatal signal 11 (SIGSEGV), code 1, fault addr 0xbc in tid 9435 (UnityMain)
    I/DEBUG ( 207): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    I/DEBUG ( 207): Build fingerprint: 'asus/WW_P01Y/P01Y:5.0.2/LRX22G/WW_ZenPad-12.26.4.22-20150904:user/release-keys'
    I/DEBUG ( 207): Revision: '0'
    I/DEBUG ( 207): ABI: 'x86'
    I/DEBUG ( 207): pid: 9416, tid: 9435, name: UnityMain >>> com.vnlentertainment.mmoproject <<<
    I/DEBUG ( 207): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xbc
    I/DEBUG ( 207): eax 00000000 ebx a1e22818 ecx 00000001 edx 00000000
    I/DEBUG ( 207): esi 00000000 edi a3056100
    I/DEBUG ( 207): xcs 00000073 xds 0000007b xes 0000007b xfs 0000006f xss 0000007b
    I/DEBUG ( 207): eip a1a6b7f7 ebp a3055ff8 esp a3055fd0 flags 00210246
    I/DEBUG ( 207):
    I/DEBUG ( 207): backtrace:
    I/DEBUG ( 207): #00 pc 01c6d7f7 /data/app/com.vnlentertainment.mmoproject-1/lib/x86/libil2cpp.so (il2cpp::vm::MetadataCache::Initialize()+55)
    I/DEBUG ( 207): #01 pc 01c77ee1 /data/app/com.vnlentertainment.mmoproject-1/lib/x86/libil2cpp.so (il2cpp::vm::Runtime::Init(char const*, char const*)+65)
    I/DEBUG ( 207): #02 pc 01c2e033 /data/app/com.vnlentertainment.mmoproject-1/lib/x86/libil2cpp.so (il2cpp_init+67)
    I/DEBUG ( 207): #03 pc 002fb470 /data/app/com.vnlentertainment.mmoproject-1/lib/x86/libunity.so (InitializeIl2CppFromMain(std::string const&, std::string const&, int, char const**)+112)
    I/DEBUG ( 207): #04 pc 0054a3ba /data/app/com.vnlentertainment.mmoproject-1/lib/x86/libunity.so (UnityInitApplication()+1322)
    I/DEBUG ( 207): #05 pc 0054b488 /data/app/com.vnlentertainment.mmoproject-1/lib/x86/libunity.so (UnityPlayerLoop()+552)
    I/DEBUG ( 207): #06 pc 0054f693 /data/app/com.vnlentertainment.mmoproject-1/lib/x86/libunity.so (nativeRender(_JNIEnv*, _jobject*)+179)
    I/DEBUG ( 207): #07 pc 0085051b /data/dalvik-cache/x86/data@app@com.vnlentertainment.mmoproject-1@base.apk@classes.dex
    I/DEBUG ( 207):
    I/DEBUG ( 207): Tombstone written to: /data/tombstones/tombstone_00
    W/ActivityManager( 867): Force finishing activity com.vnlentertainment.mmoproject/.AmazonActivity
    E/JavaBinder( 867): !!! FAILED BINDER TRANSACTION !!!
    E/JavaBinder( 867): !!! FAILED BINDER TRANSACTION !!!
    W/ActivityManager( 867): Exception thrown during pause
    W/ActivityManager( 867): android.os.TransactionTooLargeException
    W/ActivityManager( 867): at android.os.BinderProxy.transactNative(Native Method)
    W/ActivityManager( 867): at android.os.BinderProxy.transact(Binder.java:496)
    W/ActivityManager( 867): at android.app.ApplicationThreadProxy.schedulePauseActivity(ApplicationThreadNative.java:701)
    W/ActivityManager( 867): at com.android.server.am.ActivityStack.startPausingLocked(ActivityStack.java:860)
    W/ActivityManager( 867): at com.android.server.am.ActivityStack.finishActivityLocked(ActivityStack.java:2762)
    W/ActivityManager( 867): at com.android.server.am.ActivityStack.finishTopRunningActivityLocked(ActivityStack.java:2619)
    W/ActivityManager( 867): at com.android.server.am.ActivityStackSupervisor.finishTopRunningActivityLocked(ActivityStackSupervisor.java:2523)
    W/ActivityManager( 867): at com.android.server.am.ActivityManagerService.handleAppCrashLocked(ActivityManagerService.java:12505)
    W/ActivityManager( 867): at com.android.server.am.ActivityManagerService.makeAppCrashingLocked(ActivityManagerService.java:12402)
    W/ActivityManager( 867): at com.android.server.am.ActivityManagerService.crashApplication(ActivityManagerService.java:13133)
    W/ActivityManager( 867): at com.android.server.am.ActivityManagerService.handleApplicationCrashInner(ActivityManagerService.java:12597)
    W/ActivityManager( 867): at com.android.server.am.NativeCrashListener$NativeCrashReporter.run(NativeCrashListener.java:86)
    E/lowmemorykiller( 183): Error writing /proc/9416/oom_score_adj; errno=22
    D/WindowManager( 867): adjustConfigurationLw, config:{0 1.0 ?mcc?mnc ?locale ?layoutDir sw600dp w1024dp h527dp 160dpi lrg land ?uimode ?night finger -keyb/v/h -nav/v} mLidState:-1 mHasDockFeature:false mHasKeyboardFeature:false mHasHallSensorFeature:true config.hardKeyboardHidden:2
     
