Good day, ummm I just created a game recently and it was working just fine until I decided to publish it on Google play store which had a 64bit requirement so I had to Change my backend scripting from Mono to ILL2PC after I did that and built the game upon loading it into my phone the game started developing certain issues and glitches which wasn’t the case when it was set to MONO please any solutions for this? It’s actually a puzzle game and the error is that the puzzle shifts out of bounds while moving it, this wasn’t the case when my backend scripting was on MONO, any solutions please?
Is this a scripting backend problem or architecture problem? Does the glitch happen on 32-bit il2cpp build?
Well, the error happens when I change the backend scripting in the player settings to Il2cpp then tick on the both the 32 and 64 bit check box, although I haven’t tried building the game with only 32bit ticked using il2cpp
When you check both, you have both in the same APK and if device support 64-bit, it uses it. Please try IL2CPP 32-bit only build.
Okay I understand, but then if it’s set to only 32bit build I can’t post it on playstore cause of there 64bit requirement or is this IL2CPP 32bit an exception?
In order to submit to play store you have to provide 64-bit, but for your own development purposes you use whatever you like, for example Mono is kept available just for that, since it allows faster iteration.
What we want to find out here is whether your issues are related to Mono vs. IL2CPP, or whether it’s 32-bit vs. 64-bit issue. We are trying to find out, why your game has issues and I have suspicion that it’s related to 64-bit.
Alright, umm so i just built the game again using Il2cpp 32bit only and it still has the same issue as before so the problem is most likely from the il2cpp architecture
OK, so it is indeed IL2CPP related.
So you say your pieces move out of bounds? How is the movement performed and how are bounds checked?
Yeah, when moving the empty box it has boundaries but it tends to shift off the boundaries, the bounds are checked using rays and collisions also movement is done with the onmouse down, here is a link to the game so you’d see what I mean…
https://play.google.com/store/apps/details?id=com.myproject.puzzleperfect.puzzleperfect
That doesn’t help. The problem likely comes from your code, hence we need to see it to be able to help. The part that does the moving.
Alright then, so I wrote different scripts, the first image is the puzzle movement script then the second and third is from the game manager where I set the rays and Collison, I hope this helps

Most likely you have floating point rounding issues. Mono uses high precision for floating point math, while il2cpp uses whatever your code uses, hence you might have lost some precision. Remember, that floating point numbers are an approximation so you have to be careful with calculation results.
Have a look, maybe some of these can help you:
Ummm okay, so how exactly am I meant to implement this changes and could you point me to the precise area for this changes to be implemented cause the code is quite voluminous, if you don’t mind
Also, I forgot to mention there is this “cannot load scene: invalid scene name… and build index - 1” error that pops up when I run the game but I didnt really consider it as a big issue cause all my scenes work perfectly and load when required is it possible that it could be linked to my issue