I have made an app which is using audio lip sync and it runs fine on android, and mac but when I build it for iOS it is keep giving me this error:
DllNotFoundException: Unable to load DLL 'OVRLipSync': The specified
module could not be found. at OVRLipSync.ovrLipSyncDll_Initialize
(Int32 samplerate, Int32 buffersize) [0x00000] in :0
at OVRLipSync.Initialize (Int32 sampleRate, Int32 bufferSize)
[0x00000] in :0 at OVRLipSync.Awake () [0x00000]
in :0 (Filename: currently not available on
il2cpp Line: -1)
Is this a known issue?? or any new bug in the latest package??
As it turns out Oculus Lip Sync doesn't support iOS yet and they don't plan to do it in the near future.
Hope it helps someone else.
Related
I installed Fabric and Crashlytics without any problems last week, and when launching my iOS app via XCode I can see the setup messages
Fabric.Internal.Crashlytics.CrashlyticsInit:RegisterExceptionHandlers()
Fabric.Internal.Crashlytics.CrashlyticsInit:Awake()
in the output log, but my app isn't being registered by Fabric. If I log in to their site I am directed to https://www.fabric.io/onboard/pending, and can't seem to continue past "(1) Add the first SDK to your project". Is there a step I have perhaps missed, or a library I need to manually add?
I also tried throwing a non fatal exception after my app had launched, my understanding being that this should just throw an exception, but my app crashes and closes, with the following error being thrown in XCode. Is this normal?
NullReferenceException: A null value was found where an object instance was required.
at Fabric.Crashlytics.Internal.Impl.Log (System.String message) [0x00000] in <filename unknown>:0
at StartMenuController.OnClickParentModeBtn () [0x00000] in <filename unknown>:0
at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
at ButtonAnimator+<InvokeEvent>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
Facebook requires us to submit the app as a simulator build for them to review.
I did that, but when I run it in simulator, I get the exception:
Symbol file /Users/AMI/Library/Application Support/iPhone Simulator/7.1/Applications/D2633BCE-B3F0-4B4B-910B-34E3F2FFF403/Testing.app/Data/Managed/System.dll.mdb doesn't match image /Users/TESTER/Library/Application Support/iPhone Simulator/7.1/Applications/D2633BCE-B3F0-4B4B-910B-34E3F2FFF403/Testing.app/Data/Managed/System.dll
EntryPointNotFoundException: iosInit
at (wrapper managed-to-native) Facebook.IOSFacebook:iosInit (string,bool,bool,bool,bool,string)
at Facebook.IOSFacebook.Init (Facebook.InitDelegate onInitComplete, System.String appId, Boolean cookie, Boolean logging, Boolean status, Boolean xfbml, System.String channelUrl, System.String authResponse, Boolean frictionlessRequests, Facebook.HideUnityDelegate hideUnityDelegate) [0x00000] in <filename unknown>:0
at FB.OnDllLoaded () [0x00000] in <filename unknown>:0
at FB+CompiledFacebookLoader.Start () [0x00000] in <filename unknown>:0
What could be causing this? If I cannot get this to work, I will not be able to submit the app to be approved by Facebook which means we can not make our app work with Facebook.
Thanks.
Found the reason, another plugin have the post build step which modify the same file as facebook does. Disable that and there is no more issue.
Here is the stack
System.ExecutionEngineException: Attempting to JIT compile method '(wrapper managed-to-native) MonoTouch.CoreGraphics.CGContext:CGContextDrawPDFPage (intptr,intptr)' while running with --aot-only. See http://docs.xamarin.com/ios/about/limitations for more information.
at MonoTouch.CoreGraphics.CGContext.DrawPDFPage (MonoTouch.CoreGraphics.CGPDFPage page) [0x00000] in :0
at Neva.PdfViewer.PageContentView.Draw (MonoTouch.CoreGraphics.CGContext context) [0x00000] in :0
at Neva.PdfViewer.PageContentTile.DrawInContext (MonoTouch.CoreGraphics.CGContext ctx) [0x00000] in :0 [7.1.1]
While we were not able to recreate this problem in QA or unit testing, this exception randomly happens on AppStore distributed installations.
Looking at DrawPDFPage in CGContext
public void DrawPDFPage (CGPDFPage page)
{
CGContext.CGContextDrawPDFPage (this.handle, page.handle);
}
where CGContextDrawPDFPage is a P/Invoke function
[DllImport ("/System/Library/Frameworks/CoreGraphics.framework/CoreGraphics")]
private static extern void CGContextDrawPDFPage (IntPtr c, IntPtr page);
doesn't give us any hint. The link above http://docs.xamarin.com/ios/about/limitations is not really helpful.
My question is, what could be causing such an exception? What are steps to debug and fix it?
This exception (System.ExecutionEngineException: Attempting to JIT compile method ...) should be 100% reproducible.
The fact that it isn't, points at something else (and probably worse): memory corruption of some sort.
However without some way to (at least randomly) reproduce it yourself, it's close to impossible to track down.
My initial suggestion would be to try to figure out if there's anything at all you can figure out in order to be able to create a test case yourself:
Does it only occur for a certain set of devices (only iPad 2 for instance)?
Does it only occur for a certain set of customers (only customers in Iceland for instance)?
Is the exception exactly the same every time, or does the P/Invoke / stack trace vary?
Is it a low-memory condition? Did the app get memory warnings prior to this occurring?
