I try to build my project using Unity 2017.4.34f1, because Google now need both 32 & 64 bit, so i choose IL2CPP.
For Android NDK, I use r13b
However, build failed and I get below error (summary) :
Exception: /Applications/Unity/Hub/Editor/2017.4.34f1/Unity.app/Contents/il2cpp/build/il2cpp.exe did not run properly!
This failure occurs because the code in the project has extern methods in C#. Methods marked as extern with a the [Dllimport("__Internal")] attribute must be present in a native library that is linked with the Unity player when building with the IL2CPP scripting backend.
For example, this in this project one function which causes this issue is named: activateApp
You have two options:
Build a native library with all of the methods marked as extern with the [Dllimport("__Internal")] attribute for the target platform and architecture of the player. See this documentation for details about native plugins: https://docs.unity3d.com/Manual/NativePlugins.html
Remove the C# code which defines this extern method. You can do that with platform dependent compilation: https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
In this case specifically, it looks like the error comes from the Facebook SDK. See if there is a newer Facebook SDK available - I believe this may have been corrected.
Related
I'm building a Keygenerator application with .Net Maui (not blazor).
For this i use c#-Code in the MainPage.xaml.cs that calls a cpp .dll file and imports some methods.
The import looks like this:
[DllImport("W5R._Keygen.dll", CallingConvention = CallingConvention.StdCall)]
internal unsafe static extern void
SHA256_calc(byte* hash, void* input, ulong inputlen);
The .dll is in the same folder as the MainPage.xaml, App.xaml etc.
By changing some properties of the .dll (Build = content) the Debug version on the Windows Machine works fine and it works exactly as it should.
HOWEVER:
and this is the problem:
when I run the application on the android-emulator it loads the app just fine and as soon as i press a button that invokes the usage of the .dll my App Crashes and it just stopped working.
Beforehand I had the error ".system dll not found" which i fail to reproduce in the current moment.
Anyone knows how I use the .dll library? It's cpp code that i cannot access.
You can't use a dll on Linux / Android.
Dll are a windows thing and Linux has other formats for shared libraries.
see this Post
It seems there exists a wine release for Android, but I don't know how its used.
I'm attempting to bring FMOD Core 2.02 into my Monogame 3.8 project using the dll's and C# wrappers (which appear to be auto-generated from the C++). I've set the .dll's to Copy to the output directory on build, and I'm accessing them like so:
[DllImport("kernel32.dll")]
public static extern IntPtr LoadLibrary(string path);
public void OnSystemLoad()
{
if (Environment.Is64BitProcess)
LoadLibrary(System.IO.Path.GetFullPath("FMOD\\x64\\fmod.dll"));
else
LoadLibrary(System.IO.Path.GetFullPath("FMOD\\x86\\fmod.dll"));
}
Everything's working just fine up to this point, the .dll's accessible from the pointer. However, once I go to create a new FMOD System using:
FMOD.Factory.System_Create(out FMODSystem);
I get this error in a popup window:
The procedure entry point ?setFadePointRamp#ChannelControl#FMOD##QEAA?AW4FMOD_RESULT##_KM#Z could not be located in the dynamic link library ...fmod.dll.
Followed by this error on the auto generated C# code itself:
System.DllNotFoundException: 'Unable to load DLL 'fmod' or one of its dependencies: The specified module could not be found. (0x8007007E)'
I'm confidant that the .dll is being found just fine, because if I intentionally mess with the Path to something incorrect then the first error never appears.
Has anybody successfully integrated FMOD with Monogame in 2021? If so, please advise, would love any guidance on getting this up and running... don't want to be stuck with Monogame's MediaPlayer!
Other resources I've found on this subject (none of which have worked for me so far):
https://mysteriousspace.com/2015/05/31/fmod-in-c-its-a-pain-to-set-up-heres-how-i-did-it/
https://github.com/Martenfur/ChaiFoxes.FMODAudio
Managed to solve this by reverting to an older release of FMOD, version 2.01.
I'll write a ticket to let the FMOD team know, but my hopes aren't high, since they don't seem to care much for C# beyond Unity.
I put a dll build in native C++ as a Universal DLL in my project directory of C# UWP app and setting content to copy always it was finding it and then the next day suddenly nothing, constantly getting:
"Unable to load DLL 'AVEngine.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)"
I am calling with:
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private static extern int OpenForProcessing();
I ensured the architecture and build config matches, I have also checked SDK versions (min/target versions), I'm stumped.
Use Dependency Walker to check dependencies of your AVEngine.dll. Probably some of them missing and because of it Dll cannot be loaded.
