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Question by Evgenii_Koromyslov · Jul 24, 2019 at 02:57 PM · androidil2cppmonoassembly64-bit

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?

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Answer by jonasrajonas · Apr 15, 2020 at 11:06 AM

Hello, I have the same problem.

Can you solve it?

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Answer by DiamondStudioGAMES · Apr 17, 2020 at 01:25 PM

I HAVE SAME PROBLEM! LOAD ASSEMBLY 64 BIT MONO AT RUNTIME ON ANDROID!

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avatar image jonasrajonas · Apr 18, 2020 at 10:25 PM 0
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Hello.

I was able to debug the application and uncheck the "Strip Engine Code" option under "Other Settings". This solved my problem.

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