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App wont initialise on device

Discussion in 'iOS and tvOS' started by c_andrews, Jul 3, 2015.

  1. c_andrews

    c_andrews

    Joined:
    Jan 26, 2015
    Posts:
    106
    Hi, I have just tried to recompile my app and for some reason it is now crashing when it tries to initialise OpenGL.

    An external call is made to AllocateRenderBufferStorageFromEAGLLayer within the Unity > EAGLContextHelper.mm and it just freezes.
    This is the output from XCode:

    2015-07-03 13:25:35.660 EWAY[692:70161] -> registered mono modules 0x1014897b0
    -> applicationDidFinishLaunching()
    -> applicationDidBecomeActive()
    Requesting Resolution: 1334x750
    Renderer: Apple A8 GPU
    Vendor: Apple Inc.
    Version: OpenGL ES 3.0 Apple A8 GPU - 53.13
    GL_OES_standard_derivatives GL_KHR_texture_compression_astc_ldr GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker 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_texture_filter_anisotropic GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_texture_compression_pvrtc
    Creating OpenGL ES 3.0 graphics device
    Device Type 11
    Device 00000000
    (lldb)

    and the "eaglLayer" that is passed to the function is NULL.

    Unity 4.6.6f2
    XCode 6.3.2

    I've tried it on an iPhone 6 and iPad 2 and I get the same error.

    Can anyone help as its stopping me from testing my app?
    Thanks in advance.

    (Sorry I should have put this under IOS development)
     
    Coolerov likes this.
  2. c_andrews

    c_andrews

    Joined:
    Jan 26, 2015
    Posts:
    106
    Hi,
    I have just recompiled my app and installed it onto my devices and for some reason it is now crashing when the launch screen appears.

    An external call is made to AllocateRenderBufferStorageFromEAGLLayer within the Unity > EAGLContextHelper.mm and it just freezes.
    This is the output from XCode:

    2015-07-06 09:33:02.427 EWAY[462:51126] -> registered mono modules 0x101564180

    -> applicationDidFinishLaunching()

    PlayerConnection initialized from /private/var/mobile/Containers/Bundle/Application/950EF9DB-CE99-4C33-884B-2BC35B81DEBB/EWAY.app/Data (debug = 0)

    PlayerConnection initialized network socket : 0.0.0.0 55000

    Multi-casting "[IP] 10.24.4.11 [Port] 55000 [Flags] 2 [Guid] 3108451978 [EditorId] 1032578721 [Version] 1048832 [Id] iPhonePlayer(Chriss-iPhone-6):56000 [Debug] 0" to [225.0.0.222:54997]...

    -> applicationDidBecomeActive()

    Requesting Resolution: 1334x750
    Renderer: Apple A8 GPU
    Vendor: Apple Inc.
    Version: OpenGL ES 3.0 Apple A8 GPU - 53.13


    GL_OES_standard_derivatives GL_KHR_texture_compression_astc_ldr GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker 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_texture_filter_anisotropic GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_texture_compression_pvrtc

    Creating OpenGL ES 3.0 graphics device
    Device Type 11
    Device 00000000


    Here is the Native Stack Trace:

    * thread #1: tid = 0xf0c5, 0x00000001037fdbac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id<EAGLDrawable>) + 180, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x11f0)

    frame #0: 0x00000001037fdbac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id<EAGLDrawable>) + 180

    * frame #1: 0x0000000100060da8 EWAY`AllocateRenderBufferStorageFromEAGLLayer(eaglContext=0x000000017003b700, eaglLayer=0x0000000000000000) + 64 at EAGLContextHelper.mm:11

    frame #2: 0x0000000100061790 EWAY`CreateSystemRenderingSurfaceGLES(surface=0x000000013ed09d40) + 472 at GlesHelper.mm:75

    frame #3: 0x0000000100068ec8 EWAY`CreateSystemRenderingSurface(surface=0x000000013ed09d40) + 60 at UnityRendering.h:225

