iOS: ExecutionEngineException

NodeCanvas Forums Support iOS: ExecutionEngineException

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  • #10671
    democritus
    Participant

    So, I’m having a bit of a problem. This one, in fact:

    ExecutionEngineException: Attempting to JIT compile method ‘NodeCanvas.Framework.Variable`1<single>:.ctor ()

    I know there’s a page on that on the Unity Manual: http://docs.unity3d.com/Manual/TroubleShootingIPhone.html
    But I keep thinking that their proposed solution is the wrong approach here. Anyone have any ideas?

    #10673
    democritus
    Participant

    Note that I got the same error with “Variable<int>” first, then tried Unity’s “fix” with the dummy method, which is when Variable<single> popped up.

    #10675
    Gavalakis
    Keymaster

    Hey,

    Please make sure to open up “Windows/Preferred Types Editor” and do a “Build AOTClasses.cs and link.xml file”. This will auto-generate all classes that are needed and is actualy quite relevant as a solution to what unity suggests.

    Also, relevant to you other post, please do not use the “Script Control” tasks under the “Standalone” category if you are targeting iOS, WebGL or xBox.

    Join us on Discord: https://discord.gg/97q2Rjh

    #10678
    democritus
    Participant

    Slowly making progress. After running into the trampolines error, I added the AOT parameter to increase nimt-trampolines to 512. However now I’m having another NodeCanvas based crash in IOS:

    EXC_BAD_ACCESS, which is a null pointer as far as I understand. Seems to happen here:

    m_NodeCanvas_Framework_Task_Set_UnityEngine_Component_NodeCanvas_Framework_IBlackboard ()

    Any ideas?

    I have a bunch of missing Blackboard parameters that are then added when the game runs. Could that be it?

    #10680
    Gavalakis
    Keymaster

    Hello again and sorry for the late reply.

    Does the project works without xcode attached?
    Regarding the bb variables added in runtime this should not be the cause. I suspect it works in editor right?
    Also, do the the examples scenes work for you?

    Thanks

    Join us on Discord: https://discord.gg/97q2Rjh

    #10684
    democritus
    Participant

    Heyo,

    no worries. Without XCODE attached? I’ll have to give that a try. Do you think that could be it? If so, what would be the reason for this?

    The BB variables work in the editor, yes. They trigger a debug log text but that’s all.

    The example scenes? I haven’t tried them – should I test them in the Editor or on an iOS device?

    #10685
    democritus
    Participant

    Alright, so I’ve tried it without the XCode Debugger attached and then it seems to run without problems. This makes me slightly skeptical though.

    #10688
    Gavalakis
    Keymaster

    Thanks for letting me know that it works without xcode attached. This is something I look after finding myself as well.

    Join us on Discord: https://discord.gg/97q2Rjh

    #10689
    democritus
    Participant

    Is this something you plan to address, though? It’s terribly inconvenient for debugging, if I can’t keep the debugger attached as soon as NodeCanvas is running…

    #10690
    Gavalakis
    Keymaster

    Hey,

    Yes. I plan to adress this issue of course. It’s a bit mystical to find out wxactly what the cause is with xcode, but I am certainly looking after fixing this.

    Thank you!

    Join us on Discord: https://discord.gg/97q2Rjh

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