First of all, I posted a similar question on answer.unity.com and realized that it affects the wider community ... so please do not take this as a cross-over.
Deploying C # code for iOS has recently become a nightmare for me. It all started with an ExecutionEngineException exception when I tried to deploy my game to the iPad and I used a proven build on a mature well.
In the past few days, I have done my homework and discovered dozens of questions related to ExecutionEngineException. Since I find out that there is no magic solution, only to bypass specific code.
Now here is the problem: suppose you have verified module code. (for example, an AI game or something that is not directly related to the iOS platform). When working on iOS, this will turn into a minefield. You cannot know, and unit test, what part of the code will break.
It destroys all my (our?) Ideas about quality and software testing ...
We must find a solution here. Ideally, we should run AOT-ed code on the desktop against unit test. I think this is not possible at the moment, please correct me if I am mistaken and share the steps of how to do it (preferably on Windows?)
As a backup plan, we must create a detailed list of which code constructors should not be used if targeting an AOT-ed platform, such as iOS
My experience:
1) Using FirstOrDefault with type values 2) Using Sum (customType = (gt) customType.Property)
Does anyone know how to deal with this?
Hello
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