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iOS build fails at AOT compile

Discussion in 'Unity 5 Pre-order Beta' started by devx, Oct 29, 2014.

  1. devx

    devx

    Joined:
    Jul 2, 2009
    Posts:
    17
    I am trying to build for iOS using the latest beta and keep seeing these errors. I have tried tweaking the build stripping settings and .NET Api level, but to no success. My project compiled fine with the earlier beta build 8, so I'm not sure what has caused this issue to pop up. Any ideas are much appreciated!

    Cross compilation job Assembly-CSharp-firstpass.dll failed.
    UnityEngine.UnityException: Failed AOT cross compiler: /Applications/Unity/Unity.app/Contents/PlaybackEngines/iossupport/Tools/OSX/mono-xcompiler --aot=full,asmonly,nodebug,nimt-trampolines=4096,ficall,static,outfile="Assembly-CSharp-firstpass.dll.s" "Assembly-CSharp-firstpass.dll" current dir : /home/ExilesU5Beta8/Temp/StagingArea/Data/Managed
    result file exists: False. Timed out: False
    stdout: Mono Ahead of Time compiler - compiling assembly /home/ExilesU5Beta8/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll

    stderr: AOT : Unknown argument 'ficall'.


    at UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile) [0x00000] in <filename unknown>:0
    at UnityEditor.MonoCrossCompile.CrossCompileAOT (BuildTarget target, System.String crossCompilerAbsolutePath, System.String assembliesAbsoluteDirectory, CrossCompileOptions crossCompileOptions, System.String input, System.String output, System.String additionalOptions) [0x00000] in <filename unknown>:0
    at UnityEditor.MonoCrossCompile+JobCompileAOT.ThreadPoolCallback (System.Object threadContext) [0x00000] in <filename unknown>:0
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
     
  2. EnergyARMV

    EnergyARMV

    Joined:
    May 1, 2014
    Posts:
    8
    I am getting 13 of these in a build. Using Beta 5 b9

    Here is an example

    Cross compilation job UnityScript.Lang.dll failed.
    UnityEngine.UnityException: Failed AOT cross compiler: /Applications/Unity/Unity.app/Contents/PlaybackEngines/iossupport/Tools/OSX/mono-xcompiler --aot=full,asmonly,nodebug,ficall,static,outfile="UnityScript.Lang.dll.s" "UnityScript.Lang.dll" current dir : /Users/MEH/ZombieBike/Temp/StagingArea/Data/Managed
    result file exists: False. Timed out: False
    stdout: Mono Ahead of Time compiler - compiling assembly /Users/MEH/ZombieBike/Temp/StagingArea/Data/Managed/UnityScript.Lang.dll

    stderr: AOT : Unknown argument 'ficall'.


    at UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile) [0x00000] in <filename unknown>:0
    at UnityEditor.MonoCrossCompile.CrossCompileAOT (BuildTarget target, System.String crossCompilerAbsolutePath, System.String assembliesAbsoluteDirectory, CrossCompileOptions crossCompileOptions, System.String input, System.String output, System.String additionalOptions) [0x00000] in <filename unknown>:0
    at UnityEditor.MonoCrossCompile+JobCompileAOT.ThreadPoolCallback (System.Object threadContext) [0x00000] in <filename unknown>:0
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    Same "stderr: AOT : Unknown argument 'ficall'." Not sure what this is.
     
  3. EnergyARMV

    EnergyARMV

    Joined:
    May 1, 2014
    Posts:
    8
    How do I report this as a bug. Its blocking form making iOS builds?
     
  4. coreyldin

    coreyldin

    Joined:
    Oct 31, 2014
    Posts:
    2
    Same issue. Can't build... really need a response on this one, completely stuck
     
  5. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
  6. coreyldin

    coreyldin

    Joined:
    Oct 31, 2014
    Posts:
    2
    I submitted, did you both also? so it can get some priority vote it up
     
  7. EnergyARMV

    EnergyARMV

    Joined:
    May 1, 2014
    Posts:
    8
    What's the link to your bug?, I didn't include a project because mine is so big. I'll vote yours up coreyldin.
     
  8. devx

    devx

    Joined:
    Jul 2, 2009
    Posts:
    17
    I submitted a bug as well. I found that if I changed script execution from "fast but no exceptions" to "slow and safe" I was able to build successfully.
     
    Sean09 likes this.
  9. EnergyARMV

    EnergyARMV

    Joined:
    May 1, 2014
    Posts:
    8
    Boom that was it. Looks like slow and safe gets around this. The bug is def with fast and no exceptions.
     
  10. Dustin-Horne

    Dustin-Horne

    Joined:
    Apr 4, 2013
    Posts:
    4,568
    This is a beta product... you get no priority bump. Bugs are expected... just file the bug reports.