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When running the GameStorageClientAsset on .net 2.0 instead of the default .net 2.0 subset in Unity and targeting iOS the default constructor seems to be stripped by the c++ conversion.
When using the source code :
1. ExecutionEngineException: Attempting to call method 'AssetPackage.GameStorageClientAsset+InternalXmlSerializer::Deserialize' for which no ahead of time (AOT) code was generated.
2. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
3. at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
4. at AssetPackage.GameStorageClientAsset.DeserializeDataXml (ISerializer serializer, AssetPackage.Node root, System.String data, StorageLocations location, SerializingFormat format, System.Collections.Generic.List`1 enumeration) [0x00000] in <filename unknown>:0
5. at AssetPackage.GameStorageClientAsset.DeSerializeData (System.String model, System.String data, StorageLocations location, SerializingFormat format, System.Collections.Generic.List`1 enumeration) [0x00000] in <filename unknown>:0
6. at AssetPackage.GameStorageClientAsset.LoadData (System.String model, StorageLocations location, SerializingFormat format) [0x00000] in <filename unknown>:0
When using the DLLs :
InvalidOperationException: AssetManagerPackage.RageVersionInfo cannot be serialized because it does not have a default public constructor
at System.Xml.Serialization.ReflectionHelper.CheckSerializableType (System.Type type, Boolean allowPrivateConstructors) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlReflectionImporter.ImportClassMapping (System.Xml.Serialization.TypeData typeData, System.Xml.Serialization.XmlRootAttribute root, System.String defaultNamespace) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Xml.Serialization.TypeData typeData, System.Xml.Serialization.XmlRootAttribute root, System.String defaultNamespace) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlReflectionImporter.ImportTypeMapping (System.Type type, System.Xml.Serialization.XmlRootAttribute root, System.String defaultNamespace) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer..ctor (System.Type type, System.Xml.Serialization.XmlAttributeOverrides overrides, System.Type[] extraTypes, System.Xml.Serialization.XmlRootAttribute root, System.String defaultNamespace) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer..ctor (System.Type type) [0x00000] in <filename unknown>:0
at AssetManagerPackage.RageVersionInfo.LoadVersionInfo (System.String xml) [0x00000] in <filename unknown>:0
at AssetPackage.BaseAsset..ctor () [0x00000] in <filename unknown>:0
When running the GameStorageClientAsset on .net 2.0 instead of the default .net 2.0 subset in Unity and targeting iOS the default constructor seems to be stripped by the c++ conversion.
When using the source code :
See https://forum.unity.com/threads/unity-5-0-3f2-il2cpp-problem-attempting-to-call-method-system-reflection-monoproperty-getteradapt.332335/page-2#post-3252930
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