- Home /
Load assemblies at runtime on 64 bit Android
Our company is developing a VR training platform which allows developers to create their own objects and scenes using the Unity asset bundles and the assemblies (to include the behaviour they've coded into the object. Basically the compiled MonoBehaviours). Currently it works like a charm (with the Mono backend) but one of our target platforms is the Oculus Quest which runs on Android and Google announced that they'll cease the 32-bit support for the Android soon.
This brings us a serious problem as Unity doesn't allow to use the Mono backend for the 64 bit Android apps and IL2CPP in turn doesn't support the assembly loading at runtime.
So what I wanted to ask is if there's a way to somehow use the Mono backend for the Unity 64-bit android builds or some other way to load the assemblies in runtime with Unity and 64 bit Android currently? And if not then what other solutions could be possibly used to load the user-created MonoBehavious in runtime?
Answer by DiamondStudioGAMES · Apr 17, 2020 at 01:25 PM
I HAVE SAME PROBLEM! LOAD ASSEMBLY 64 BIT MONO AT RUNTIME ON ANDROID!
Hello.
I was able to debug the application and uncheck the "Strip Engine Code" option under "Other Settings". This solved my problem.
Your answer
Follow this Question
Related Questions
Loading assemblies on android 64 bit at runtime. 0 Answers
Physics.Raycast not working on il2cpp 0 Answers
Assembly.GetExecutingAssembly doesn't work correctly on Android when use IL2CPP 1 Answer
App not opening/working after publishing on Google Play Store 4 Answers
No Android APK is made when building 64-bit - IL2CPP error 2 Answers