il2cpp

On a HoloLens 1, when creating TcpClient object with default constructor “ArgumentException: Value does not fall within the expected range” is thrown

柔情痞子 提交于 2020-08-05 11:16:57
问题 I had an application working fine until about 2 days ago where a HoloLens 1 connected via TCP to another PC on a local network. Recently, every call to TcpClient() default constructor throws the error above. No values are being passed into it (since it is default), therefore I have no idea what value it is erroring on. I have tried the following solution, linked to me by someone on the HoloLens slack: https://github.com/Azure/azure-remote-rendering/issues/6 That solution entails updating to

Unity IL2CPP not works [closed]

限于喜欢 提交于 2020-03-06 09:34:31
问题 Closed . This question needs details or clarity. It is not currently accepting answers. Want to improve this question? Add details and clarify the problem by editing this post. Closed 55 mins ago . I made a game for android that uses google Play service and UDP client-listner and TCP client-listner connections. I used unity 2019.3.3f1 and it works perfectly with: -Scripting Backend: Mono -ARMv7 The APK that comes out works everything. Problem: Google, however, asks me for 64-bit, putting the

Protobuf-net & IL2CPP - System.Reflection.Emit is not supported

£可爱£侵袭症+ 提交于 2019-12-13 03:18:26
问题 I have a problem with the protobuf-net and Android app built with IL2CPP. Everything worked fine when I used MONO instead of IL2CPP for development. Now I need to use IL2CPP for x64 support. I didn't know System.Reflection.Emit is not supported with IL2CPP and protobuf-net is using it. Is there a way to make the protobuf-net work with IL2CPP? 回答1: I got same problem on iOS. You have to compile ProtoModel before. using Assembly = UnityEditor.Compilation.Assembly; private static void

Do C# optimizers perform copy elision?

余生颓废 提交于 2019-12-12 02:49:36
问题 I'm looking to optimize some C# code and I'm curious if my optimizer is going to perform any copy elision, and if so which kinds. I haven't been able to find any information on this by googling. If not I may want to switch my methods to take struct arguments by reference. The environment I care about is Unity 3D, which is odd as it uses either the Mono 2.0 Runtime or Unity's IL2CPP transpiler (which I should probably ask them about directly as it's closed-source.) But it would be interesting