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IL2CPP vs Mono scripting. How to find what breaks IL2CPP script?

Time:09-11

I am new to Unity development, so this is totally unexpected behavior for me that I have no idea how to deal with.

My application runs perfectly on Android 10 device when complied using mono. However compilation with IL2CPP breaks some part of the app (an entire complex Object is missing from the scene)

I tried examining device adb logcat logs but there are no exceptions there and the only strange thing is that a large number of log messages that should have been printed (Debug.log) are missing also.

I also installed the latest unity 2022 1.15 (in hope that it was an old bug) but the behavior didn't change.

I really don't know how to proceed to pinpoint what is causing this behavior and then to fix it.

Using Mono is not an option, as the app should be able to run on x64, option available only for IL2CPP.

Edit 1 Forgot to metion that the same APK that has issues on Android 10, runs perfectly on third party android emulator for PC , I suppose it runs ok on other android devices too...

Edit 2 The "complex object" uses SQLite database to fill it with data, could it be SQLite version / android version / il2cpp combination problem?

Any advice would be highly appreciated.

CodePudding user response:

It turns out that the problems wasn't due to IL2CPP scripting, but because of missing 64 bit plugins for SQLlite.

Adding the missing plugin from SQLite4Unity3d solved the problem.

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