Playmaker Forum

PlayMaker Help & Tips => iOS Help => Topic started by: huntjn on June 01, 2018, 12:05:12 PM

Title: Events not sending properly on iOS build, works on Android
Post by: huntjn on June 01, 2018, 12:05:12 PM
Is there any known issue with Global Events not working on iOS builds?

I have a template FSM applied to a bunch of different game objects, and they send global events to each other to make things happen. This works perfectly fine in editor and on Android, but on iOS it is completely broken. Any ideas?
Title: Re: Events not sending properly on iOS build, works on Android
Post by: huntjn on June 01, 2018, 12:26:11 PM
Follow up - getting this error in Xcode:

ExecutionEngineException: Attempting to call method 'System.Reflection.MonoProperty::GetterAdapterFrame' for which no ahead of time (AOT) code was generated.
  at System.Reflection.MonoProperty+GetterAdapter.Invoke (System.Object _this) [0x00000] in <00000000000000000000000000000000>:0
  at System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.ReflectionUtils.GetMemberValue (System.Reflection.MemberInfo member, System.Object target) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.ReflectionUtils.GetMemberValue (System.Reflection.MemberInfo[] memberInfo, System.Object target) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.FsmProperty.GetValue () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Actions.GetProperty.OnEnter () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (System.Int32 startIndex) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.Start () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
  at PlayMakerFSM.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.GameObject.SetActive (System.Boolean value) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.ComponentExt.SetActive (UnityEngine.Component parent, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.GameObjectExt.SetTreeActive (UnityEngine.GameObject obj, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.GameObjectExt.Activate (UnityEngine.GameObject obj) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.ComponentExt.Activate (UnityEngine.Component parent) [0x00000] in <00000000000000000000000000000000>:0
  at DCIL.Core.MasterSceneController+<SwitchToScene>c__Iterator1.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.ReflectionUtils.GetMemberValue (System.Reflection.MemberInfo member, System.Object target) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.ReflectionUtils.GetMemberValue (System.Reflection.MemberInfo[] memberInfo, System.Object target) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.FsmProperty.GetValue () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Actions.GetProperty.OnEnter () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (System.Int32 startIndex) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.Start () [0x00000] in <00000000000000000000000000000000>:0
  at HutongGames.PlayMaker.Fsm.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
  at PlayMakerFSM.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.GameObject.SetActive (System.Boolean value) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.ComponentExt.SetActive (UnityEngine.Component parent, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.GameObjectExt.SetTreeActive (UnityEngine.GameObject obj, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.GameObjectExt.Activate (UnityEngine.GameObject obj) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.ComponentExt.Activate (UnityEngine.Component parent) [0x00000] in <00000000000000000000000000000000>:0
  at DCIL.Core.MasterSceneController+<SwitchToScene>c__Iterator1.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.GameObject (worry) etActive(Boolean)
UnityEngine.ComponentExt (worry) etActive(Component, Boolean)
UnityEngine.GameObjectExt (worry) etTreeActive(GameObject, Boolean)
UnityEngine.GameObjectExt:Activate(GameObject)
UnityEngine.ComponentExt:Activate(Component)
DCIL.Core.<SwitchToScene>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine (idea) nvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: currently not available on il2cpp Line: -1)
Title: Re: Events not sending properly on iOS build, works on Android
Post by: mediadi on July 05, 2018, 04:14:22 PM
Weird I have the same issue
Title: Re: Events not sending properly on iOS build, works on Android
Post by: Alex Chouls on July 05, 2018, 09:34:11 PM
From the error, it looks like it could be a problem with the Get Property action and stripping.

Take a look at this thread to see how to fix issues with build stripping:
http://hutonggames.com/playmakerforum/index.php?topic=11126.0