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iPhone compatibility #4
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Hi Mike, I'm curious, why do you expect it's something going on in the C5 dll? For what it's worth:
Our own game uses UnitySteer and will be deployed on iOS as well, even if it's not running on it right now because of the aforementioned AOT compilation issues elsewhere in the game. I just have to find out exactly how far they extend, and see if it's something I can work around or if I need to rip out Linq altogether. That means that it will be iOS compatible before the end of January, but I can't guarantee that it is 100% now. |
Hello Mike, Ah, I'm afraid I forgot to add that: SteerForSphericalObstacleAvoidance doesn't currently exist on the development branch. What you're seeing is probably a case of git not removing the file when you pulled. The reason is that I'm using a RVO approach, which is not public yet because I feel that it's not ready for prime time and will likely be superseded by the one Unity is publishing on 3.5, so I really haven't gone through the trouble of polishing it up for release. If you need it, master would seem to be the branch for you. Best, Ricardo J. Mndez On Dec 6, 2011, at 2:04 PM, Mike Tucker wrote:
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Yep, you're exactly right. sorry i deleted the post because i noticed that right after posting. Ended up getting the Dev branch working correctly and it compiles fine! Thank you so much for your help. |
Has anyone successfully implemented UnitySteer into a Unity iPhone project?
During launch the project crashes due at a:
System_Runtime_Serialization_SerializationInfo_GetValue_string_System_Type
with the thread also containing a System_OutOfMemoryException__ctor_string
oddly enough it launches if the following Unity build settings are enabled:
I'm assuming this is due to something going on in the c5.dll?
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