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iOS Memory Handling Crash on Startup

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Hi All, I have an app I developed in Unity that is successfully running on Android. I recently tried to build it for iOS and have got as far as running it on my iOS device from Xcode, but it crashes on startup with this error message: UnityGfxDeviceWorker (31): EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=700 MB, unused=0x0) The log entries just before this crash are: 2019-11-27 14:00:41.953368+0000 TestApp[417:28415] Metal GPU Frame Capture Enabled 2019-11-27 14:00:41.956021+0000 TestApp[417:28415] Metal API Validation Disabled 2019-11-27 14:00:42.140533+0000 TestApp[417:28415] [Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture recognizer - this is unsupported and will have undesired side effects 2019-11-27 14:00:42.141318+0000 TestApp[417:28415] UnityIAP UnityEarlyTransactionObserver: Added to the payment queue -> applicationDidBecomeActive() GfxDevice: creating device client; threaded=1 Initializing Metal device caps: Apple A7 GPU Initialize engine version: 2018.4.13f1 (497f083a43af) CrashReporter: No pending report exists at /var/mobile/Containers/Data/Application/BBB037FB-8437-481F-A20C-421854660B82/Library/Caches/CrashReports/crash-pending.plcrash On looking online I came across the advice to remove metal rendering from my Unity settings and use OpenGLES2 instead. I did this but got an another similar error. I also came across some issues with memory related to iOS. What about the warning in the log file - could that be related? FYI, I'm currently using Unity 2018.4.13. Should I be doing something differently when building for iOS? Could there be something wrong with how I load assets? I haven't seen any migration guidelines. If anyone has advice or has had the same issue, it would be great to hear from you. Thanks a lot Grainne

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