panraven Grandmaster Cheater
Reputation: 62
Joined: 01 Oct 2008 Posts: 959
|
Posted: Tue Jul 24, 2018 3:47 pm Post subject: |
|
|
In android arm, there was unity game using libmono.so to 'run' the game, which has an assembly make up of cil (common intermediate language) BYTE-CODE, usually main game logic in Assembly-CSharp.dll, which then jit-compiled to native code.
This situation is similar to steam version gungeon, while pc version use mono.dll that ce can recognize, and for example, ce can force jit the byte-code into native code if not already.
But recent android unity game may not using cil byte-code (will not find Assembly-CSharp.dll) any more, it will directly compiled to libil2cpp.so instead. As its name implied, it is native code already, no jit need.
What I want to said is, the same unity-game code base can be compiled into different platform with different architecture.
The UWP/window store version may be similar situation as il2cpp (but I don't know, just guessing), so that ce mono feature won't work.
tldr: ce mono feature require certain version of mono.dll, UWP version unity game may not use mono.dll, so no ce mono feature.
_________________
- Retarded. |
|