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Game works in editor with no errors, doesn't run on iOS

Alessandro 1 year ago updated by Lazlo Bonin (Lead Developer) 1 year ago 7

I'd need some help with the graph below.

It works as intended on the editor, but once exported, touch won't be recognised on an iPhone.

(Yes, I build AOT every time).

Overall flow machine:

Get touch:

Screen to world space:

And move towards 



And this is the log from Xcode every time I touch the screen:

ExecutionEngineException: Attempting to call method 'Ludiq.InstancePropertyAccessor`2[[UnityEngine.Transform, UnityEngine.CoreModule, Version=0.0.0.0, Culture=, PublicKeyToken=null],[UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=, PublicKeyToken=null]]::.ctor' for which no ahead of time (AOT) code was generated.

  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 

  at Ludiq.OptimizedReflection.GetPropertyAccessor (System.Reflection.PropertyInfo propertyInfo) [0x00000] in <filename unknown>:0 

  at Ludiq.Member.Get () [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValueDelegate (Bolt.ValueOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValue (Bolt.ValueOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValue (Bolt.ValueInput input) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValue (Bolt.ValueInput input, System.Type type) [0x00000] in <filename unknown>:0 

  at Bolt.InvokeMember.Invoke (Bolt.Flow flow) [0x00000] in <filename unknown>:0 

  at Bolt.InvokeMember.Enter (Bolt.Flow flow) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.InvokeDelegate (Bolt.ControlInput input) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Run (Bolt.ControlOutput port) [0x00000] in <filename unknown>:0 

  at Bolt.EventBus.Trigger[TArgs] (EventHook hook, .TArgs args) [0x00000] in <filename unknown>:0 

  at Bolt.EventMachine`2[TGraph,TMacro].TriggerRegisteredEvent[TArgs] (EventHook hook, .TArgs args) [0x00000] in <filename unknown>:0 

  at Bolt.EventMachine`2[TGraph,TMacro].TriggerEvent (System.String name) [0x00000] in <filename unknown>:0 

Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.

  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 

  at Ludiq.OptimizedReflection.GetPropertyAccessor (System.Reflection.PropertyInfo propertyInfo) [0x00000] in <filename unknown>:0 

  at Ludiq.Member.Get () [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValueDelegate (Bolt.ValueOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValue (Bolt.ValueOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValue (Bolt.ValueInput input) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.GetValue (Bolt.ValueInput input, System.Type type) [0x00000] in <filename unknown>:0 

  at Bolt.InvokeMember.Invoke (Bolt.Flow flow) [0x00000] in <filename unknown>:0 

  at Bolt.InvokeMember.Enter (Bolt.Flow flow) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.InvokeDelegate (Bolt.ControlInput input) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Invoke (Bolt.ControlOutput output) [0x00000] in <filename unknown>:0 

  at Bolt.Flow.Run (Bolt.ControlOutput port) [0x00000] in <filename unknown>:0 

  at Bolt.EventBus.Trigger[TArgs] (EventHook hook, .TArgs args) [0x00000] in <filename unknown>:0 

  at Bolt.EventMachine`2[TGraph,TMacro].TriggerRegisteredEvent[TArgs] (EventHook hook, .TArgs args) [0x00000] in <filename unknown>:0 

  at Bolt.EventMachine`2[TGraph,TMacro].TriggerEvent (System.String name) [0x00000] in <filename unknown>:0 

(Filename: currently not available on il2cpp Line: -1)


As you can see, it start with a reference to "calling a method for which no ahead of time was generated", I have checked multiple times and I did generate AOT.

Bolt Version:
Unity Version:
Platform(s):
Scripting Backend:
.NET Version (API Compatibility Level):
GOOD, I'M SATISFIED
Satisfaction mark by Alessandro 1 year ago
Pending Review

Hi Alessandro,

This indeed seems like an AOT error. Can you upload your AOTStubs.cs on:

https://gist.github.com/

Sorted, I must have had some clutter, as starting a new project with the same macros sorted the issue, good thing I was in very early stages and had saved all macros

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Glad you got it sorted!

Hi Lazlo, 

reopening this as the same (or similar) is happening to a brand new project. The project works perfectly in the Editor, crash at start on Ios.

Unity version: 2018.2.16f1

Bolt version: 1.4.0f11

The project couldn't be any simpler just a macro to control the "play" button on the menu.

There are 2 more macros, but currently disabled.

For a test I tried disabling the object with the script above and enabling the other 2 macros, same result.

Yet I receive the error below on start:

2018-11-19 17:52:55.112465+0000 ProductName[40835:2651765] [DYMTLInitPlatform] platform initialization successful

CrashReporter: initialized

2018-11-19 17:52:55.192286+0000 ProductName[40835:2651615] Built from '2018.2/staging' branch, Version '2018.2.16f1 (39a4ac3d51f6)', Build type 'Release', Scripting Backend 'il2cpp'

2018-11-19 17:52:55.197141+0000 ProductName[40835:2651615] -> registered mono modules 0x1056f6e50

-> applicationDidFinishLaunching()

2018-11-19 17:52:55.343899+0000 ProductName[40835:2651615] Metal GPU Frame Capture Enabled

2018-11-19 17:52:55.344462+0000 ProductName[40835:2651615] Metal API Validation Disabled

2018-11-19 17:52:55.518484+0000 ProductName[40835:2651615] [Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture recognizer - this is unsupported and will have undesired side effects

-> applicationDidBecomeActive()

GfxDevice: creating device client; threaded=1

Initializing Metal device caps: Apple A9 GPU

Initialize engine version: 2018.2.16f1 (39a4ac3d51f6)

UnloadTime: 2.094666 ms

-> applicationWillResignActive()

-> applicationDidEnterBackground()

(lldb) 

Hi Alessandro. That log does not contain any error actually. Do you have more warnings/errors somewhere else in the log?

Nope, that's all it says.

I currently have 2 titles with the same issues, they start then get stuck to a blue screen with that message but run in Editor perfectly.

This worries me as I have a game with the same or similar flow machines in testing with a publisher and I'm worried that the next build might have the same issue.

I'll try to export my macros and try a new project.

If you get it on a really small project, send it over in private (link below the search box) and we can look into what might be causing it.