In the latest iOS builds, apparently apple requires 64 bit version of all plugins.
The latest C# unity client fails however, and since we are trying to get out app out there, we tried downloading the client off the Unity asset store. This appears to work with the build.
I can get more error messages from the build fail if required, in the meantime I thought I'd ask for advise on this matter.
64 bit C# class for iOS (unity)
Re: 64 bit C# class for iOS (unity)
Code: Select all
stdout;
Fatal error in Mono CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'SmartFox2X, Version=1.5.3.0, Culture=neutral, PublicKeyToken=null'
at Mono.Linker.LinkContext.Resolve (IMetadataScope scope) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.ResolveFromXmlStep.ProcessReferences (Mono.Cecil.AssemblyDefinition assembly, Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly (Mono.Linker.LinkContext context, System.String assemblyName) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.ResolveFromXmlStep.Process () [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
stderr:
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase)
UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String)
UnityEditorInternal.IL2CPPBuilder:StripAssemblies(String[], String)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEditor.HostView:OnGUI()
Error building Player: Exception: /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
Re: 64 bit C# class for iOS (unity)
Info on publishing 64 bit iOS from Unity.
http://blogs.unity3d.com/2015/01/29/uni ... t-support/
Scripting Backend in the Configuration has to be set to IL2CPP
Once I set it to IL2CPP and try to build, that's when I get the build error
"Switching the scripting backend to IL2CPP unlocks the 64-bit iOS support."
http://blogs.unity3d.com/2015/01/29/uni ... t-support/
Scripting Backend in the Configuration has to be set to IL2CPP
Once I set it to IL2CPP and try to build, that's when I get the build error
"Switching the scripting backend to IL2CPP unlocks the 64-bit iOS support."
Re: 64 bit C# class for iOS (unity)
Thanks for posting.
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