Error with Unity 5 and IL2CPP

Hey,

I am trying to build our project for iOS using IL2CPP compiler backend.

I am getting errors in XCode (in Bulk_Arrays_21.cpp):

Unfortunately I cannot submit our entire project (too large & my company did not approve for sending it). Is there an open bug for this? and if not, how can I report it without submitting the entire project ?

Also, is there any workaround i can apply to make it build ?

I’m not aware of an existing bug report which looks similar to this. Would it be possible for you to submit only the managed assemblies or the Xcode project and the generated C++ code for this Unity project? They may be smaller and may be reveal any details you want to remain private.

If we have one or both of those, we could likely reproduce and correct the problem more easily.

What should i include from the xcode project?
The folder size is 1.3gb

You do need to include the entire Xcode project. Since it is that large, doing so may not be too beneficial. Could you include the managed assemblies instead? We can use them to generated the same Xcode project you would send, and they are usually smaller.

I reported this issue - case #689075

let me know if there’s anything you need from our side.

@liortal

Thanks, it looks like the assemblies you have submitted should be enough to reproduce the problem. Our QA team should look at it soon and confirm that though.

I am also getting Errors like this in the Xcode Bulk_Arrays_21.cpp …
Not the same as above mentioned but similar to them…

@AlenBrk

If possible, can you submit a bug report with the project that causes this problem? That will help us track down the cause more quickly. I can’t say whether it is the same problem that @liortal reported yet though.

i am using the google play service in my project… i think it has something to do with it… if the issue still exist i will report it.
Many thx for your time.
Alen

Hi, are there any updates on the issue? (e.g: was it reproduced on your end? are you aware of the root cause?)

@liortal

It looks like we have not yet reproduced this issue. I’ll ping our QA team about it though.