  4. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    F/libc (25769): Fatal signal 11 (SIGSEGV), code 1, fault addr 0xbc in tid 25793 (UnityMain)
    I/DEBUG ( 471): [2015-10-12 01:51:11.373]
    I/DEBUG ( 471): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    I/DEBUG ( 471): Build fingerprint: 'lge/p1_vtr_ca/p1:5.1/LMY47D/1524514359896:user/release-keys'
    I/DEBUG ( 471): Revision: '11'
    I/DEBUG ( 471): ABI: 'arm'
    I/DEBUG ( 471): pid: 25769, tid: 25793, name: UnityMain >>> com.vnlentertainment.mmoproject <<<
    I/DEBUG ( 471): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xbc
    W/NativeCrashListener( 1166): Couldn't find ProcessRecord for pid 1530015793
    D/PhoneInterfaceManager( 4361): [PhoneIntfMgr] mSigLevel = 5
    D/LGSubScriptionUtilsWrapper_MR1( 4361): getSubIdUsingSlotId() slotId:0 -> subId:3
    I/[SystemUI]NetworkController( 3649): onReceive: intent=Intent { act=android.intent.action.SIG_STR flg=0x20000010 (has extras) }
    I/DEBUG ( 471): r0 00000000 r1 d9ba97e0 r2 00000001 r3 ffffffff
    E/DEBUG ( 471): AM write failure (32 / Broken pipe)
    I/DEBUG ( 471): r4 d9b93ee8 r5 d9a604c4 r6 d9ba9ae4 r7 00000000
    I/DEBUG ( 471): r8 000158f8 r9 ef2f7a88 sl ef2f7a80 fp ef2f7a78
    I/DEBUG ( 471): ip d9b93f64 sp ef2f7120 lr f6fa9b6b pc d9959054 cpsr 800d0010
    I/DEBUG ( 471):
    I/DEBUG ( 471): backtrace:
    I/DEBUG ( 471): #00 pc 01656054 /data/app/com.vnlentertainment.mmoproject-1/lib/arm/libil2cpp.so (il2cpp::vm::MetadataCache::Initialize()+40)
    I/DEBUG ( 471): #01 pc 0166077c /data/app/com.vnlentertainment.mmoproject-1/lib/arm/libil2cpp.so (il2cpp::vm::Runtime::Init(char const*, char const*)+56)
    I/DEBUG ( 471): #02 pc 01619e9c /data/app/com.vnlentertainment.mmoproject-1/lib/arm/libil2cpp.so (il2cpp_init+44)
    I/DEBUG ( 471): #03 pc 002b82b4 /data/app/com.vnlentertainment.mmoproject-1/lib/arm/libunity.so (InitializeIl2CppFromMain(std::string const&, std::string const&, int, char const**)+120)
    I/DEBUG ( 471): #04 pc 004c8f40 /data/app/com.vnlentertainment.mmoproject-1/lib/arm/libunity.so (UnityInitApplication()+1584)
    I/DEBUG ( 471): #05 pc 004ca458 /data/app/com.vnlentertainment.mmoproject-1/lib/arm/libunity.so (UnityPlayerLoop()+840)
    I/DEBUG ( 471): #06 pc 004cf1a4 /data/app/com.vnlentertainment.mmoproject-1/lib/arm/libunity.so (nativeRender(_JNIEnv*, _jobject*)+172)
    I/DEBUG ( 471): #07 pc 0078130f /data/dalvik-cache/arm/data@app@com.vnlentertainment.mmoproject-1@base.apk@classes.dex
     
  5. FuzzyQuills

    FuzzyQuills

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    I got mine to build, but regardless, mine gets a SIGSEGV... :( Likewise, I'm having a similar problem.