    frame #4: 0x000000010006765c EWAY`-[DisplayConnection recreateSurface:](self=0x00000001740b5120, _cmd=0x00000001015383f4, params=RenderingSurfaceParams at 0x000000016fdad750) + 1528 at DisplayManager.mm:186

    frame #5: 0x000000010006d9fc EWAY`-[UnityView recreateGLESSurface](self=0x000000013ee78e20, _cmd=0x0000000101537352) + 180 at UnityView.mm:148

    frame #6: 0x000000010005d0ac EWAY`-[UnityAppController(self=0x00000001700938d0, _cmd=0x0000000101537380) callbackGfxInited] + 220 at UnityAppController+Rendering.mm:80

    frame #7: 0x000000010005d5c8 EWAY`GfxInited_UnityCallback + 28 at UnityAppController+Rendering.mm:124

    frame #8: 0x0000000100cfa6a4 EWAY`UnityInitApplicationGraphics + 24 at LibEntryPoint.mm:218

    frame #9: 0x000000010006e088 EWAY`-[UnityAppController startUnity:](self=0x00000001700938d0, _cmd=0x0000000101539000, application=0x000000013ee2c8b0) + 232 at UnityAppController.mm:93

    frame #10: 0x0000000185668180 Foundation`__NSFireDelayedPerform + 424

    frame #11: 0x000000018472c12c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 28

    frame #12: 0x000000018472bddc CoreFoundation`__CFRunLoopDoTimer + 888

    frame #13: 0x0000000184729828 CoreFoundation`__CFRunLoopRun + 1372

    frame #14: 0x00000001846552d4 CoreFoundation`CFRunLoopRunSpecific + 396

    frame #15: 0x000000018de6b6fc GraphicsServices`GSEventRunModal + 168

    frame #16: 0x000000018921afac UIKit`UIApplicationMain + 1488

    frame #17: 0x0000000100057284 EWAY`main(argc=1, argv=0x000000016fdafa00) + 244 at main.mm:37

    frame #18: 0x0000000196616a08 libdyld.dylib`start + 4


    thread #3: tid = 0xf10e, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992


    thread #4: tid = 0xf10f, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992


    thread #5: tid = 0xf114, 0x0000000196714c24 libsystem_kernel.dylib`kevent64 + 8, queue = 'com.apple.libdispatch-manager'

    frame #0: 0x0000000196714c24 libsystem_kernel.dylib`kevent64 + 8

    frame #1: 0x00000001038d2588 libdispatch.dylib`_dispatch_mgr_invoke + 276

    frame #2: 0x00000001038c309c libdispatch.dylib`_dispatch_mgr_thread + 52


    thread #6: tid = 0xf119, 0x000000019672f570 libsystem_kernel.dylib`__semwait_signal + 8, name = 'gputools.smt_poll.0x174231680'

    frame #0: 0x000000019672f570 libsystem_kernel.dylib`__semwait_signal + 8

    frame #1: 0x0000000196651930 libsystem_c.dylib`nanosleep + 216

    frame #2: 0x000000019665184c libsystem_c.dylib`usleep + 68

    frame #3: 0x0000000103918914 GPUToolsCore`smt_poll_thread_entry(void*) + 144

    frame #4: 0x00000001967cbdc8 libsystem_pthread.dylib`_pthread_body + 164

    frame #5: 0x00000001967cbd24 libsystem_pthread.dylib`_pthread_start + 160


    thread #7: tid = 0xf11f, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992


    thread #8: tid = 0xf120, 0x0000000196714e48 libsystem_kernel.dylib`semaphore_wait_trap + 8, queue = 'FBSSerialQueue'

    frame #0: 0x0000000196714e48 libsystem_kernel.dylib`semaphore_wait_trap + 8

    frame #1: 0x00000001038d0544 libdispatch.dylib`_dispatch_semaphore_wait_slow + 256

    frame #2: 0x000000018cf7d388 FrontBoardServices`__31-[FBSSerialQueue performAsync:]_block_invoke + 156

    frame #3: 0x00000001038c0fd4 libdispatch.dylib`_dispatch_call_block_and_release + 24

