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MeshInstanceRenderer not Rendering on iOS

Discussion in 'Graphics for ECS' started by Srokaaa, Dec 2, 2018.

  1. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    I get a following stacktraces whenever I try to run my game on iOS:


    Code (CSharp):
    1. (Filename: currently not available on il2cpp Line: -1)
    2.  
    3. MissingMethodException: Constructor on type 'Unity.Rendering.MeshInstanceRendererSystem' not found.
    4.   at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0
    5.   at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <00000000000000000000000000000000>:0
    6.   at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0
    7.   at Unity.Entities.World.CreateManagerInternal (System.Type type, System.Object[] constructorArguments) [0x00000] in <00000000000000000000000000000000>:0
    8.   at Unity.Entities.World.GetOrCreateManagerInternal (System.Type type) [0x00000] in <00000000000000000000000000000000>:0
    9.   at Unity.Entities.World.GetOrCreateManager[T] () [0x00000] in <00000000000000000000000000000000>:0
    10.   at Systems.Inputs.ArInputSystem.OnUpdate (Unity.Jobs.JobHandle inputDeps) [0x00000] in <00000000000000000000000000000000>:0
    11.   at Unity.Entities.JobComponentSystem.InternalUpdate () [0x00000] in <00000000000000000000000000000000>:0
    12.   at Unity.Entities.ScriptBehaviourManager.Update () [0x00000] in <00000000000000000000000000000000>:0
    13.   at Unity.Entities.ScriptBehaviourUpdateOrder+DummyDelagateWrapper.TriggerUpdate () [0x00000] in <00000000000000000000000000000000>:0
    14.   at UnityEngine.Experimental.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0
    When I run it on Android everything works perfectly fine
     
  2. tertle

    tertle

    Joined:
    Jan 25, 2011
    Posts:
    3,759
    It's being stripped due to IL2CPP. If you used IL2CPP on android you'd have the same issue (actually this is why I promote using IL2CPP for android/iOS, it makes it so you have the same issues on both platforms rather than running into 2 separate set of issues you have to deal wtih.)

    Either make a direct reference or setup a link.xml
    https://docs.unity3d.com/Manual/IL2CPP-BytecodeStripping.html

    (This is something I hope Unity addresses and fixes because having to deal with 3rd party libraries being stripped is very annoying.)
     
  3. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    I wonder how to make the constructor not stripped? You have to `new` them all at some point with all possible overloads? (becuase system code is not supposed to be new-ed at any point, using manual world also uses activator for the create instance)

    *also you can use [Preserve] on a per system basis https://docs.unity3d.com/ScriptReference/Scripting.PreserveAttribute.html
     
  4. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    @tertle @5argon Thank you! That was the cause. I now switched to IL2CPP also on Android to not have any differences between platforms.

    For now I just added this rule to link.xml:
    Code (CSharp):
    1.     <assembly fullname="Unity.Rendering.Hybrid" preserve="all"/>
    2.  
    Is there any way to look up the final classes present after IL2CPP stripping? Professionally I work as an Android dev and we often run into similar issues with proguard there. On Android I am able to easily check what classes are in the final .apk file though