APPNAME是通过优化编译的 - 步进可能表现得很奇怪;变量可能无法使用

时间:2015-12-09 03:10:07

标签: c# ios unity3d

这个项目是在Unity3d中开发的,并将其构建到iOS。

这是我的.cs文件。

IEnumerator DownloadModel(string modelUrl)
    {
        isDownloading = true;
        // Wait for the Caching system to be ready
        while (!Caching.ready)
            yield return null;

        // Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
        WWW www = WWW.LoadFromCacheOrDownload (modelUrl, 1);
        Debug.Log ("modelURL : " + modelUrl);
        while (!www.isDone) {
            progressText.text = "Progress : " + (www.progress * 100).ToString ("N0") + "%";
            Debug.Log("Download Progress : " + (www.progress * 100).ToString ("N0") + "%");
            yield return null;
        }

        yield return www;  

        isDownloading = false;

        if (www.error != null) {
            throw new UnityException ("WWW download had an error:" + www.error);
        }

        AssetBundle bundle = www.assetBundle;

        downloadedObjectContainer = bundle.LoadAllAssets ();

        //              tempObj = Instantiate(downloadedObjectContainer[0]) as GameObject;
        //
        //              tempObj.transform.SetParent(this.transform);
        isDownloading = false;

        // Unload the AssetBundles compressed contents to conserve memory
        bundle.Unload (false);
        // memory is freed from the web stream (www.Dispose() gets called implicitly)

        Debug.LogWarning ("START CALLING OUT OBJECT");
        if (downloadedObjectContainer[0] != null) {

            Debug.Log("Downloadable content count : " + downloadedObjectContainer.Length );

            currentDownloadedModel = Instantiate(downloadedObjectContainer[0]) as GameObject;
            Debug.Log("OBJECT INSTANTIATE.");

            currentDownloadedModel.transform.SetParent(this.transform);

            //set the ARContent and ImageTarget
            sic.setARContentAndMarker(currentDownloadedModel, ImageTarget);
            Debug.Log("CONTENT MARKER SET.");

            currentDownloadedModel.SetActive(true);

        }

        Debug.LogWarning ("COROUTINE FINISHED");
    }

并且我的“currentDownloadedModel”在顶部被声明为GameObject。

public class cloudTrackableEventHandler : MonoBehaviour{

     GameObject currentDownloadedModel;

当我将我的应用程序构建到Android时,完全没有问题。但是一旦我在iOS中构建它,就会发生此错误

START CALLING OUT OBJECT

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Downloadable content count : 1

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

MarcV2 was compiled with optimization - stepping may behave oddly; variables may not be available.

通过Debug.Log(),我发现当我想为当前实例化的模型分配currentDownloadedModel时会出现问题。谁可以帮我这个事 ?提前谢谢。

注意:统一播放器设置中的“脚本调用优化”设置为“缓慢且安全”

1 个答案:

答案 0 :(得分:2)

对于也遇到此问题的任何人,请尝试取消选中文件>处的“剥离引擎代码”。构建设置>播放器设置(iOS)。

http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html