Are there any required steps in your app (i.e. if the user does X+Y it may crash, but if he does Y+X, then it never crashes)?
I'm starting to create an app using MvvmCross. So far I have an version for Android and for WP running. Unfortunately, creating the app for iOS isn't easy. When running the iOS-app in the simulator, I only get a black screen. In MonoDevelop's Application Output is see the following exception:
2013-01-07 10:42:20.506 BestSellersTouch[319:21e03] mvx: Diagnostic: 0.09 Exception masked MissingMethodException: Method not found: 'System.Type.op_Equality'.
at Cirrious.MvvmCross.Touch.Views.Presenters.MvxTouchViewPresenter.CreateView (Cirrious.MvvmCross.Views.MvxShowViewModelRequest request) [0x00000] in <filename unknown>:0
at Cirrious.MvvmCross.Touch.Views.Presenters.MvxTouchViewPresenter.Show (Cirrious.MvvmCross.Views.MvxShowViewModelRequest request) [0x00000] in <filename unknown>:0
at Cirrious.MvvmCross.Touch.Views.MvxTouchViewDispatcher+<>c__DisplayClass4.<RequestNavigate>b__3 () [0x00000] in <filename unknown>:0
at Cirrious.MvvmCross.Touch.Views.MvxTouchUIThreadDispatcher+<>c__DisplayClass1.<InvokeOrBeginInvoke>b__0 () [0x00000] in <filename unknown>:0
2013-01-07 10:42:20.508 BestSellersTouch[319:21e03] Application windows are expected to have a root view controller at the end of application launch
Is this error causing a black screen?
References to System.Type.op_Equality only exists when an assembly is compiled against mscorlib.dll 4.0 (and later).
Current version of MonoTouch does not support 4.0 (and that member is not part of the assembly) which result in this exception at runtime.
The solution, until MonoTouch supports 4.0 (this spring) is to rebuild the assembly and make sure it referenes the mscorlib.dll that ships with MonoTouch.
The fact that this exception is thrown while presenting a view is likely the reason of your black screen (nothing got executed to show anything on it).
I've just created a MonoTouch solution using MonoDevelop and after I'm trying open the xib in XCode for editing, I get the following exception (and the xib not opens):
System.NotSupportedException: Custom attribute type 0x43 is not supported.
at ICSharpCode.NRefactory.TypeSystem.CecilLoader+BlobReader.ReadCustomAttributeFieldOrPropType () [0x00000] in <filename unknown>:0
at ICSharpCode.NRefactory.TypeSystem.CecilLoader+BlobReader.ReadNamedArg (IType attributeType) [0x00000] in <filename unknown>:0
at ICSharpCode.NRefactory.TypeSystem.CecilLoader+CecilResolvedAttribute.DecodeBlob (System.Collections.Generic.List`1 positionalArguments, System.Collections.Generic.List`1 namedArguments) [0x00000] in <filename unknown>:0
at ICSharpCode.NRefactory.TypeSystem.CecilLoader+CecilResolvedAttribute.DecodeBlob () [0x00000] in <filename unknown>:0
at ICSharpCode.NRefactory.TypeSystem.CecilLoader+CecilResolvedAttribute.get_PositionalArguments () [0x00000] in <filename unknown>:0
at MonoDevelop.MacDev.ObjCIntegration.NSObjectInfoService.ConvertType (MonoDevelop.Ide.TypeSystem.ProjectContentWrapper dom, ITypeDefinition type) [0x00000] in <filename unknown>:0
at MonoDevelop.MacDev.ObjCIntegration.NSObjectInfoService+<GetRegisteredObjects>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0
at MonoDevelop.MacDev.ObjCIntegration.NSObjectProjectInfo.Update () [0x00000] in <filename unknown>:0
at MonoDevelop.MacDev.ObjCIntegration.NSObjectProjectInfo.Update (Boolean force) [0x00000] in <filename unknown>:0
at MonoDevelop.MacDev.XcodeSyncing.XcodeProjectTracker.UpdateTypes (IProgressMonitor monitor) [0x00000] in <filename unknown>:0
The application compiles and run fine though....
Restart XCode and MonoTouch, it should solve this problem...
I restarted MonoDevelop and XCode, but still had the same problem. Until I find a better solution, I am doing it this way:
Open an existing solution in XCode.
Open the xib file to lauch the Interface Builder (from within XCode).
While in Interface Builder, go File>Open.
Navigate to the xib file that was created in MonoDevelop.
I can't find a way of launching the Interface Builder without opening an existing XCode solution.
I tried restarting/reinstalling/rebooting to no avail.
I solved my issue by removing a reference to a Portable Library project I created in the same solution. Portable Library claims it supports MonoTouch, but perhaps it is not meant to reference MonoTouch itself (because then it wouldn't be portable to other platforms.) I did get some compilation warnings related to it referencing MonoTouch.
Instead, I created a new project from the MonoTouch Library Project project template, moved my files there, and I can again edit XIB's / Storyboards as expected in the Interface Builder from MonoDevelop.
Alternative: Instead of creating a new project and moving my files, what I actually did was changed the <ProjectTypeGuids>...</ProjectTypeGuids> in my csproj file to match the MonoTouch Library project, as this was easier for me:
<ProjectTypeGuids>{786C830F-07A1-408B-BD7F-6EE04809D6DB};{FAE04EC0-301F-11D3
-BF4B-00C04F79EFBC}</ProjectTypeGuids>