Comments (5)
Hi there! This sounds like another open case we have right now.
The issue is related to code stripping when building to IL2CPP. Because there are no references to the Unity.Entities.Hybrid assembly, the AutomaticWorldBootstrap that builds the ECS player loop gets stripped out. We will ultimately solve this by shuffling some stuff around into the proper assemblies, but in the meantime you can work around this by either:
- Have a GameObjectEntity component on something in your scene
- Add the Unity.Entities.Hybrid assembly to a link.xml file in your project (see https://docs.unity3d.com/Manual/IL2CPP-BytecodeStripping.html)
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I was building it using Mono. Do I have to choose IL2CPP for ECS to work? I've tried to build using IL2CPP but it didn't work out. An error message popped up say my desktop directory is not found, which is kind of weird though.
Back to the point, I've tried building it using Mono with a GameObjectEntity component attached to a cube, the problem still presents. Do I have to choose IL2CPP?
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No this sounds like it should work. Would you mind filing a bug report that shows the problem and pasting the case number here please?
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I just dived into the code and found the problem. In World.cs, there is a private method signature is private ScriptBehaviourManager CreateManagerInternal(Type type, int capacity, object[] constructorArguments)
In the first try block in that function, there's a line manager = Activator.CreateInstance(type, constructorArguments) as ScriptBehaviourManager; This line will fail on Android device if we do World.GetOrCreateManager<Unity.Rendering.MeshInstanceRendererSystem>(); Then in the catch block right after it an exception will be thrown. I guess in the editor, we would know if there's an exception being thrown, but there's no message at all if we run it on Android device, and the system will fail silently.
Hopefully that helps.
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This is tracked internally as 1160294. Closing this external issue - thanks for the info!
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