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Error: IL2CPP error (no further information about what managed code was being converted is available) #1312
Comments
Will you describe how you imported this plugin? (e.g. how did you download it?) |
Imported it every possible way that you can think of. Niantic is main part of my project's functionality so that can not be removed. However I can confirm you this that if you remove niantic it will surely build an apk but that's not what I want sir. I want it to work smoothly with current setup.
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I'm asking whether removing this MediaPipe plugin, not Niantic, would allow the build to succeed. |
The build is successful if either one of them is removed. As I said, niantic can't be removed. Mediapipe needs to be added. Both needs to work at the same time. That's the use case here. Why would I need to remove any one of them?
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Anyways, if I tell you what's actually causing the issue. Would you be kind enough to make the changes for me? Or atleast tell me how it can be done?
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I am asking questions because it is necessary to identify the cause in order to solve the problem. If it’s possible to build when only one plugin is imported, I suspect that there might be a conflict between libraries. |
Yes, and a version number 3.0.0 |
If you delete it, can you build your app? |
If I delete Media Pipe, I can build the app. |
I mean Google.Protobuf.dll (v3.0.0) in Niantic's plugin. |
Removing that does nothing. Somehow it still gives the same error.
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On Sun, 19 Jan 2025 at 7:33 am, Junrou ***@***.***> wrote:
I mean Google.Protobuf.dll (v3.0.0) in Niantic's plugin.
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|
It is likely that the issue is caused by a conflict between two plugins, but it seems to be a problem specific to your project, so it's difficult for me to investigate the cause on my end.
If the cause is identified and any modifications are necessary for this project, I believe it would be possible to address them, so please let me know. |
@homuler QUICK QUESTION Will it work if Graphic API of unity is OpenGL ES 3.0 instead of Vulkan ? |
@homuler and don't worry about the conflict of protobuf files, I took care of that issue. |
@HassannKhan By the way, has the original issue been resolved? |
yeah, I made changes into one file while making sure it doesn't break the functionality. @homuler If my aim is to achieve background removal. Can this be done using the segmentation masking this provides? I wrote a shader, but it works only when graphic API Vulkan is selected. |
If the issue has been resolved, please write down the cause and the solution if possible and close the issue. |
Plugin Version or Commit ID
v0.15.0
Unity Version
2022.3.20f1
Your Host OS
Windows 10
Target Platform
Android
Target Device
No response
[Windows Only] Visual Studio C++ and Windows SDK Version
No response
[Linux Only] GCC/G++ and GLIBC Version
No response
[Android Only] Android Build Tools and NDK Version
No response
[iOS Only] XCode Version
No response
Build Command
unity build
Bug Description
While using niantic lightship map in unity, i imported media pipe and getting this error while building the apk
Error: IL2CPP error (no further information about what managed code was being converted is available)
System.AggregateException: One or more errors occurred. (Unresolved method reference : System.Void Google.Protobuf.Collections.RepeatedField
1<Niantic.Lightship.Maps.Core.Proto.MapArea>::Add(Google.Protobuf.Collections.RepeatedField
1<!0>))---> System.ArgumentException: Unresolved method reference : System.Void Google.Protobuf.Collections.RepeatedField
1<Niantic.Lightship.Maps.Core.Proto.MapArea>::Add(Google.Protobuf.Collections.RepeatedField
1<!0>)at Unity.IL2CPP.DataModel.TypeContext.GetDef(MethodReference reference)
at Unity.IL2CPP.DataModel.BuildLogic.MethodReferenceResolver.ResolveMethodReference(TypeContext context, UnderConstructionMethodReferenceRepository repository, CecilSourcedAssemblyData assemblyData, MethodReference methodReference, Dictionary
2 mapping) at Unity.IL2CPP.DataModel.BuildLogic.MethodReferenceResolver.ResolveAssemblyMethodReferences(TypeContext context, UnderConstructionMethodReferenceRepository repository, CecilSourcedAssemblyData assemblyDef, ReadOnlyHashSet
1 methodReferences)at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.<>c__DisplayClass16_0.b__0(CecilSourcedAssemblyData data)
at System.Threading.Tasks.Parallel.<>c__DisplayClass33_0
2.<ForEachWorker>b__0(Int32 i) at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0
1.b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0
1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion) at System.Threading.Tasks.TaskReplicator.Replica.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction
1 action, ParallelOptions options, Boolean stopOnFirstFailure)at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action
1 body, Action
2 bodyWithState, Func4 bodyWithLocal, Func
