I attempted to run my game on iOS and got the following crash. Any ideas what the problem could be or how I can try fixing the issue?
Unity version: Unity 2018.2.1
Log Text:
2018-08-03 05:56:01.392329-0500 justflip[548:112091] Built from ‘2018.2/release’ branch, Version ‘2018.2.1f1 (1a9968d9f99c)’, Build type ‘Release’, Scripting Backend ‘il2cpp’
2018-08-03 05:56:01.394698-0500 justflip[548:112091] → registered mono modules 0x1062014d0
→ applicationDidFinishLaunching()
→ applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A11 GPU
Initialize engine version: 2018.2.1f1 (1a9968d9f99c)
Save game data
PersistanceManager:Initialize()
LoadGameState:Enter()
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
Serialize game state
PersistanceManager:SaveGameData()
LoadGameState:Enter()
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
NotSupportedException: /Users/builduser/buildslave/unity/build/External/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System.Reflection.Emit/AssemblyBuilder.cpp(20) : Unsupported internal call for IL2CPP:AssemblyBuilder::basic_init - System.Reflection.Emit is not supported.
at System.Reflection.Emit.AssemblyBuilder…ctor (System.Reflection.AssemblyName n, System.String directory, System.Reflection.Emit.AssemblyBuilderAccess access, System.Boolean corlib_internal) [0x00000] in <00000000000000000000000000000000>:0
at System.AppDomain.DefineDynamicAssembly (System.Reflection.AssemblyName name, System.Reflection.Emit.AssemblyBuilderAccess access, System.String dir, System.Security.Policy.Evidence evidence, System.Security.PermissionSet requiredPermissions, System.Security.PermissionSet optionalPermissions, System.Security.PermissionSet refusedPermissions, System.Boolean isSynchronized) [0x00000] in <00000000000000000000000000000000>:0
at System.AppDomain.DefineDynamicAssembly (System.Reflection.AssemblyName name, System.Reflection.Emit.AssemblyBuilderAccess access) [0x00000] in <00000000000000000000000000000000>:0
at System.Xml.Serialization.TempAssembly.GenerateRefEmitAssembly (System.Xml.Serialization.XmlMapping[ ] xmlMappings, System.Type[ ] types, System.String defaultNamespace, System.Security.Policy.Evidence evidence) [0x00000] in <00000000000000000000000000000000>:0
at System.Xml.Serialization.TempAssembly…ctor (System.Xml.Serialization.XmlMapping[ ] xmlMappings, System.Type[ ] types, System.String defaultNamespace, System.String location, System.Security.Policy.Evidence evidence) [0x00000] in <00000000000000000000000000000000>:0
at System.Xml.Serialization.XmlSerializer.GenerateTempAssembly (System.Xml.Serialization.XmlMapping xmlMapping, System.Type type, System.String defaultNamespace) [0x00000] in <00000000000000000000000000000000>:0
at System.Xml.Serialization.XmlSerializer…ctor (System.Type type, System.String defaultNamespace) [0x00000] in <00000000000000000000000000000000>:0
at PersistanceManager.SaveGameData () [0x00000] in <00000000000000000000000000000000>:0
at LoadGameState.Enter () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.UnhandledExceptionHandler:PrintException(String, Exception)
UnityEngine.UnhandledExceptionHandler:HandleUnhandledException(Object, UnhandledExceptionEventArgs)
(Filename: currently not available on il2cpp Line: -1)
justflip was compiled with optimization - stepping may behave oddly; variables may not be available.