    EDIT: Oops! forgot to state that mine wasn't split OBB!!!
     
    Last edited: Oct 27, 2015
  6. bitter

    bitter

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    What Unity version? We did an OBB fix for IL2CPP in 5.2.1p3.
     
  7. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    Yes it's now fixed. Thank you.
    Are we recommended to use IL2CPP for Android or is it safer to stick with mono. What's the advantages?
     
  8. FuzzyQuills

    FuzzyQuills

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    From what I've gathered, IL2CPP uses native code of which is a lot faster than dalvik code.

    The disadvantages are mostly because the support for android is so young... For me, it's crashes on loading any scene... (well, the first one loads, but any more past that gets a SIGSEGV in the console!) For other people, it's different problems. In either case, for a serious project, I recommend sticking to mono 2x for now until everything's fixed up. (5.2.3 might fix some things to do with IL2CPP android, would have to check the release notes)
     
  9. JoshPeterson

    JoshPeterson

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    @FuzzyQuills

    Is it possible for you to submit a bug report for this crash? The IL2CPP scripting backend should not cause a crash, asn we would like to track down the cause and correct it.
     
  10. bitter

    bitter

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  11. JoshPeterson

    JoshPeterson

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    @bitter

    Thanks for letting me know, I was not aware.
     
  12. FuzzyQuills

    FuzzyQuills

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    I presume it's the one I sent a few weeks back from the bug reporter... :D Either way, thanks for this. :)

    I haven't tried using latest unity yet, but I may as well check it out if it's apparently fixed up unintentionally. :)

    Also, unless you can't share that here, what have you found so far in my bug report?

    EDIT: I also had an idea... going to test it and report back. :)
     
  13. FuzzyQuills

    FuzzyQuills

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    Ok, my test results with IL2CPP...

    Attempt to play a movie file with handheld API (In case that was causing SIGSEGV): Works.

    Attempt to load a different scene (Application.LoadLevel()): this came up in logcat:
    (Check IL2CPP crash.txt, it kept screwing up when pasting into a code window here... :()

    Attempt to load using LoadLevelAsync: Same result

    This was all done in the most minimalist scene possible, i.e. empty scene with skybox and camera.I did the loadlevel test by directly reloading the first scene.

    This is the exact behavior that my working project does when switched to IL2CPP.

    To Unity Tech Developers: you probably have a similar log in my bug report already, but in case you need it, attachment's there to look at. ;)
     

    Attached Files:

    Last edited: Nov 21, 2015
  14. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    Thanks which Unity Version are you referring to that IL2CPP is working well now?
    Slightly off topic, any chance that the c++ code could not retain original class and method names? I recall still see lots of references of original class/reference names in assembly dump.
     
  15. JoshPeterson

    JoshPeterson

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    @VNL Entertainment Games

    I would recommend trying the latest 5.2 patch release for Android, it should have all of the latest fixes.

    > any chance that the c++ code could not retain original class and method names?

    Yes, this is possible. The WebGL platform does this for non-development builds. The Android platform does not does this, but it is possible to expose it as an option. I'm curious though, what is the reason for this request?
     
  16. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    There are some players who like to reverse engineer the game. When it comes to IL2CPP they can do it with tools like IDA to easily find human readable functions names, strings etc, modify it and make it unfair for other players of the game. If there are no longer human readable functions/classes/strings etc, it will be much harder to simply find a function like "getHealth" etc and do trial and error value modding. Instead of going straight to "getHealth" they'd have to try a million other methods and hope to get lucky to get anything done. Right now it's too easy. It's not going to stop someone very determined, but it will deter the average enthusiasts.
     
  17. Yury-Habets

    Yury-Habets

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    Please report your bugs/crashes on il2cpp - this is the way to get it fully supported and not experimental!

    @FuzzyQuills: did you already file a bug? Which case #? I think I've seen this crash in one bug report previously - which device did you use?
     
