![]() More than 4 XBox controllers cannot be used at the same time.Windows Platforms: All XInput devices use the Xbox 360 Controller map when "Use XInput" is enabled.Windows Platforms: XInput devices on Windows appear as "XInput Gamepad".Windows Editor: Crash in Unity 5.6+ with Oculus Touch.Windows Standalone, Direct Input: Joysticks not detected when using.Windows Standalone, IL2CPP: Rewired falls back to Unity input.Windows Standalone: Extra 10 second stall when pressing Play in the Unity editor and when running a build.Windows Editor: Keyboard keys sticking for the same duration they were pressed after being released.Windows Standalone: Xbox Series S/X controllers do not work when application is out of focus when Use XInput is disabled.Windows Standalone, Use Windows Gaming Input: Stall when Unity Editor or application is closed.All platforms compiled with IL2CPP on Windows: Builds never finish, build fails with errors, builds crash, built exe hangs at launch, or builds throw exceptions about duplicate Actions.Keyboard key names are incorrect on non-US 101-key keyboards.Compatibility with Unity's "new" input system.Nor should I be expected to write redundant wrappers that don't have those editor dependencies. I shouldn't be expected to change the source of the package to fix this oversight. Now UVS is deciding that all of Cinemachine is an editor dependent assembly and doesn't generate any AOT stubs for it even for the most benign, runtime only nodes. It's better because it fails quicker and reports to console and the user can then do something about it - namely remove editor only nodes from graphs. I can write code in ways that avoid any editor references, but I can't do that for Cinemachine, WWise, Fmod and assets on the Asset Store, many of which have some editor code in their assemblies that does not impact the final build compilation or AOT compatibility.Īrguably, the inability to compile a build is far better than building and then having the build fail to execute logic in graphs due to missing AOT stubs UVS failed to generate. It's very common for assemblies to have some editor code that's likely excluded from the final build with #if UNITY_EDITOR conditional compilation, but UVS can't discern between assembly that has a little bit of conditional editor code that does not impact the final build and an assembly that's fully editor only. Even if you whitelist Cinemachine, like you did with TMPro, it doesn't address the core issue. The build might be compiling, but it does not actually run on any platform with IL2CPP scripting backend because UVS doesn't generate the required AOT stubs. Now it's the default even for 1st party Unity tools like Cinemachine. `2.Awake () (at :0)Ĭlick to expand.The inability to compile their graphs before this change was a user error due to their lack of knowledge, most likely. (System.Object obj, System.Object parameters, System.Boolean wrapExceptions) (at :0) and now I'm getting this error on iOS (haven't tried android) but it works fine in editor and PC build.ĮxecutionEngineException: Attempting to call method '`1].ctor' for which no ahead of time (AOT) code was generated. ![]() it's been driving me mad! My game has worked perfectly for awhile. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. Ludiq.Machine`2.Awake () (at :0)īolt.EventMachine`2.Awake () (at :0) (System.Type type, System.Object args) (at :0) (System.Type type, bindingAttr, binder, System.Object args, culture, System.Object activationAttributes) (at :0) ( bindingAttr, binder, System.Object args, culture, System.Object activationAttributes, & stackMark) (at :0) ( invokeAttr, binder, System.Object parameters, culture) (at :0) (System.Object obj, invokeAttr, binder, System.Object parameters, culture) (at :0) (System.Object obj, System.Object parameters) (at :0) ![]() ΐ- Time: 7:19:31 PM Type: Exception -ĮxecutionEngineException: Attempting to call method 'Ludiq.InstanceFunctionInvoker`3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].ctor' for which no ahead of time (AOT) code was generated. I also have a linker file making sure the QuestSceneReferences isn't being stripped I'm running into a Bolt issue when running on mobile.Īfter running the AOT pre-build step I'm still getting this error on scene start.Ĭould this be a bug with how the AOT pre-build generates its AOT code? Or am I doing something wrong?
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