Search Issue Tracker
Fixed in 2021.3.35f1
Fixed in 2021.3.X, 2022.3.X, 2023.2.X, 2023.3.X, 2023.3.0b4, future release
Votes
0
Found in
2021.3.33f1
2022.3.15f1
2023.2.4f1
2023.3.0a18
Issue ID
UUM-58451
Regression
No
[IL2CPP] Build fails with the error "[1mcannot convert 'Nullable_1_tEA06D91799914C5C8830F83CE2A8395868C14F02' to 'int32_t' (aka 'int') without a conversion operator" when IL2CPP is used as the Scripting Backend
Reproduction steps:
1. Open the attached project "ReproProject"
2. Ensure IL2CPP is chosen as the Scripting Backend
3. Build the project
4. Observe the build process
Expected result: The build is completed successfully
Actual result: Build failed with the error “cannot convert 'Nullable_1_tEA06D91799914C5C8830F83CE2A8395868C14F02' to 'int32_t' (aka 'int') without a conversion operator bool L_44 = il2cpp_codegen_enum_has_flag((int32_t)L_40, (int32_t)L_43)"
Reproducible with: 2021.3.33f1, 2022.3.15f1, 2023.2.4f1, 2023.3.0a18
Testing environment: macOS(Intel) 14.0 Sonoma , Windows 10 Pro 22H2, Windows 11 (10.0.22000) (by user)
Full error:
Building Library/Bee/artifacts/MacStandalonePlayerBuildProgram/4g2s2/sow29cbn931k.o failed with output:
[1m/Users/timi.afolabi/Documents/Unity (work)/Real Cases/IN-62492_IL2CPPCrash/Library/Bee/artifacts/MacStandalonePlayerBuildProgram/il2cppOutput/cpp/Assembly-CSharp__1.cpp:13922:59: [0m[0;1;31merror: [0m[1mcannot convert 'Nullable_1_tEA06D91799914C5C8830F83CE2A8395868C14F02' to 'int32_t' (aka 'int') without a conversion operator[0m
bool L_44 = il2cpp_codegen_enum_has_flag((int32_t)L_40, (int32_t)L_43);
[0;1;32m ^~~~~~~~~~~~~
[0m1 error generated.
Notes:
1. This issue reproduces whether building for Standalone(macOS and Windows 10) or Android
2. Not Reproducible with Mono Scripting Backend
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Spring Joint shows only one anchor gizmo in Scene view when "Auto Configure Connected Anchor" is enabled
- Crash on _platform_memmove after entering large value in Graphics settings Preloaded Shaders field
- Disproportionally large impact on CPU frame time when writing to a rendering entity's LocalToWorld
- "Constant Force" Component numeric fields drift out of view while entering a really big value in the Inspector
- Scene view camera speed pop-up appears empty or cut off when Scene view is very narrow
Add comment