  18. Yury-Habets

    Yury-Habets

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    @VNL Entertainment Games : we don't strip symbols from il2cpp for Android while it is experimental, to easily track down crashes. Once we make it fully supported, the symbols will be stripped, and you should not be able to find function by its name.
     
    mh114 likes this.
  19. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    Thank you. That makes sense.
     
  20. larku

    larku

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    Is there a way we can strip them now if we want to (external tool?)
     
  21. larku

    larku

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    Hey @Yury Habets

    Is there a way we can strip them now if we want to (external tool?)
     
  22. Yury-Habets

    Yury-Habets

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    For me (on Win), this is
    %ANDROID_NDK_ROOT%\toolchains\arm-linux-androideabi-4.9\prebuilt\windows\bin\arm-linux-androideabi-strip.exe --strip-debug path_to_your_so_file
    (I'm using ndkr10e).
    You may want to play with the tools/flags more, if your like.
     
    larku likes this.
  23. FuzzyQuills

    FuzzyQuills

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    I'll have to file it again I think... it happened to me again today!

    EDIT: And what do you mean by device? the one I ran the game on, or the one I sent the bug report from? If you mean the build target... Will mention that in the bug report I send out. (again... :D)

    EDIT2: How to get the case number? I haven't had to report bugs much in the past, and have no idea how to do this... :D
     
    Last edited: Dec 27, 2015
  24. FuzzyQuills

    FuzzyQuills

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  25. FuzzyQuills

    FuzzyQuills

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  26. Yury-Habets

    Yury-Habets

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    @FuzzyQuills : thanks for submitting the report! You know, it's holiday time, so it may take a while ;)

    By your device I mean the Android device you deploy your game to, and experience the crash. Ideally, specify the device fingerprint (adb shell getprop ro.build.fingerprint) - this will help identify the device and firmware it is running.

    The devices you mention in the bug report do not look familiar to me. If you could check on a more common device like a Galaxy S4(S5) or a Nexus 5(6) - would be great. However, I pinged our QA team to check the bug report.

    I think we have a similar bug report, so it could be marked as a duplicate - in this case I'll share the link to the original bug report.
     
  27. larku

    larku

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    These details should be part of "the" bug report "faq" :)
     
    Dantus and Yury-Habets like this.
  28. FuzzyQuills

    FuzzyQuills

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    Sure, I can get the "fingerprint" for you. :) (I like that word for a firmware identifier for some reason. :p)

    As for why it doesn't look familiar, it's a chinese tablet, it isn't common to find that one now. (The latest one's a Pendo Pad 7.0 or something, and runs 4.2, not 4.0.3 like mine)

    Oh yea, and getting the fingerprint might take a while (I'll have to boot into windows again... :D)
     
  29. FuzzyQuills

    FuzzyQuills

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    Here's the fingerprint for teh Pendo Pad 4.0 (PP4MT-7):
    sc/crane_PP4MT_SC3037/crane-PP4MT-SC3037:4.0.3/IML74K/20120316:user/release-keys

    And I can test the example project on my mum's phone (a Samsung Galaxy J1) if needed. :)

    EDIT: Build fingerprint for Samsung Galaxy J1 (if needed):
    samsung/j1nltedx/j1nlte:4.4.4/KTU84P/J100YDXU0AOC1:user/release-keys
     
    Last edited: Dec 29, 2015
  30. FuzzyQuills

    FuzzyQuills

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    Damn... it looks like the crash only happens on a Pendo Pad 4.0! :( I'll have to check I got the test right though.
     
    Last edited: Jan 7, 2016
  31. JasonOrtinskid

    JasonOrtinskid

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    When will the Android IL2CPP be ready and stable?
    Is there any way to strip the symbols using a Mac? We really need to remove the debug symbols.
     
  32. JasonOrtinskid

    JasonOrtinskid

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    I looked at the Bulk_Assembly_CSharp cpp files in ios build xcode. I can see all the original function names and class names still in there. I wonder once compiled will the function names still be searchable by software like IDA?
     
  33. Yury-Habets

    Yury-Habets

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    @thebobchan : we were talking about the symbol table in the binary :) Of course everything is present in the source code, but you don't ship it to the users, do you? :)

    I'm not the right person to answer iOS questions, but I would expect the binaries are stripped there.
     
  34. FuzzyQuills

    FuzzyQuills

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    Ok, looks like I've confirmed my bug's device specific, I'll have to debug myself and figure it out... :( Does anyone else here have an Allwinner A10 device they can test on? Maybe the allwinner architecture doesn't like something IL2CPP's doing.
     