    frame #4: 0x00000001038c0f94 libdispatch.dylib`_dispatch_client_callout + 16

    frame #5: 0x00000001038cbdb8 libdispatch.dylib`_dispatch_queue_drain + 780

    frame #6: 0x00000001038c42c4 libdispatch.dylib`_dispatch_queue_invoke + 132

    frame #7: 0x00000001038ce5d4 libdispatch.dylib`_dispatch_root_queue_drain + 772

    frame #8: 0x00000001038d0248 libdispatch.dylib`_dispatch_worker_thread3 + 132

    frame #9: 0x00000001967c922c libsystem_pthread.dylib`_pthread_wqthread + 816


    thread #9: tid = 0xf144, 0x000000019672f078 libsystem_kernel.dylib`__psynch_cvwait + 8, name = 'GC Finalizer'

    frame #0: 0x000000019672f078 libsystem_kernel.dylib`__psynch_cvwait + 8

    frame #1: 0x00000001967caf2c libsystem_pthread.dylib`_pthread_cond_wait + 624

    frame #2: 0x0000000101427e3c EWAY`il2cpp::eek:s::posix::posixWaitObject::Wait(this=0x0000000103ae0080, timeoutMS=4294967295, interruptible=false) + 292 at PosixWaitObject.cpp:128

    frame #3: 0x0000000101402520 EWAY`GC_default_print_heap_obj_proc [inlined] GC_find_header(h=<unavailable>) + 63568 at headers.c:40

    frame #4: 0x0000000101422168 EWAY`Thread::RunThreadWrapper(ptr=<unavailable>) + 4620224 at Thread.cpp:44

    frame #5: 0x000000010142b820 EWAY`il2cpp::eek:s::ThreadImpl::ThreadStartWrapper(void*) + 44

    frame #6: 0x00000001967cbdc8 libsystem_pthread.dylib`_pthread_body + 164

    frame #7: 0x00000001967cbd24 libsystem_pthread.dylib`_pthread_start + 160


    thread #10: tid = 0xf146, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8

    frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992



    and the "eaglLayer" that is passed to the function is NULL.

    Unity 4.6.7f1
    XCode 6.3.2

    I've tried it on an iPhone 6 and iPad 2 and I get the same error.

    I have also tried downgrading and upgrading XCode and Unity.

    Can anyone help?
    Thanks in advance.
     
    Last edited: Jul 6, 2015
  3. Coolerov

    Coolerov

    Joined:
    Jan 31, 2015
    Posts:
    2
    extern"C"bool AllocateRenderBufferStorageFromEAGLLayer(void* eaglContext, void* eaglLayer) {
    return [(__bridgeEAGLContext*)eaglContext renderbufferStorage:GL_RENDERBUFFERfromDrawable:(__bridgeCAEAGLLayer*)eaglLayer];
    }

    EXC_BAD_ACCESS.

    XCode: 6.4 (6E35b)
    Unity: 5.1.1f1 Personal
    iOS: 8.3
    Test Device: iPhone 5
     
  4. c_andrews

    c_andrews

    Joined:
    Jan 26, 2015
    Posts:
    106
    OMG please say its not just me who is getting this error?
     
  5. Coolerov

    Coolerov

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    Jan 31, 2015
    Posts:
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    me too.
     
  6. poolts

    poolts

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    Aug 9, 2012
    Posts:
    113
    I'm getting the same
     
  7. c_andrews

    c_andrews

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    Jan 26, 2015
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    Just out of interest what do you have your Graphics API set to in your IOS Player Settings?
     
  8. c_andrews

    c_andrews

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    Just out of interest what do you have your Graphics API set to in your IOS Player Settings?
     
  9. poolts

    poolts

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    Aug 9, 2012
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    Automatic. I might try and force it to Open GL ES 2.0, it'll probably be metal causing the problem. What do you have it set to?
     
  10. c_andrews

    c_andrews

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    Jan 26, 2015
    Posts:
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    I have had to rebuild my project so its now working. I've now got it set to Automatic as i did have it set to Open GL El 3.0 but it failed again. I have tried my old project and that one failed what ever the Graphics API was set to.

