IOS Deserialization error custom event

Forums 💬 NodeCanvas ⚙️ Support IOS Deserialization error custom event

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  • #18501
    kevynm
    Participant

      Hi! I have a deserialization error when building in iPhone which goes like this:

      and then I already made the AOTClass and noticed my CheckEventEnumWithGameObject class is not part of it. So, I tried adding it but it doesn’t add to the list of preferred types. Can you please help me with this? Here is the code for my class:

      #18507
      Gavalakis
      Keymaster

        Hey,

        You don’t need to add this type in the preferred types list. Instead only the types used by this should be added if not already. In this case for example, type “ActionType”, should be in the Preferred Types List.

        Now, the reason this class is not appended in the AOTClasses.cs file, is because of the struct constraint (where T:struct) due to how the generator works now (which I will try to fix). Other type of constraints should work though. If you remove the struct constraint, then this class will be appended normally.

        I’ve also realized a small bug in the generator caused because the class is outside of a namespace. Basically a dot “.” is added without needed 🙂
        I’ve send you an email with the fix to this “.” problem though.

        By the way there is already a condition “Check Event Value” which can be used for what you are after here (checking an event enum value)

        Let me know if the send fix in the email and the above works for you.
        Thanks!

        #18506
        kevynm
        Participant

          Yes Thank you! It works. However, I have another problem:

          I checked the FSM and it’s not NULL

          and here is the code it listens to:

          #18505
          Gavalakis
          Keymaster

            Hello,

            Are you using IL2CPP backend? Does this problem takes place when using Mono scripting backend?

            Let me know.
            Thanks.

            #18504
            kevynm
            Participant

              Yeah, I’m using IL2CPP, because when I use the Mono one I’m having JIT Compiler errors

              #18503
              kevynm
              Participant

                Hi! The game now works in the IOS simulator. What I did was instead of listening to the CSharpEvent from the script I just used the SendEvent method in the graphOwner. I was using the Multiplatform/Common version of CSharpEvent. I don’t know if its a bug though.

                #18502
                Gavalakis
                Keymaster

                  Hello,

                  Were the JIT compile errors relevant to NodeCanvas? If yes, can you please provide me the log?
                  It seems that there is something in CheckCSharp event that iOS does not support. I will double check this one.
                  Thanks for letting me know!

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