1. When compiling with stripping level: Use micro mscorlib I get the following error when clicking on the second button in my game when running on an iPhone 4s. I do not get the error in the simulator. Did I do something wrong or is it not possible to use that stripping level on iOS?
NotSupportedException: Operation is not supported.
at System.Type.GetGenericArguments () [0x00000] in :0
at System.Type.MakeGenericType (System.Type[] typeArguments) [0x00000] in :0
at UnityEngine.Events.PersistentCall.GetObjectCall (UnityEngine.Object target, System.Reflection.MethodInfo method, UnityEngine.Events.ArgumentCache arguments) [0x00000] in :0
at UnityEngine.Events.PersistentCall.GetRuntimeCall (UnityEngine.Events.UnityEventBase theEvent) [0x00000] in :0
at UnityEngine.Events.PersistentCallGroup.Initialize (UnityEngine.Events.InvokableCallList invokableList, UnityEngine.Events.UnityEventBase unityEventBase) [0x00000] in :0
at UnityEngine.Events.UnityEventBase.RebuildPersistentCallsIfNeeded () [0x00000] in :0
at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in :0
at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in :0
at UnityEngine.UI.Button.Press () [0x00000] in :0
at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in :0
at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in :0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in :0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
2. In the profiler, System.ExecutablesAndDlls is taking up 0.68 GB of memory. Is this normal? That’s about 70% of the total memory used.
3. My game is purely UI based. It doesn’t use the physics system at all. Is there any way I could optimize the game based on this?
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