sakiv
New Member
Posts: 3
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Post by sakiv on Mar 2, 2020 13:01:55 GMT
Hello,
I'm facing an issue on Windows Standalone x86 build on Unity version 2019.3 where any Simple Sql Api call just crashes the application. Tried to build the packaged Demos as well and got the same result. The plugin works well on other platforms.
Would be very glad if this issue could be looked into for a quick fix due to its severity.
Thanks.
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Post by echo17 on Mar 2, 2020 17:06:10 GMT
Hmmm, I'm not able to get a Windows x86 build to crash. Running on Windows 10 (version 1909) Unity 2019.3.0f3 SimpleSQL 2.9.0 Capture of demo app working: linkPlease be sure you have the universal setting selected in Tools > SimpleSQL > Options. This will enable SimpleSQL to run on Windows platforms. Attachments:
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sakiv
New Member
Posts: 3
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Post by sakiv on Mar 3, 2020 5:29:23 GMT
Sorry forgot one more detail, the scripting backend used was IL2CPP , the mono build as you mentioned work fine.
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Post by echo17 on Mar 3, 2020 14:55:08 GMT
It looks like Unity has some bugs in their Windows IL2CPP code. I created an empty project (no SimpleSQL or anything else) and built it with IL2CPP and got the following errors:
Failed running C:\Program Files\Unity\Hub\Editor\2019.3.3f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="WindowsDesktop" --architecture="x86" --configuration="Release" --outputpath="C:\Users\jimbe\Documents\Development\Unity\EmptyTest\Temp/StagingArea/Data\Native\GameAssembly.dll" --cachedirectory="C:\Users\jimbe\Documents\Development\Unity\EmptyTest\Assets\..\Library/il2cpp_cache" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.3.3f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/Users/jimbe/Documents/Development/Unity/EmptyTest/Temp/StagingArea/Data/Managed --generatedcppdir=C:/Users/jimbe/Documents/Development/Unity/EmptyTest/Temp/StagingArea/Data/il2cppOutput
stdout: il2cpp.exe didn't catch exception: System.InvalidOperationException: C++ code builder is unable to build C++ code. In order to build C++ code for Windows Desktop, you must have one of these installed: Visual Studio 2015 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed) Visual Studio 2015 installation is found by looking at "SOFTWARE\Microsoft\VisualStudio\14.0_Config\InstallDir" in the registry Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
Visual Studio 2017 with C++ compilers and Windows 10 SDK (it cannot build C++ code because Windows SDK is not installed) Visual Studio 2017 installation is found using Microsoft.VisualStudio.Setup.Configuration COM APIs Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
at Unity.IL2CPP.Building.CppProgramBuilder.ThrowIfCannotBuildInCurrentEnvironment() at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies) at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) at il2cpp.Program.Main(String[] args) stderr:
Unhandled Exception: System.InvalidOperationException: C++ code builder is unable to build C++ code. In order to build C++ code for Windows Desktop, you must have one of these installed: Visual Studio 2015 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed) Visual Studio 2015 installation is found by looking at "SOFTWARE\Microsoft\VisualStudio\14.0_Config\InstallDir" in the registry Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
Visual Studio 2017 with C++ compilers and Windows 10 SDK (it cannot build C++ code because Windows SDK is not installed) Visual Studio 2017 installation is found using Microsoft.VisualStudio.Setup.Configuration COM APIs Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
at Unity.IL2CPP.Building.CppProgramBuilder.ThrowIfCannotBuildInCurrentEnvironment() at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies) at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) at il2cpp.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean) UnityEditorInternal.IL2CPPBuilder:Run() UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) DesktopStandalonePostProcessor:SetupStagingArea(BuildPostProcessArgs, HashSet`1) DesktopStandalonePostProcessor:PostProcess(BuildPostProcessArgs) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Exception: C:\Program Files\Unity\Hub\Editor\2019.3.3f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEditorInternal.IL2CPPBuilder.Run () (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <9a184ab867bb42c296d20ace04f48df3>:0) DesktopStandalonePostProcessor.SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs args, System.Collections.Generic.HashSet`1[T] filesToNotOverwrite) (at <9a184ab867bb42c296d20ace04f48df3>:0) DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <9a184ab867bb42c296d20ace04f48df3>:0) Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown. DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <9a184ab867bb42c296d20ace04f48df3>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
I'll submit a bug report to Unity. If you could do the same, perhaps enough attention to this will get a response from them.
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