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Does U3DXT support Unity 5?
Title pretty much says it all. Using the 5.0 beta and getting runtime errors on iOS, specifically:
Unhandled Exception: System.TypeInitializationException: An exception was thrown by the type initializer for U3DXT.iOS.Native.Foundation.NSUserDefaults ---> System.TypeInitializationException: An exception was thrown by the type initializer for U3DXT.iOS.Native.Internals._CoreExtrasInit ---> System.TypeInitializationException: An exception was thrown by the type initializer for U3DXT.Core.CoreXT ---> System.Exception: Exception of type 'System.Exception' was thrown.
at U3DXT.Core.CoreXT._Init () [0x00000] in <filename unknown>:0
at U3DXT.Core.CoreXT..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at U3DXT.iOS.Native.Internals._CoreExtrasInit..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at U3DXT.iOS.Native.Foundation.NSUserDefaults..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at InitializationManager+<Start>c__Iterator19.MoveNext () [0x00000] in <filename unknown>:0
The Unity guys won't fix this kind of issue, it's up to the creator of the asset. The U3DXT website requests all support queries to be posted here. I'm hoping they are on the Unity 5.0 beta list too.
Seems like U3DXT is still broken with Unity 5, the cross-compilation fails when processing the dll
We use it for IAP and are running into exceptions with the most basic things, e.g. CoreXT.IsDevice. Here are the exception details:
Exception: Exception of type 'System.Exception' was thrown. at U3DXT.Core.CoreXT._Init () [0x00000] in :0 at U3DXT.Core.CoreXT..cctor () [0x00000] in :0 Rethrow as TypeInitializationException: An exception was thrown by the type initializer for U3DXT.Core.CoreXT
I tried manually selecting frameworks for the plugins to no avail.
Did you ever find a solution for the above error? I am experiencing the exact same thing with the IAPs.
No solution yet, I tried to contact the author on Twitter & the Unity forums, and we'll see what happens.
Answer by RyanR1 · Mar 13, 2015 at 06:24 PM
U3DXT does support Unity 5 however in Unity 5 you now have to manually select frameworks and platforms for each plugin. You can do so by clicking the plugin and in the inspector window checking off each framework and platform.
For IAPs you use Storekit, for Game Center use gamekit, etc.
would you please divulge a little more about this? I'm using the speech functionality from u3dxt, and it seems to be incompatible with unity 5. Can you supply images of the steps required to get u3dxt to build properly in and out of unity 5?
Answer by GameIndica Entertainment · Mar 21, 2015 at 06:51 PM
Hi, I had the same issue. In the iOS build settings I chose IL2CPP as the scripting backend and viola :-) Makes sense because since feb 2015 all the iOS apps must be x64 so IL2CPP all the way.
Unfortunately we can't use IL2CPP yet because it's missing some functionality that we use at a low level. Unity is planning to fix it though.
On a lark, I tried IL2CPP and it also gets the same exception.
Exception: Exception of type 'System.Exception' was thrown.
at UnityEngine.StackTraceUtility.PostprocessStacktrace (System.String oldString, Boolean stripEngineInternalInformation) [0x00000] in <filename unknown>:0
at UnityEngineInternal.APIUpdaterRuntimeServices.AddComponent (UnityEngine.GameObject go, System.String sourceInfo, System.String name) [0x00000] in <filename unknown>:0
at U3DXT.Core.CoreXT._Init () [0x00000] in <filename unknown>:0
at U3DXT.Core.CoreXT..cctor () [0x00000] in <filename unknown>:0
at unibill.Dummy.Factory..ctor () [0x00000] in <filename unknown>:0
at UIRemoveExperience.OnClick () [0x00000] in <filename unknown>:0
at Handelabra.Sentinels.View.DLC$$anonymous$$anager.Awake () [0x00000] in <filename unknown>:0
at unibill.Dummy.Factory..ctor () [0x00000] in <filename unknown>:0
Rethrow as TypeInitializationException: The type initializer for 'U3DXT.Core.CoreXT' threw an exception.
at UIRemoveExperience.OnClick () [0x00000] in <filename unknown>:0
at Handelabra.Sentinels.View.DLC$$anonymous$$anager.Awake () [0x00000] in <filename unknown>:0
at unibill.Dummy.Factory..ctor () [0x00000] in <filename unknown>:0
unibill.Dummy.Factory:.ctor()
I'm having the same issue, did you manage to solve it ? or should I revert back to a Unity 4 backup ?
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