  35. JasonOrtinskid

    JasonOrtinskid

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    Also OMAP devices don't play well too :(
     
  36. JasonOrtinskid

    JasonOrtinskid

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    java.lang.Error: FATAL EXCEPTION [UnityMain]
    Unity version : 5.3.1p1
    Device model : samsung SGH-T779
    Device fingerprint: samsung/espresso10tmo/espresso10tmo:4.1.2/JZO54K/T779UVTOH1:user/release-keys

    Caused by: java.lang.Error: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400d7040
    Build fingerprint: 'samsung/espresso10tmo/espresso10tmo:4.1.2/JZO54K/T779UVTOH1:user/release-keys'
    Revision: '7'
    pid: 6311, tid: 6324, name: UnityMain >>> xxx <<<
    r0 400d7038 r1 400d7044 r2 632b37ac r3 00000016
    r4 400d6e48 r5 7198eef5 r6 00000810 r7 5928aff0
    r8 59291ffc r9 70736d07 sl 5928a000 fp 400d703c
    ip fffffff3 sp 60988850 lr 7198eef5 pc 632b3850 cpsr 2e312e34

    at libil2cpp.GC_mark_from(GC_mark_from:1952)
    at libil2cpp.GC_mark_some(GC_mark_some:980)
    at libil2cpp.GC_stopped_mark(GC_stopped_mark:316)
    at libil2cpp.GC_try_to_collect_inner(GC_try_to_collect_inner:444)
    at libil2cpp.GC_try_to_collect_general(GC_try_to_collect_general:300)
    at libil2cpp.GC_gcollect(GC_gcollect:12)
    at libunity.0038bab4(Native Method)
    at libunity.003dc1ac(Native Method)
    at libunity.003dbf98(Native Method)
    at libunity.003d9b8c(Native Method)
    at libunity.003d9f84(Native Method)
    at libunity.001c1840(Native Method)
    at libunity.003839f4(Native Method)
    at libunity.00383bf8(Native Method)
    at libunity.004cd324(Native Method)
    at libunity.004d2300(Native Method)
    at libdvm.dvmPlatformInvoke(dvmPlatformInvoke:112)
    at libdvm.dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)(dvmCallJNIMethod:360)
    at libdvm.00028820(Native Method)
    at libdvm.dvmInterpret(Thread*, Method const*, JValue*)(dvmInterpret:180)
    at libdvm.dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)(dvmCallMethodV:272)
    at libdvm.dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)(dvmCallMethod:20)
    at libdvm.00054b27(Native Method)
    at libc.__thread_entry(__thread_entry:48)
    at libc.pthread_create(pthread_create:172)
    at Unknown.0002926c(Unknown Source)
     
  37. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    Damn... that looks like the garbage collector's crashing! Is that even POSSIBLE?
    Yury, you might wanna look at this... :D

    EDIT: One more thing too; I can definitely confirm my crash exists inside native code. (It mentions il2cpp.so on the top of the list!)
     
  38. JasonOrtinskid

    JasonOrtinskid

    Joined:
    Jan 6, 2016
    Posts:
    22
    Would be nice to see more focus on il2cpp android :( But it seems it's almost a convenient side effect from the mandatory ios 64 bit upgrade :( :(
     
  39. JasonOrtinskid

    JasonOrtinskid

    Joined:
    Jan 6, 2016
    Posts:
    22
    That's one reason I like about unreal because they support c++ from the ground up. But their license is actually really crappy compared to unity, despite what most people on here think.
     
  40. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    Agreed, I stay away from them for that reason. (That, and you need a mammoth of a machine to run unreal engine's editor!)
     
  41. JasonOrtinskid

    JasonOrtinskid

    Joined:
    Jan 6, 2016
    Posts:
    22
    I can't confirm what your avatar is, a cute plush mouse? o_O
    Have you given Shiva a try? Before I started Unity I was interested in that, but I never hear people talk about it. If I had time I'd try it myself but time is a sparse these days.
     
  42. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    No. :p It's actually my hedgehog self... :D
     
  43. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    Last thread bump, I'm back to say my issue was fixed; as of 5.3.4p5, the Pendo Pad's able to run IL2CPP builds properly! :) For those who had similar crash issues to me, go check your devices against this version. :)
     
    MrEsquire likes this.