Hey,
I’ve tried searching but not finding any clear answers. Pardon if this has asked before.
For our main builds, we’re using il2cpp on WindowsStandalone, Xbox, Nintendo Switch–Burst is a game changer, works great, everything is happy. Burst/Jobs is now integral to the project.
I would really like to support Mac and Linux–at least if its not too much hassle. I do not have a Mac or Linux build machine, nor do I really want to get one setup.
a) If I build Mac/Linux locally, I have to disable il2cpp. Minor performance hit, but I’ll take a mono Mac build over no Mac build.
b) With il2cpp disabled, I have a Linux build. Seems to be fine, runs fine… except, as soon as gameplay starts it fills the log file with:
InvalidOperationException: This should have been initialized by code gen
at Unity.Jobs.IJobBurstScheduableExtensions.Schedule[T] (T jobData, Unity.Jobs.JobHandle dependsOn) [0x00019] in :0
at Unity.Entities.ChunkIterationUtility.PreparePrefilteredChunkLists (System.Int32 unfilteredChunkCount, Unity.Entities.UnsafeMatchingArchetypePtrList archetypes, Unity.Entities.EntityQueryFilter filter, Unity.Jobs.JobHandle dependsOn, Unity.Jobs.LowLevel.Unsafe.ScheduleMode mode, Unity.Collections.NativeArray`1[System.Byte]& prefilterDataArray, System.Void*& deferredCountData) [0x000ba] in <5d5a854347494de1a5caa65aeedc545c>:0
at Unity.Entities.JobChunkExtensions.ScheduleInternal[T] (T& jobData, Unity.Entities.EntityQuery query, Unity.Jobs.JobHandle dependsOn, Unity.Jobs.LowLevel.Unsafe.ScheduleMode mode, System.Boolean isParallel) [0x00010] in <5d5a854347494de1a5caa65aeedc545c>:0
at Unity.Entities.JobChunkExtensions.Schedule[T] (T jobData, Unity.Entities.EntityQuery query, Unity.Jobs.JobHandle dependsOn) [0x00000] in <5d5a854347494de1a5caa65aeedc545c>:0
at Unity.Physics.Systems.ExportPhysicsWorld.OnUpdate () [0x0007c] in :0
at Unity.Entities.SystemBase.Update () [0x00041] in <5d5a854347494de1a5caa65aeedc545c>:0
at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x0006a] in <5d5a854347494de1a5caa65aeedc545c>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Unity.Debug:LogException(Exception)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems()
Unity.Entities.ComponentSystemGroup:OnUpdate()
Unity.Entities.ComponentSystem:Update()
Unity.Entities.DummyDelegateWrapper:TriggerUpdate()
I’m using Burst 1.3.2. My understanding is that cross compilation for standalone (Windows/Linux/Mac) is now a feature and I should have been able to generate my non-il2cpp Linux Build?
What would I need to do as a Windows based dev to build for Linux and or Mac? I’m open to using Unity Cloud Build if that works–does il2cpp and or Burst/Jobs work with either target yet?