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iOS non compile error
#1
When Curvy is added to a project for iOS, a compile error is made in:

Code:
Il2CppAttributes.cpp

The function:

Code:
static void CreateMesh_t891825692_CustomAttributesCacheGenerator_m_GroupMeshes(CustomAttributesCache* cache)

Gets a duplicate bool:

Code:
bool _tmp_1 = true;

Using:
Curvy 2.2.1
Unity 2017.3.0p3
Xcode 9.2
Deployment Target (any)

(would be nice to get a quick fix I can do this end as it happens every time you compile to xcode, even if you comment out the duplicate boolean)

   
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#2
The workaround was already posted here:
https://forum.curvyeditor.com/thread-514-post-1782.html#pid1782
This happens due to a bug in IL2CPP. I already wrote to Unity about it, waiting for an answer from them.
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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#3
(01-30-2018, 11:41 AM)_Aka_ Wrote: The workaround was already posted here:
https://forum.curvyeditor.com/thread-514-post-1782.html#pid1782
This happens due to a bug in IL2CPP. I already wrote to Unity about it, waiting for an answer from them.

thanks this fixed it
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#4
Hi this fix disappeared!
www.hawkenking.com - interactive design & game development
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#5
Hi,
The fix was removed from that forum thread since it is now part of the currently released Curvy version, the 2.2.2.
The goal of that forum thread is to share fixes for important issues while waiting for them to be published as part of the next Curvy release. This avoids to people to be stuck with the issue while waiting for the publication process to be finished.
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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#6
Here is a copy of the post you were searching for, if you still need it

(01-26-2018, 08:07 PM)_Aka_ Wrote: Issue:
WebGL builds not working

Fix:
in Assets\Packages\Curvy\Base\CG Modules\CreateMesh.cs, replace the one occurrence of

Code:
[FieldCondition("canUpdate", true, false, ConditionalAttribute.OperatorEnum.AND, "canGroupMeshes", true, false, Action = ConditionalAttribute.ActionEnum.Enable)]
with
Code:
#if UNITY_EDITOR
[FieldCondition("canUpdate", true, false, ConditionalAttribute.OperatorEnum.AND, "canGroupMeshes", true, false, Action = ConditionalAttribute.ActionEnum.Enable)]
#endif

and both occurrences of
Code:
[FieldCondition("canUpdate", true, false, ConditionalAttribute.OperatorEnum.AND, "m_Collider", CGColliderEnum.None, true, Action = ConditionalAttribute.ActionEnum.Enable)]
with

Code:
#if UNITY_EDITOR
[FieldCondition("canUpdate", true, false, ConditionalAttribute.OperatorEnum.AND, "m_Collider", CGColliderEnum.None, true, Action = ConditionalAttribute.ActionEnum.Enable)]
#endif
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
Reply
#7
thanks! I'll put it in a safe place
www.hawkenking.com - interactive design & game development
Reply
#8
The best is still to just use the latest Curvy version if possible, especially that the next version to be released will have fixes to some issues you posted about in the forum.
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
Reply


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