Error on iPhone but not in the editor

Hello,

i’m having the following error on the iPhone

2009-11-14 17:37:43.558 games[303:207] → registered unity classes
2009-11-14 17:37:43.671 games[303:207] → registered mono modules
→ applicationDidFinishLaunching()
Failed to load AOT module ‘f7aeddb4d8f2a4437af4886610a8bdf7’ while running in aot-only mode because a dependency cannot be found or it is out of date.

Debugger stopped.
Program exited with status value:1.

In the editor, the script works well without error. I’ve added scene before i click Build but the error seems to be still there ?

any idea ?

check out the build log
you are likely using something that could not be AoT compiled or not compiled for .NET 1.1 at all

Hmmm

Because i am using C# Javascript in my code i think that building for iphone doesn’t works to mix C# Javascript

I have ut my javascript code (that is called by C#) in Standards Asset subfolder to compile before C# call it. i’ve tried to change the folder name to Plugins but this works perfectly on the Editor but not on iPhone.

I think i will have to translate my javascript to C# :frowning:

there is no problem mixing C# and JS.
With JS on the iphone though you need to keep in mind that you don’t have automagic etc. but that would throw other errors, not startup errors of this kind.

Again, see the build log unity generates when building your code to see if there are errors.

Unity doesn’t generates error (in the console") but I don’t if this is where i should check ?

is there somewhere else than the console in the editor ?

The regular unity console is not used for the build log. you need to check the editor log after building.

So, After having translated JS to C# this is now working perfectly without error. I think the directory Standard Assets is not “understandable” for iphone.

nevertheless thanks for your time.

Currently only limited mixing of C# Javascript is supported on iPhone. You can call JS->C# (from JS to C#), but not the other direction.

thanks for your reply. Anyway, i have translated the code into C# and it is now fully working.

So I find myself in the same situation, where a game was dev’ed outside of Unity iPhone, using C# class.

Should I translate JS files to C#, or C# to JS?

C# is generally less fragile to moves from desktop to the iphone as the only thing that changes on the C# end is the restriction to .NET 1.1 (no generics etc)