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Question by Caiuse · Jun 09, 2015 at 03:21 PM · iossplash-screen

Unity 5.1.0f3 iOS silent crash after splash screen

The Problem :

Silent crash on iOs builds deployed to iPhones below iPhone 5S. 5S and above the build runs perfectly. There is absolutely no errors thrown just the standard startup information as seen below. Once the app passes the splash screen is closes and returns to the home screen.

Is this a known issue. There has been very little change between our builds, we did introduce a custom splash screen and disabled the unity splash ( yes we do have iOS pro ).

More Info :

  • Unity 5.0.1f3

  • iOS 8.1.1

  • iPhone 5 and below crashes

  • iPhone 5S and above no issues

The Log :

2015-06-09 16:08:30.036 dazzleships[4654:1358231] -> registered mono modules 0x24f7340 -> applicationDidFinishLaunching() PlayerConnection initialized from /private/var/mobile/Containers/Bundle/Application/8AC5DB87-8D4B-4D32-9BE2-07AB237FC077/dazzleships.app/Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55000 Multi-casting "[IP] 10.145.93.208 [Port] 55000 [Flags] 3 [Guid] 2864923899 [EditorId] 3625223755 [Version] 1048832 [Id] iPhonePlayer(Michaels-iPhone):56000 [Debug] 1" to [225.0.0.222:54997]... Waiting for connection from host on [10.145.93.208:55000]... Timed out. Continuing without host connection. -> applicationDidBecomeActive() Requesting Resolution: 640x960 Renderer: PowerVR SGX 543 Vendor:
Imagination Technologies Version: OpenGL ES 2.0 IMGSGX543-113.3 GLES:
2 GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp ression_pvrtc OPENGL LOG: Creating OpenGL ES 2.0 graphics device Initialize engine version: 5.1.0f3 (ec70b008569d)

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avatar image greay · Jun 09, 2015 at 09:17 PM 0
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The error I'm seeing is:

dyld: Symbol not found: __ZN5metal16g_CurrentEncoderE

avatar image Caiuse · Jun 10, 2015 at 07:53 AM 0
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@greay Sorry, is that an error in your project? Or something you've noticed from that log I posted?

avatar image greay · Jun 10, 2015 at 08:05 AM 0
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$$anonymous$$y own project. Same situation; upgrading to Unity 5.1 and it's crashing just after the splash screen. I don't see what's actually causing the crash in the log you posted, so I thought I'd share $$anonymous$$e.

avatar image Caiuse · Jun 10, 2015 at 08:30 AM 0
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@greay, thanks for the input, looking for any leads! It's only on older devices that this is happening for me so I think its a memory problem. I'm attempting to reduce the size of some of our image assets in a bid to reduce memory usage.

avatar image Remster · Jun 16, 2015 at 02:44 AM 0
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I just installed 5.1.0f3 and when I tried running my project on my iPhone 4S, I got a crash (note: it was previously working correctly with 5.0.2p2). The callstack in xcode during the crash is: 0 m_TestPlayerNetwork_ChangeHeld_int 1 m_EditorPlayer_ToggleEditor 2 m_EditorPlayer_Start 3 m_wrapper_runtime_invoke... ..

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Answer by piacentini · Jun 17, 2015 at 06:32 AM

I can not give you a definitive answer, but... IIRC, 5s and above are 64bit cpus, while 5c and below are still 32bits. So apparently your build is crashing when running in 32bit systems, and I would try to narrow the problem down to some component that might not be initializing correctly on this architecture.

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