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Fixed in future release

Votes

1

Found in

2017.1.0f3

Issue ID

937737

Regression

No

[Timeline][iOS] Build causes "ExecutionEngineException: Attempting to JIT compile method" in Xcode

Timeline

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 3Workaround is possible

When this project is built for iOS, `Timeline2` never plays unlike it does in the Unity Editor. Also, the following error message in Xcode is seen:

`ExecutionEngineException: Attempting to JIT compile method 'System.Linq.Enumerable:Iterate<UnityEngine.Timeline.TrackAsset, double> (System.Collections.Generic.IEnumerable`1<UnityEngine.Timeline.TrackAsset>,double,System.Func`3<UnityEngine.Timeline.TrackAsset, double, double>)' while running with --aot-only.

at System.Linq.Enumerable.Max[TrackAsset] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
at UnityEngine.Timeline.TimelineAsset.CalculateDuration () [0x00000] in <filename unknown>:0
at UnityEngine.Timeline.TimelineAsset.get_duration () [0x00000] in <filename unknown>:0
at UnityEngine.Playables.PlayableAsset.Internal_GetPlayableAssetDuration (UnityEngine.Playables.PlayableAsset asset, IntPtr ptrToDouble) [0x00000] in <filename unknown>:0
UnityEngine.Playables.PlayableDirector:get_duration()`

Steps to reproduce:
1. Open attach project (TimelineTest.zip)
2. Build and Run for iOS device

Result: `Timeline2` never plays unlike it does in the Unity Editor. An error is seen in Xcode Console.

Reproduced with: 2017.1.0p2.
Not reproduced with: 2017.3.0a2 (linker Errors), 2017.2.0b5 (even more linker errors), 5.6 (no Timeline feature).

Tested with: iPad mini 4 iOS 10.3.2, iPod Touch 6th gen iOS10.2.1; Xcode 9.0 beta 4, Samsung Galaxy S7 Android 6.0.1.

Note: Timeline build works as expected on Android and Standalone.

Backported to: 2017.1.1p1

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