I Haven't Been Able To Get The Aot-net6 Branch Working In Unity
Introduction
The AOT-Net6 branch of the protobuf-net library is a significant update that allows for Ahead-of-Time (AOT) compilation of .NET assemblies. This feature is particularly useful for Unity developers who want to take advantage of the performance benefits of AOT compilation. However, getting the AOT-Net6 branch working in Unity can be a challenging task. In this article, we will explore the steps to get the AOT-Net6 branch working in Unity and provide some troubleshooting tips to help you overcome common issues.
Step 1: Compiling the Precompiler
The first step to get the AOT-Net6 branch working in Unity is to compile the precompiler. The precompiler is a separate executable that is responsible for compiling the protobuf-net library. To compile the precompiler, you need to follow the instructions in the How to Use section of the AOT-Net6 branch documentation.
Once you have compiled the precompiler, you need to place it in a folder near your Unity project. This will allow you to run the precompiler from within Unity.
Step 2: Writing a Script to Run the Precompiler
The next step is to write a script that will run the precompiler on one of your DLLs. The script should use the Process
class to start the precompiler executable and pass the necessary arguments.
Here is an example of a script that runs the precompiler on a DLL:
using System.Diagnostics;
using UnityEditor;
public class ProtoBufPreCompile
{
[MenuItem("Test/Pre-Compile Protobuf")]
public static void PreCompileProtobuf()
{
const string exe = "ProtoBufPreCompile/precompile.exe";
const string InputsDirectory = "Library/ScriptAssemblies";
const string Input = "CardboardCrusaders.dll";// TODO: Gather all proto attributed types and get their assemblies
var abs = System.IO.Path.GetFullPath(exe);
var arguments =
{{content}}quot;-i:{InputsDirectory}/{Input} " +
{{content}}quot;-o:Assets/Model.Serializer.dll " +
{{content}}quot;-t:Model.Serializer";
var process = Process.Start(abs, arguments);
process.EnableRaisingEvents = true;
process.ErrorDataReceived += (sender, args) => UnityEngine.Debug.LogError(args.Data);
process.OutputDataReceived += (sender, args) => UnityEngine.Debug.Log(args.Data);
process.Exited += (sender, args) => UnityEngine.Debug.Log("Precompile finished");
}
}
This script uses the Process
class to start the precompiler executable and pass the necessary arguments. The script also sets up event handlers to handle errors and output from the precompiler.
Troubleshooting Issues
When you run the script, you may encounter errors or issues that prevent the precompiler from working correctly. Here are some common issues and troubleshooting tips:
-
Error: Unable to find the precompiler executable
- Make sure that the precompiler executable is in the correct location and that the script is able find it.
-
Error: Unable to resolve the assembly
- Make sure that the assembly is in the correct location and that the script is able to find it.
-
Error: IKVM is not able to resolve the assembly
- IKVM is a Java Virtual Machine (JVM) that is used by the precompiler to resolve assemblies. If IKVM is not able to resolve the assembly, you may need to use regular reflection instead.
Conclusion
Getting the AOT-Net6 branch working in Unity can be a challenging task, but with the right steps and troubleshooting tips, you can overcome common issues and get the precompiler working correctly. Remember to follow the instructions in the How to Use section of the AOT-Net6 branch documentation and to use the Process
class to run the precompiler executable.
Future Work
In the future, you may want to consider using regular reflection instead of IKVM to resolve assemblies. This can be a more efficient and reliable way to resolve assemblies, especially in complex scenarios.
Additional Resources
For more information on the AOT-Net6 branch and how to use it in Unity, please refer to the following resources:
Q: What is the AOT-Net6 branch and why do I need it?
A: The AOT-Net6 branch is a significant update to the protobuf-net library that allows for Ahead-of-Time (AOT) compilation of .NET assemblies. AOT compilation is a process that compiles .NET code into native machine code, which can improve performance and reduce the size of the compiled code.
Q: What are the benefits of using the AOT-Net6 branch in Unity?
A: The AOT-Net6 branch can provide several benefits in Unity, including:
- Improved performance: AOT compilation can improve the performance of your Unity application by reducing the overhead of .NET runtime and improving the execution speed of your code.
- Reduced size: AOT compilation can reduce the size of your compiled code, which can make it easier to deploy and update your application.
- Better compatibility: AOT compilation can improve the compatibility of your application with different platforms and architectures.
Q: How do I get started with the AOT-Net6 branch in Unity?
A: To get started with the AOT-Net6 branch in Unity, you need to follow these steps:
- Compile the precompiler: The precompiler is a separate executable that is responsible for compiling the protobuf-net library. You need to compile the precompiler using the instructions in the How to Use section of the AOT-Net6 branch documentation.
- Write a script to run the precompiler: You need to write a script that will run the precompiler on one of your DLLs. The script should use the
Process
class to start the precompiler executable and pass the necessary arguments. - Troubleshoot issues: You may encounter errors or issues that prevent the precompiler from working correctly. You need to troubleshoot these issues using the troubleshooting tips outlined in this article.
Q: What are some common issues that I may encounter when using the AOT-Net6 branch in Unity?
A: Some common issues that you may encounter when using the AOT-Net6 branch in Unity include:
- Error: Unable to find the precompiler executable: Make sure that the precompiler executable is in the correct location and that the script is able to find it.
- Error: Unable to resolve the assembly: Make sure that the assembly is in the correct location and that the script is able to find it.
- Error: IKVM is not able to resolve the assembly: IKVM is a Java Virtual Machine (JVM) that is used by the precompiler to resolve assemblies. If IKVM is not able to resolve the assembly, you may need to use regular reflection instead.
Q: Can I use regular reflection instead of IKVM to resolve assemblies?
A: Yes, you can use regular reflection instead of IKVM to resolve assemblies. Regular reflection is a more efficient and reliable way to resolve assemblies, in complex scenarios.
Q: What are some additional resources that I can use to learn more about the AOT-Net6 branch and how to use it in Unity?
A: Some additional resources that you can use to learn more about the AOT-Net6 branch and how to use it in Unity include:
By following the steps and troubleshooting tips outlined in this article, you should be able to get the AOT-Net6 branch working in Unity and take advantage of the performance benefits of AOT compilation.