    For your Scripting backend are you using IL2CPP or Mono? I've been told that IL2CPP is a bit buggy but I need to have a Universal architecture.

    Let me know if you have any luck
     
  11. poolts

    poolts

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    Aug 9, 2012
    Posts:
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    I'm using IL2CPP which is obviously a must, if you want to release to the app store. The Unity team are constantly pushing fixes for IL2CPP so it's quickly becoming more and more stable.

    I'm still getting the bug, it seems to happen as soon as the app loads. I've created a support ticket so when I hear something back from Unity re a solution, I'll let you know.
     
  12. c_andrews

    c_andrews

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    Jan 26, 2015
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    Great thanks, it would be good to know whats going on just in case it happens to me again.
     
  13. jimmyo

    jimmyo

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    Mar 20, 2014
    Posts:
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    same here. Just upgraded XCode to 6.4 (6E35b). Running iOS 8.3 (12F69) on the iPad (don't want to upgrade to 8.4 yet for fear of mucking this up more). Have tried Graphics in IOS Player settings as 2.0, 3.0 and Automatic. Any solutions/fixes anyone?
     
  14. c_andrews

    c_andrews

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    Jan 26, 2015
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    106
  15. Abacab

    Abacab

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    Dec 12, 2014
    Posts:
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    I have the same problem as well!
     
  16. Ajr_1

    Ajr_1

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    May 22, 2013
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    I had the same problem, but only on one device - an original iPad mini. iPad 3, iPad Air 2, and iPhone 6 all build and run ok.

    Building for Mono or IL2CPP made no difference, and the graphics API was always set to OpenGLES2. It works when building in Unity 4.6.2, but not in 4.6.6/4.6.7. It also doesn't work with any of the Unity 5 versions that I have. I'm going to try 4.6.3/.4/.5 to see if I can narrow down when it stopped.
     
  17. nazgul

    nazgul

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    Oct 24, 2011
    Posts:
    10
    Same problem on iPhone 4s.
    Xcode Version 6.4, Unity 5.1.1f1
    My settings is:


    Does somebody have any ideas why the exception occurs?
     
  18. Abacab

    Abacab

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    Dec 12, 2014
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    Updating my phone from iOS 8.3 to iOS 8.4 fixed the issue.
     
  19. Ajr_1

    Ajr_1

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    May 22, 2013
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    Now tested with 4.6.3 and it doesn't work, so it appears to be something that changed between 4.6.2 and 4.6.3 (in my case anyway). Looking at the release notes, 4.6.3 was when Metal support was introduced. Not sure how this helps though :/
     
  20. jimmyo

    jimmyo

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    Mar 20, 2014
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    Confirming Abacab - I updated my iPad2 to iOS 8.4 and it works. Likewise on my iPhone6 that already had 8.4.
     
  21. DaveMariner

    DaveMariner

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    Jun 30, 2014
    Posts:
    3
    Also happening for me, even on a completely fresh Unity project, when running 8.3. Updating to 8.4 also fixed the issue for me. In both cases, the project launched and ran fine from the springboard.

    I'm expecting this to be fine for an apple submission...thoughts?
     
  22. Ajr_1

    Ajr_1

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    May 22, 2013
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    What if users are running an older version of iOS?
     
  23. jimmyo

    jimmyo

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    I agree with Ajr_1 -- this will be an issue / bad reviews with a user of 8.3 or older.
     
  24. Abacab

    Abacab

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    Dec 12, 2014
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    I am a little concerned about that too.
     
  25. c_andrews

    c_andrews

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    Jan 26, 2015
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    We are also concerned about it. Has anyone heard anything from Unity?
     
  26. Kobro

    Kobro

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    Aug 7, 2013
    Posts:
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    Yep, we are seeing the same, and its also an issue with the 5.2 beta.

