all plugins that come as precompiled static libraries (.a files) should now include ARM64 slice. The best way to resolve this issue is switching to passing managed delegates to the native side of plugin and calling them as callbacks when some native data or event arrives NET runtime implementation - IL2CPP, which means if plugin is using Mono runtime APIs (all the mono_* functions) then it won't link anymore. Unity iOS 64 bit support is based on our own new.like I mentioned above, iOS 64 bit support will be brought only to Unity 4.6 and 5.0 versions, so it's very important that plugins work fine with these versions.If you are plugin vendor or making native plugins on your own, here is basic checklist: if plugin vendors have troubles making them compatible with Unity iOS 64 bit scripting backend, they should contact or ping me directly via forum PM.start asking plugin vendors for 64 bit versions of their plugin updates early.If you are dependent on some 3rd party plugins: start upgrading your current project to Unity 4.6 (or Unity 5) now, only these two versions of Unity will receive iOS 64 bit support.To better prepare for iOS 64 bit support: We expect to reach beta groups right after New Year. We are also working with dedicated focus group of developers to test it on as many different projects as possible. We also partnered with Prime31 developers to make sure their plugins are 64 bit and IL2CPP compatible with first alpha builds. We already shipped first Unity 5 and Unity 4.6 alpha builds with iOS 64 bit support to the alpha group. But before that I would like to share current status on Unity iOS 64 bit support, which I already posted on other forum threads few days ago. I'm making this post to serve as a checklist for preparing your projects for iOS 64 bit support. Update: iOS 64 bit support shipped as 4.6.2 ( )
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