iOS woes, NullReferenceExceptions.

Forums 💬 FlowCanvas ⚙️ Support iOS woes, NullReferenceExceptions.

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #21984
    gnistregn
    Participant

      Sorry for the double-post (also wrote about this in the Unity forum thread), but a little but frustrated here.
      I’m having some trouble getting FlowCanvas to work on iOS when using custom classes. I’ve added the class to the list of preferred types, and clicked the button to generate the AOTClasses.cs and link.xml files. There’s an XML error being generated, but I think I’m fixing it by removing the comma added on the second row, and adding the closing </assembly> at the end.
      Here’s the flow script i’m testing with:

      [attachment file=”fc_test.png”]

      The SendEventWhenFound class is derived from MonoBehaviour and has a static event called OnTracking.
      Whenever I run it I get this error:

      1 callback) [0x00000] in <filename unknown>:0
      at NodeCanvas.Framework.GraphOwner.StartBehaviour () [0x00000] in <filename unknown>:0
      at System.IComparable1[T].CompareTo (.T other) [0x00000] in <filename unknown>:0
      at System.IComparable
      1[T].CompareTo (.T other) [0x00000] in <filename unknown>:0
      at System.IComparable1[T].CompareTo (.T other) [0x00000] in <filename unknown>:0
      at System.IComparable
      1[T].CompareTo (.T other) [0x00000] in <filename unknown>:0
      )`

      FlowCanvas is just a blessing for certain workflows, and I would love to have this up and running on iOS.

      #21985
      Gavalakis
      Keymaster

        Hello,

        I am really sorry, but apparently I completely missed your post, both here as well as the Unity forums 🙁 I don’t know how I managed that.
        Unfortunately, there is currently a limitation in using C# event nodes with AOT platforms like iOS is, which I am trying to resolve.
        Using UnityEvents (along with the relevant UnityEvent Nodes) instead of C# events, should though work in iOS.
        Can you please try use a UnityEvent instead and let me know if that works for you.

        Thank you and once again I am sorry for the late reply.

      Viewing 2 posts - 1 through 2 (of 2 total)
      • You must be logged in to reply to this topic.