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jsantos
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 13:52

Will you release RC3 today? :)
Yes, it is ready right now.
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 just verified that our Command sample works fine in iOS. So, I would say that there is nothing wrong in the ICommand. Probably the problem is related to using generic in iOS. We found many troubles with this and AOT in the past... Yes, iOS platform is a nightmare.
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 14:01

Thanks a lot, downloading right now! :)
 
movra
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 14:18

Yes, iOS platform is a nightmare.
If I understood correctly Il2CPP implies AOT and Unity intends to move all platforms to Il2CPP. So we will have some happy times ahead of us :roll:
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 14:26

Well, iOS was always AOT but right now I have the feeling IL2CPP is even more restrictive with what is allowed and what not.

Unity intends to move all platforms to IL2CPP? I thought it was just intended for Web and iOS? Do you have a link where they're explicitly saying this? This would be a kind of Unity killer for me as it would remove the main advantage of Unity (in my opinion). If that's really the case I will consider switching back to UDK (UE4).

Edit: Oh, before I forget. I've just submitted a new version to the WinStore. Let's see whether they will validate it. The local validation was successful. And if it passes I can finally test it on two other devices and see whether it also crashes there.
 
movra
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 14:34

The first result in Google if you search Il2CPP

http://blogs.unity3d.com/2014/05/20/the ... -in-unity/
Beyond WebGL, we are continuing development of IL2CPP for other platforms. In fact, we already have working implementations on a number of our supported platforms. We expect to be rolling out at least one additional platform later this year. Our current plan is to have iOS be the next platform shipping with IL2CPP support.

The planned upgrades of our Mono toolchain will follow after IL2CPP is available on more platforms and has matured.

One platform that will never be supported by IL2CPP is the WebPlayer; this is due to security implications. And as noted earlier, the editor will remain to be using Mono.

On the Unity forum:

http://forum.unity3d.com/threads/offici ... st-1633948
Q: Do I read that right, that the first platform will be WebGL, the second iOS? Do I miss "PC, Mac Standalone" or is that intended for a future release?

A: The plan is definitely to move more platforms over to il2cpp. AOT platforms like iOS are an ideal first goal, though, as [...]
However, in the Unity editor in the iOS Player Settings tab I can see that you can toggle between Scripting Backends: Mono (2.x) and IL2CPP. Perhaps for some platforms you will be able to choose. But still, from the first quote I read that eventually you have to use IL2CPP if you want to take advantage of newer Mono toolchains.

From the Unity co-founder http://forum.unity3d.com/threads/offici ... st-1634279
On Mac/Linux/Win Standalone players and the editor we will support mono as an option for a very long time, and we will upgrade to a new version of mono. So thats overall a big win. We have gotten a lot of feedback from customers that they want us to upgrade to the latest version of Mono.

So if you make a moddable game for PC platforms, then you can just continue to use Mono on those platforms. No problem.
Cross deployment for Mac / Linux / Win Standalone will also continue to work with the same setup.

On other platforms like iOS consoles, Unity already uses Mono AOT, thus loading dll's and Reflection.Emit is not supported today and impossible to support due to platform requirements anyway. Thus nothing lost there.

What is so exciting about IL2CPP is the big performance speedups however. We have seen 2-3x speedups on math heavy code.
This is huge! On top of it, it gives us much easier to maintain optimize codebase too. For example having an optimization flag to remove all array bounds checks is straightforward for us to do in IL2CPP. So if in your game you know you don't write out of bounds and you just want the best performance you can turn that bounds check off.


IL2CPP is being introduced step by step. That is why we start with WebGL, for which using mono is impossible. Basically using IL2CPP is the only way to do it for us.

And then next up we will support iOS, The limitations you have on iOS (eg. reflection.emit) are already present there thus upgrading to IL2CPP will be straightforward for most of our users. In the first release, IL2CPP for iOS will be an option, so you can choose until we make it rock solid.

So we are really setting this up in a way that the upgrade path optional until it is solid. We are making it as pain free as possible.
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 15:14

The app just passed the validation. :)

@movra: Now I remember this blog post and this thread. It has been quite a while since I read this and I just skimmed through it again. But you already highlighted the important bits. So it will probably be optional and the work on my ORM system was hopefully not just a waste of time. I had it already running on the old AOT-Mono-iOS version but the new IL2CPP causes a lot more trouble.
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

25 Feb 2015, 16:47

The test beta app made it to the store and I could install it. The good news is that it works as expected without any errors. I get the same result when I run this app on the emulator. But I still get the same AccessViolationException that I reported (just updated this issue) when I deploy it on my phone. :(
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

26 Feb 2015, 00:28

Today I finally tried to run my game on my game on the Win Phone emulator and failed due to some problems in my ORM code. After I sorted it out I could ... no, I couldn't, it didn't want to load the provided sqlite3.dll. :S

Well, I thought maybe I should give the WinStore app a try and it worked. The database was created and the main menu was displayed. Great! Until I tried to navigate... and it didn't want to react on a mouse click. I guess the problem is that it reacts to touch only? What is the suggested solution to that? Has anyone here a clue and can give me a hint, please?
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

26 Feb 2015, 17:56

The test beta app made it to the store and I could install it. The good news is that it works as expected without any errors. I get the same result when I run this app on the emulator. But I still get the same AccessViolationException that I reported (just updated this issue) when I deploy it on my phone. :(
I don't understand why this could be happening. In theory the code should be the same, but obviously there is something different. I will have to provide you a Debug version as soon as I can.
Well, I thought maybe I should give the WinStore app a try and it worked. The database was created and the main menu was displayed. Great! Until I tried to navigate... and it didn't want to react on a mouse click. I guess the problem is that it reacts to touch only? What is the suggested solution to that? Has anyone here a clue and can give me a hint, please?
Yes, on WinStore only Touch events are generated natively. But, if the event is not handled it is promoted to an equivalent mouse event. That is the way our controls work right now. In the future, we are going to remove this promotion.

So, if I understand correctly you need to handle TouchDown, TouchUp in your custom controls. Is that correct? Default noesisGUI controls should work out of the box.
 
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Re: [Unity] NoesisGUI v1.2 on Mobiles

27 Feb 2015, 03:24

Nope, I'm not talking about my own controls. This happens with simple buttons utilizing commands.

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