    EDIT: We just tested on an iPhone 6 with 8.3 and there it works, the device it didn't work on, and iPad 2 with 8.3 worked after we restarted it, so now it works on all our devices with 8.3.
    It doesn't give me a warm fuzzy feeling though and I still worry releasing with these problems.
     
    Last edited: Jul 9, 2015
  27. Abacab

    Abacab

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    It does sound a little comforting though. :)
     
  28. Ajr_1

    Ajr_1

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    May 22, 2013
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    Hmm, I just tried restarting the iPad Mini, but no joy. It's using 8.3 too. I'm going to try to make a sample project and submit as a bug.
     
  29. trueDenton

    trueDenton

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    Aug 6, 2014
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    same here.
    ipod 8.2 is crashing
    AllocateRenderBufferStorageFromEAGLLayer

    ipod 6.1 is crashing with attempt to call UIPercentDrivenInteractiveTransition
    what is supposed to be since 7.x

    It all works week ago. I don't know what to happens;

    When i disconnect my ipod 8.2 from mac and try to run app, it runs fine.

    ipod 6.1 is still crashing.
     
  30. trueDenton

    trueDenton

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    F***, It's all XCode i believe.
    I had a working ios project from unity and it works fine before.
    now it's not.

    I did not update xcode for year. I check it now and it marked with latest version (Version 6.4 (6E35b) ).....

    Screw you, Apple
     
    Last edited: Jul 10, 2015
  31. Ajr_1

    Ajr_1

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    I think you're right - I tried running the app without being connected to Xcode and it runs. Not great for debugging but at least it should run on user's devices if they are running older builds of iOS.
     
  32. trueDenton

    trueDenton

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    I just try to build it using XCode Version 6.2 (6C131e) But still no luck with it.
    It didn't run with ios 6.x
    It crashes with unidentified symbol UIEdgePanGesture ( or some simillar ) from UIKit,

    Next i make UIKit optional and it crashes on some symbol from CoreTelephony.framework.

    While typing this message it runs finally. I set all frameworks as optional.
    Maybe it help to someone.
     
  33. argc_argv

    argc_argv

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    I had the same problem:

    does NOT run on iPhone 6Plus 8.3
    does run on iPhone 6Plus 8.4
    does run on iPhone 4S 8.0.2

    All tested when plugged into XCode
     
  34. Andrey-Postelzhuk

    Andrey-Postelzhuk

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    I tested it. Build runs fine on the older versions if I install it with TestFlight. The problem only occurs if it run from XCode.
     
  35. Abacab

    Abacab

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    I am about to submit my game for review. I'm sure it'll be fine, right? Right?
     
  36. argc_argv

    argc_argv

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    I tried again on an ipad air 8.3, works fine.
    I'm going to submit by update to Apple for review soon.
     
  37. i9mobile

    i9mobile

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    same problem here!
     
  38. felipeerpk

    felipeerpk

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    I have the same problem, only on devices with iOS 8.3.

    But I found out that the crash happens only when debugging within xCode (doing a Build and Run). After the game is installed on the device and then opening directly on the device (without debugging, just tapping the icon) the game works fine.
     
  39. Mantas-Puida

    Mantas-Puida

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    Nov 13, 2008
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    We can confirm that. It appears to be iOS 8.3 + Xcode combination issue. Affecting only apps that are being launched via Xcode. Released applications should not be affected. If you get any reports from users please let us know ASAP.
    Thanks!
     
  40. AvaJarvis

    AvaJarvis

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    Hello Mantas,

    Is there any schedule for a fix? Should we watch this thread to know when it is fixed?
     
  41. futureflyit

    futureflyit

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    Feb 10, 2015
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    Hello. We were hitting a similar problem with OpenGL, and Metal. Upgrading test device to iOS 8.4 got rid of the OpenGL problem, but we would like to use Metal in our application and debugging it on-device is impossible with the current setup.

