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Scherub
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[Unity] NoesisGUI v1.2 on Mobiles

22 Feb 2015, 05:18

Hi,

I'm currently trying to get NoesisGUI running on various mobiles (Android, iOS, WinUniversal) but right now I have several difficulties with iOS and WinUniversal 8.1. I haven't tried Android yet.

@iOS: I don't have the full error message in mind but it was a linking error that the NoesisGUI lib is missing.

@WinStore/WinPhone: I've tested the WinStore (x86) version on my machine and the WinPhone version on an actual device. But both throw the same error message:
An exception of type 'System.DllNotFoundException' occurred in Assembly-CSharp-firstpass.DLL but was not handled in user code

Additional information: Unable to load DLL 'Noesis': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
I had at least iOS running at some point under v1.1. I even remember that I had this iOS error before but I can't remember what I did to fix it. Are there any specific settings I have to choose in Unity or in the created solution. The native NoesisGUI libraries have been copied and do exist somewhere in the project folder. I just wonder whether it's the right place, especially regarding the Win version.
 
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jsantos
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Re: [Unity] NoesisGUI v1.2 on Mobiles

22 Feb 2015, 15:13

Hi Scherub,

Both platforms should work out of the box. With no modifications, just switching to the platform. Just make sure that you have activated the platform under Tools -> NoesisGUI (dx11 for windows phone, iOS for iPhone).

First thing I would do is starting with a fresh new project, import noesisGUI and try one of the samples.

Also, make sure that you are following these steps for Windows Store and Windows Phone.
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

22 Feb 2015, 17:28

I just verified that everything is fine with the latest version of Unity (4.6.3.f1). Just an important detail for iOS, in the Graphics API do not set "Automatic" because it will activate Meta (if available) and right now we do not support that path. Just set it to "Open GL ES 2.0" or "Open GL ES 3.0"
 
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Scherub
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Re: [Unity] NoesisGUI v1.2 on Mobiles

22 Feb 2015, 19:18

Thank you for your replies. :)

@iOS: Do I have to set the Scripting Background in the Player Settings to "IL2CPP" or to "Mono (2.x)"?

@WinUniversal: I've created an empty project, just added NoesisGUI and a single XAML, ViewModel and MonoBehaviour and followed your hints. And I've got it finally running as a Winstore app.

Unfortunately I wasn't that succesful to get it working on my WinPhone. Now that it could find the Noesis DLLs I get a AccessViolationException. I'll file a bug report.
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

23 Feb 2015, 00:50

@iOS right now "Mono (2.x)". We are waiting for a bug fix in Unity for having "IL2CPP", option that is mandatory for ARM64. Yes yes, all this will be properly documented. The Unity doc is still outdated...

@WinUniversal Thanks for the report!
 
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Scherub
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Re: [Unity] NoesisGUI v1.2 on Mobiles

23 Feb 2015, 04:05

Okay, I've got it kind of working on iOS. Unfortunately I've problems with the ICommand (or probably with my RelayCommand?) as it is telling me now that it was attempting to JIT compile a method while running with --aot-only. :S I've to test what exactly is causing the problem as I've used Actions and Funcs elsewhere without any trouble. If it wouldn't take ages to build a project for iOS...

I'm also not entirely sure what impact IL2CPP will have on these sort of things. I guess I'll figure it out soon.
 
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Scherub
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Re: [Unity] NoesisGUI v1.2 on Mobiles

23 Feb 2015, 16:18

Okay, in order to test the app that is causing the AccessViolationException an other devices I decided to publish it as a beta app. Everything went fine until I did the certification test that failed:
Supported APIs
  • Error Found: The supported APIs test detected the following errors:
    • This API is not supported for this application type - Api=FormatMessageA. Module=api-ms-win-core-localization-l1-2-1.dll. File=Noesis.dll.
  • Impact if not fixed: Using an API that is not part of the Windows SDK for Windows Phone Store apps violates the Windows Phone Store certification requirements.
  • How to fix: Review the error messages to identify the API that is not part of the Windows SDK for Windows Phone Store app. Please note, C++ apps that are built in a debug configuration will fail this test even if they only use APIs from the Windows SDK for Windows Phone Store apps.
    Alternatives to Windows APIs in Windows Phone Store apps.
To be honest at the moment I have no clue what I can do about it. Does anyone here has experience with WinPhone distribution? I've only published apps to Android and IOS so far and never had problems like this one.

Edit: If I understand it right it's only complaining about one method that you use?
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

24 Feb 2015, 01:26

If I understand it right it's only complaining about one method that you use?
It seems that we are using a function (FormatMessage) that is not allowed, but I dont not understand why

1. The compiler allow us to use a forbidden function
2. In the documentation of FormatMessage it clearly states that Windows Phone 8.1: This API is supported.

So, I will investigate this tomorrow, trying to validate noesisGUI (thing that we should have already done).
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

24 Feb 2015, 17:08

Ok, noesis.dll now passes all certification tests. We expect to release RC3 today. We also fixed a few more problems related to the WINRT architectures although I think they are not related to the problem you reported. So, if the problem persists next step will be sending you a DEBUG library to see if that helps.

Thanks!
 
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Scherub
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 12:18

Will you release RC3 today? :)

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