I sent an email to playmaker support on this as well but as I need an answer asap I thought I would post it on the forums too.
I tried the IL2CPP scripting backend with my game and it seems that Playmaker's Network Actions caused 55 errors in Xcode when linking. I found this out by deleting the network actions folder by guessing, because playmaker was the only thing in my project that had network features. After rebuilding and deleting those actions the error count dropped from 66 to 11. (I'm not using any network features in this game so I felt it didn't matter if I deleted those actions)
Here is my question though, I am still getting a few network related errors and I am wondering if somewhere else playmaker is still using them? I am also using arraymaker if that helps in any way(i doubt it).
I am using:
Unity 4.6.2
Playmaker and arraymaker latest versions
I am getting all the errors in iEpic's post in this link on the Unity forums before I remove the network actions and only a few of them remain after:
http://forum.unity3d.com/threads/4-6-ios-64-bit-beta.290551/page-7#post-1941101*I also saw on the forums that Unity hasn't integrated the network functions into the IL2CPP backend but I figured if my game isn't using it, but the playmaker plugin is, then I am wondering if and how I can remove this so it will not give me any errors upon building in Xcode.
***Update: Here are the exact errors I get, I could be wrong but I am assuming playmaker is causing them with the new scripting backend, but if it is, is there a workaround? At least until Unity implements the networking?
Undefined symbols for architecture arm64:
"Register_UnityEngine_BitStream_INTERNAL_CALL_Serializev()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_BitStream_Serializeb()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_BitStream_Serializec()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_Network_INTERNAL_CALL_Instantiate()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_NetworkViewID_INTERNAL_CALL_Internal_GetString()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_BitStream_Serializef()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_BitStream_Serializei()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_BitStream_get_isWriting()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_BitStream_INTERNAL_CALL_Serializeq()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
"Register_UnityEngine_NetworkViewID_INTERNAL_CALL_Internal_Compare()", referenced from:
RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)