
If I inspect the assembly generated by mono vs the assembly generated by Unity's AOT there are some differences, Unity compiled files start like this:ĭirect Mono compiled files (using the second command given above): Mono_aot_register_module(mono_aot_module_FSharp_Core_info) // Thread1: EXC_BAD_ACCESS (code=1, address=0x5d) I then run the app and it hangs in RegisterMonoModules.cpp in the RegisterMonoModules function on:

I then take that file and replace the file in the XCode project that has errors in it from Unity's failed AOT attempt. This produces the file that you would expect. Mono -aot=mtriple=armv7-ios,static,asmonly,nodebug,full More modern versions of Mono can AOT compile the dll just fine using:

This has been submitted to Unity as a bug but I want to move forward in the meantime. NET dll that fails AOT compilation for iOS. All Rights Reserved.I am trying to use a pure. ©Hajime Isayama,Kodansha/"ATTACK ON TITAN"Production Committee.

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