Comments (4)
错误日志上说了,GameHotfixEntry.OnLoadAOTDllSuccess()
中出现的错误。
AOT dlls 有问题,打包工程,会生成在 Game/Hotfix 文件夹中,然后再打 ab 包测试。
HybridCLR Builder 中 Build 模块写了步骤的。
具体的原理,建议先看一遍 HybridCLR 的官方文档。
https://focus-creative-games.github.io/hybridclr/performance/generic_limit/
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我的流程和操作都正常,在2020.3可以,换了2021,就报错。下面的invoke就进不去,你还是检查下吧,编辑器必现
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定位到问题了。把 GameHotfixEntry.Start()
函数中宏定义 UNITY_EDITOR 取反,也会出现相同的错误。
是编辑器下加载元数据的问题。原因是:
编译代码时,会根据编译平台剔除平台以外的代码。
所以在编辑器运行时执行 Game.Hotfix.dll 的逻辑时,会忽略宏定义 UNITY_EDITOR 中的逻辑,加载元数据而出现错误。
目前解决办法是:编辑器下加载 Game.Hotfix 程序集测试热更逻辑,编译的 GameHotfix.dll 只能打包后测试。(已提交更新)
感谢你的反馈~ 😊
你也可以使用别的办法跳过 <编辑器下加载元数据> 这个错误,以在编辑器下测试 Game.Hotfix.dll。
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OK
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Related Issues (13)
- 现在hotfix dll只有win64~~~请问会加上android和ios的吗? HOT 1
- HuatuoBuilder取安卓平台不太对~ HOT 1
- 请问老哥有继续更新的计划嘛?现在变成HybridCLR了 HOT 2
- BuildPipeline.BuildPlayerInternalNoCheck 异常 HOT 3
- RuntimeApi的问题请教 HOT 11
- 打包的Game.dll丢失 HOT 2
- webgl发布运行不起来 HOT 1
- hybridCLR 已经出LTS稳定版本了,升级一下吧 HOT 2
- 2021.3.14打包运行报错 HOT 8
- 为什么我的Hotfix文件夹下的脚本GameEntry自动引用的ugf的,必须手动添加using Game HOT 6
- 项目不加程序集,写的拓展和流程脚本都能识别到,加了程序集识别不到 HOT 1
- webgl版本,调用创建实体时,添加脚本(entitylogic)会报错 HOT 4
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