iOS: ExecutionEngineException

Forums 💬 NodeCanvas ⚙️ Support iOS: ExecutionEngineException

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  • #18723
    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?

      #18732
      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.

        #18731
        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.

          #18730
          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?

            #18729
            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

              #18728
              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?

                #18727
                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.

                  #18726
                  Gavalakis
                  Keymaster

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

                    #18725
                    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…

                      #18724
                      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!

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