Unity 2018.1.5 and/or 2018.2b9 / UWP Windows MR / .Net 4.x. I've an issue with 2018.1.5 and NetworkManager which is stripped from the build. But I do my test with 2018.2 right now. I'm not very experienced with C++ debugging but I can learn and try :)
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En réponse à @cyannick @petersonjm1 et
With 2018.2 you can attach managed debugger to IL2CPP player (just like mono). So you can attach VS with VSTU.
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En réponse à @jon_cham @petersonjm1 et
OK, but the exception doesn't stops the game, it's just spamming the console.
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En réponse à @cyannick @petersonjm1 et
You might be able to enable break on exception. Or at least put a breakpoint where the exception is being thrown. Assuming call stack is in the spammed message?
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En réponse à @jon_cham @petersonjm1 et
The call stack is empty because the execution doesn't stop. Do you have a documentation about how to debug with IL2CPP?pic.twitter.com/JoTepHVDaY
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En réponse à @cyannick @petersonjm1 et
I would put a breakpoint in the Exception::Raise function in libil2cpp/vm/Exception.cpp. This should be location where all exceptions are raised. You can likely see/guess what's going on.
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En réponse à @jon_cham @petersonjm1 et
OK I got it... It's a call to `Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments)` that causes the exception. I'm going to try to use Application.dataPath instead.. But I'll have to find another solution because I've to read files in the My Documents folder.
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Did that use to work on .net scripting backend?
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En réponse à @TautvydasZilys @jon_cham et
It runs on IL2CPP because the post processing stack is not compatible with .Net/UWP and we use it a lot.
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En réponse à @cyannick @TautvydasZilys et
I take it your .Net version isn't working anymore? Thought you did an os version of that?
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The Win32 version works well. The UWP version can be compiled only using IL2CPP because the PP Stack V2 doesn't compile when .net the scripting backend is selected because of missing APIs (mainly reflection stuff). But it's fixed now ;)
Le chargement semble prendre du temps.
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