1 localInit, Action1 localFinally) --- End of stack trace from previous location --- at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException) at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action
1 body, Action2 bodyWithState, Func
4 bodyWithLocal, Func1 localInit, Action
1 localFinally)at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IList
1 list, ParallelOptions parallelOptions, Action
1 body, Action2 bodyWithState, Action
3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func
5 bodyWithEverything, Func1 localInit, Action
1 localFinally)at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable
1 source, ParallelOptions parallelOptions, Action
1 body, Action2 bodyWithState, Action
3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func
5 bodyWithEverything, Func1 localInit, Action
1 localFinally)at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable
1 source, Action
1 body)at Unity.IL2CPP.DataModel.BuildLogic.Utils.ParallelHelpers.ForEach[TSource](IEnumerable
1 source, Action
1 func, Boolean enableSerial)at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.Build()
at Unity.IL2CPP.AssemblyConversion.Phases.InitializePhase.Run(AssemblyConversionContext context)
at Unity.IL2CPP.AssemblyConversion.Classic.ClassicConverter.Run(AssemblyConversionContext context)
at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(AssemblyConversionContext context, ConversionMode conversionMode)
at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(TinyProfiler2 tinyProfiler, AssemblyConversionInputData data, AssemblyConversionParameters parameters, AssemblyConversionInputDataForTopLevelAccess dataForTopLevel)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Steps to Reproduce the Bug
do what i said above
Log
Error: IL2CPP error (no further information about what managed code was being converted is available)
System.AggregateException: One or more errors occurred. (Unresolved method reference : System.Void Google.Protobuf.Collections.RepeatedField
1<Niantic.Lightship.Maps.Core.Proto.MapArea>::Add(Google.Protobuf.Collections.RepeatedField
1<!0>))---> System.ArgumentException: Unresolved method reference : System.Void Google.Protobuf.Collections.RepeatedField
1<Niantic.Lightship.Maps.Core.Proto.MapArea>::Add(Google.Protobuf.Collections.RepeatedField
1<!0>)at Unity.IL2CPP.DataModel.TypeContext.GetDef(MethodReference reference)
at Unity.IL2CPP.DataModel.BuildLogic.MethodReferenceResolver.ResolveMethodReference(TypeContext context, UnderConstructionMethodReferenceRepository repository, CecilSourcedAssemblyData assemblyData, MethodReference methodReference, Dictionary
2 mapping) at Unity.IL2CPP.DataModel.BuildLogic.MethodReferenceResolver.ResolveAssemblyMethodReferences(TypeContext context, UnderConstructionMethodReferenceRepository repository, CecilSourcedAssemblyData assemblyDef, ReadOnlyHashSet
1 methodReferences)at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.<>c__DisplayClass16_0.b__0(CecilSourcedAssemblyData data)
at System.Threading.Tasks.Parallel.<>c__DisplayClass33_0
2.<ForEachWorker>b__0(Int32 i) at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0
1.b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0
1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion) at System.Threading.Tasks.TaskReplicator.Replica.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction
1 action, ParallelOptions options, Boolean stopOnFirstFailure)at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action
1 body, Action
2 bodyWithState, Func4 bodyWithLocal, Func
1 localInit, Action1 localFinally) --- End of stack trace from previous location --- at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException) at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action
1 body, Action2 bodyWithState, Func
4 bodyWithLocal, Func1 localInit, Action
1 localFinally)at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IList
1 list, ParallelOptions parallelOptions, Action
1 body, Action2 bodyWithState, Action
3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func
5 bodyWithEverything, Func1 localInit, Action
1 localFinally)at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable
1 source, ParallelOptions parallelOptions, Action
1 body, Action2 bodyWithState, Action
3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func
5 bodyWithEverything, Func1 localInit, Action
1 localFinally)at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable
1 source, Action
1 body)at Unity.IL2CPP.DataModel.BuildLogic.Utils.ParallelHelpers.ForEach[TSource](IEnumerable
1 source, Action
1 func, Boolean enableSerial)at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.Build()
at Unity.IL2CPP.AssemblyConversion.Phases.InitializePhase.Run(AssemblyConversionContext context)
at Unity.IL2CPP.AssemblyConversion.Classic.ClassicConverter.Run(AssemblyConversionContext context)
at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(AssemblyConversionContext context, ConversionMode conversionMode)
at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(TinyProfiler2 tinyProfiler, AssemblyConversionInputData data, AssemblyConversionParameters parameters, AssemblyConversionInputDataForTopLevelAccess dataForTopLevel)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Screenshot/Video
No response
Additional Context
No response
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