Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2018.4.X, 2019.2.X, 2019.3.X
Votes
24
Found in
2018.4.8f1
2019.2.6f1
2019.3.0b4
2020.1.0a5
Issue ID
1186125
Regression
Yes
[IL2CPP] Double and float number values are different when uint is casted on them
How to reproduce:
1. Open attached project ("Broken_il2cpp.zip")
2. Open Build Settings window (File->Build Settings...)
3. Open Player Settings window (bottom left button in Build Settings window)
4. In Player Settings window select IL2CPP scripting backend
5. In Build Settings click Build And Run
Expected result: In-game printed double and float values before and after the cast are the same
Actual result: In-game printed double and float values before and after the cast are different
Reproducible with: 2018.4.10f1, 2019.2.7f2, 2019.3.0b5, 2020.1.0a7
Not reproducible with: 2017.4.32f1, 2018.4.7f1, 2019.2.5f1, 2019.3.0b3, 2020.1.0a4
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
milan_Inzaghi
Oct 23, 2019 03:31
double L_4 = LuaDLL_luaL_checknumber_mE19A440F705FB6F77196235AF50F9D9CCD7F0E7D((intptr_t)L_3, 2, /*hidden argument*/NULL);
V_1 = (((int32_t)((uint32_t)(int32_t)L_4)));