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Hi, I was wondering if the Unity library has ever been successfully built for 64-bit Android devices. I ran into the following error in ARToolkit5 and I just confirmed that it still exists in Artoolkit6/+.
Test case: Start with a new Unity3D app. Install ArToolkit plugin, any version. This will build for ARMv7 using Mono, but then switch to IL2CPP as the Scripting Backend under Project Settings. The project no longer builds (even before adding ARM64 option).
It seems as if this codebase is no longer maintained, but my app has thousands of users with NFT markers created in Artoolkit5 (SkinMotion.com), and we are trying desperately to add support for 64-bit Android phones. Please let me know if there is any trick to building in Unity using IL2CPP. Thanks!
Hi, I was wondering if the Unity library has ever been successfully built for 64-bit Android devices. I ran into the following error in ARToolkit5 and I just confirmed that it still exists in Artoolkit6/+.
Test case: Start with a new Unity3D app. Install ArToolkit plugin, any version. This will build for ARMv7 using Mono, but then switch to IL2CPP as the Scripting Backend under Project Settings. The project no longer builds (even before adding ARM64 option).
It seems as if this codebase is no longer maintained, but my app has thousands of users with NFT markers created in Artoolkit5 (SkinMotion.com), and we are trying desperately to add support for 64-bit Android phones. Please let me know if there is any trick to building in Unity using IL2CPP. Thanks!
https://stackoverflow.com/questions/65853741/unity-android-build-works-in-mono-but-fails-in-il2cpp-due-to-undefined-reference
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