Better proper approach to expose old functionality to your modern C# UWP application is to wrap AVEngine.dll logic using a WinRT component. Then you can reference this component in UWP application. Article "Use Existing C++ Code in a Universal Windows Platform App" could be helpful.
I've a Unity 5.3.1 iOS project that also uses the new multiplayer network, UNet. Scary stuff. When I build and run the project, I get the following error in Xcode:
Use of undeclared identifier `IL2CPP_RAISE_MANAGED_EXCEPTION`
The project runs fine in the Unity Editor. It's in a huge Bulk_Generics_10.cpp
script that deals with System.Comparison1<UnityEngine.Networking.NetworkSystem.PeerInfoPlayer
Here is the block of code that the error is found.
// System.Void
System.Linq.Enumerable/<CreateDistinctIterator>c__Iterator3`1<System.Object>::Reset()
extern TypeInfo*
NotSupportedException_t1382227673_0_il2cpp_TypeInfo_var; extern const
uint32_t
U3CCreateDistinctIteratorU3Ec__Iterator3_1_Reset_m_1278777949_0_MetadataUsageId;
extern "C" void
U3CCreateDistinctIteratorU3Ec__Iterator3_1_Reset_m_1278777949_0_gshared
(U3CCreateDistinctIteratorU3Ec__Iterator3_1_t1454147488_0 * __this,
const MethodInfo* method) { static bool s_Il2CppMethodIntialized; if
(!s_Il2CppMethodIntialized) { il2cpp_codegen_initialize_method
(U3CCreateDistinctIteratorU3Ec__Iterator3_1_Reset_m_1278777949_0_MetadataUsageId);
s_Il2CppMethodIntialized = true; } {
NotSupportedException_t1382227673_0 * L_0 =
(NotSupportedException_t1382227673_0 *)il2cpp_codegen_object_new
(NotSupportedException_t1382227673_0_il2cpp_TypeInfo_var);
NotSupportedException__ctor_m149930845_0(L_0, /*hidden
argument*/NULL); IL2CPP_RAISE_MANAGED_EXCEPTION(L_0); } }
Looks like Unity did not hand it off cleanly to Xcode. I'm wondering if there's some adjustment I need to make in Unity.
How can I correct this error?
This is a new problem with the build packages for different platforms being optional in the installer. If you install a platform and then upgrade your version of Unity but don't install that platform on the second install the old version of the platform will remain and cause problems.
My solution was to totally wipe out my Unity3d folder and reinstall with the correct platforms.
related thread: http://forum.unity3d.com/threads/il2cpp_raise_managed_exception-undeclared-identifier.382377/
As far as I remember System.Linq is supported by iOS.
Here is a thread also exists regarding this,
Most of Linq extension methods from Linq for Collections are not working with IEnumerables on iOS since they require AOT runtime compiler which is not supported.
However there is a Linq for iOS library on Asset Store that is similar to Linq but doesn't require a runtime compiler. So you can use it on iOS.
Source: http://forum.unity3d.com/threads/linq-on-ios.84147/
I want to use gsdll32.dll from Metro Style App c#. I load dll as follow:
[DllImport("gsdll32.dll", EntryPoint = "gsapi_delete_instance")]
private static extern void gsapi_delete_instance(IntPtr instance);
[DllImport("gsdll32.dll", EntryPoint = "gsapi_revision")]
private static extern int gsapi_revision(ref GS_Revision pGSRevisionInfo, int intLen);
[DllImport("gsdll32.dll", EntryPoint = "gsapi_set_stdio")]
private static extern int gsapi_set_stdio(IntPtr lngGSInstance, StdioCallBack gsdll_stdin, StdioCallBack gsdll_stdout, StdioCallBack gsdll_stderr);
But when I try to load dll not found exception occurs. I have already put it in Debug file. But it does work.
I reference from this link.
It is possible, but:
Was gsdll32.dll compiled against the WinRT SDK?
Does gsdll32.dll passes the App certification?
Did you include the dll in your package?
If the answer to any of those questions is "no", then your code will not work.
Build Ghostscript from source (PC version)
Microsoft Environment for WinRT
Ghostscript can be built in the form of a win32 DLL for use within a Windows Runtime application or Windows Runtime component. Building for WinRT requires use of Microsoft Visual Studio 2012. There is a solution file that can be loaded into VS 2012, in the directory winrt
The WinRT application or component should include iapi.h from gs/psi and link with gsdll32metro.lib from gs/debugbin or gs/releasebin. Also any app using ghostscript either directly or via a component should add gsdll32metro.dll as "content". This inclusion of the dll is necessary so that it will be packaged with the app. If one wishes to be able to run the debugger on ghostscript then gsdll32metro.pdb should also be added as content.
From the GhostScript 9.21 documentation
Yes, I do realize this question is half a decade old.