I am having an issue with trying to determine which managed class type is being stripped out of my build when using the “Stripping Level” player setting at “Strip Bytecode (iOS only)”.
This post on the forum sums up the issue:
http://forum.unity3d.com/threads/116167-Loading-particle-effects-via-iOS-asset-bundles?p=828224
What I really would like to know is how to use these errors such as “Could not produce class with ID 15” to correctly update my link.xml file without resorting to the guess and check method.
Did you find out any way to see what class was missing? I'm having similar issues...
– anon99695234@sebrock: No, I never found out one way or the other if getting this information was possible. In the mean time, I have been including a seperate "build scene" in which I place objects that would otherwise have their functionality stripped. This scene is never loaded by the game and ends up wasting space in the final executable.
– lvalentineok, so you are still stuck with needing the extra space? See, I want to download these assets instead of having them in the build to save space only. Am I understanding you correctly with this?
– anon99695234@sebrock: You don't need to put all of your downloaded assets in the build scene, you just need at least one instance of each component that is used in those assets so that Unity knows to not strip the code for the components out of the build. For example, I have a single object in my build scene with all of the particle system components on it.
– lvalentineYes I understand. Makes the whole downloading thing pretty useless though. In my case I have one model with pretty heavy textures. Adding all these to a dummy scene just to strip would make my final build too big anyway I think.
– anon99695234