    <StartApplicationOnNextFrame>c__Iterator16:MoveNext()

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)

    Metal: Error creating pipeline state: Compiler encountered an internal error
    (null)
    (lldb) bt
    * thread #1: tid = 0x252d, 0x00000001074ee640 AGXMetal`___lldb_unnamed_function1649$$AGXMetal + 72, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x18)
    frame #0: 0x00000001074ee640 AGXMetal`___lldb_unnamed_function1649$$AGXMetal + 72
    * frame #1: 0x000000010116c7dc ourappdev`DrawBuffers + 1620 at GfxDeviceMetal.mm:755
    frame #2: 0x0000000100df6e6c ourappdev`DrawMeshBuffersRaw + 200 at DrawUtil.cpp:39
    frame #3: 0x0000000100df6edc ourappdev`DrawMeshRaw + 88 at DrawUtil.cpp:51
    frame #4: 0x0000000100d302ec ourappdev`Flush + 76 at BatchRenderer.cpp:93
    frame #5: 0x0000000100d3100c ourappdev`PerformRendering + 2456 at ForwardShaderRenderLoop.cpp:732
    frame #6: 0x0000000100d31c9c ourappdev`DoForwardShaderRenderLoop + 1616 at ForwardShaderRenderLoop.cpp:1244
    frame #7: 0x0000000100d3e6c0 ourappdev`DoRenderLoop + 1076 at RenderLoopPrivate.cpp:426
    frame #8: 0x0000000100d4501c ourappdev`DoRender + 96 at Camera.cpp:1163
    frame #9: 0x0000000100d457cc ourappdev`Render + 448 at Camera.cpp:1867
    frame #10: 0x0000000100d6f508 ourappdev`RenderCameras + 216 at RenderManager.cpp:111
    frame #11: 0x0000000100e78af8 ourappdev`PlayerRender + 144 at Player.cpp:1504
    frame #12: 0x0000000100e79400 ourappdev`PlayerLoop + 1708 at Player.cpp:1987
    frame #13: 0x0000000100c74cfc ourappdev`UnityPlayerLoopImpl + 20 at LibEntryPoint.mm:236
    frame #14: 0x00000001000d31d0 ourappdev`UnityRepaint + 248 at UnityAppController+Rendering.mm:246
    frame #15: 0x00000001000e3ba4 ourappdev`-[UnityAppController(self=0x00000001740fb800, _cmd=<unavailable>) showGameUI] + 232 at UnityAppController+ViewHandling.mm:171
    frame #16: 0x00000001000e02a0 ourappdev`-[UnityAppController startUnity:](self=0x00000001740fb800, _cmd=<unavailable>, application=<unavailable>) + 280 at UnityAppController.mm:112
     
  42. Mantas-Puida

    Mantas-Puida

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    Nov 13, 2008
    Posts:
    1,864
    Please submit a bugreport.
    Thanks!
     
  43. Mareck

    Mareck

    Joined:
    Aug 13, 2014
    Posts:
    77
    I had the same error on an ipad 3 on 8.3 using Unity3d 5.1.2f1. Solved it by upgrading to 8.4.
     
    ottolb likes this.
  44. ottolb

    ottolb

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    Jul 1, 2009
    Posts:
    42
    For me too, upgrading to latest iOS version solved the issue. Tried to restart the iPad 2 and nothing. Using Unity 5.1.2f.
    Thanks
     
  45. Lev-Lukomskyi

    Lev-Lukomskyi

    Joined:
    Aug 26, 2013
    Posts:
    3
    I have the same issue with Unity 5.1 + iOs 8.4 on my iPad + Xcode 6.1.1. I can build ipa, but I cannot debug app on device through xcode.

    Edit: Updated to Unity 5.1.2 – didn`t help.
    Edit: I have even upgraded to Yosemite, installed all updates, Xcode 6.4, Command line tools 10.10 with no luck. The same error
     
    Last edited: Aug 7, 2015
  46. Eric-Diepeveen

    Eric-Diepeveen

    Joined:
    Aug 19, 2013
    Posts:
    11
    Got the same error on our iPad2. iPad Air worked.
     
  47. RSH1

    RSH1

    Joined:
    Jul 9, 2012
    Posts:
    256
    I'm also getting this error.

    EDIT: Updating to latest iOs on device fixed this.
     
    Last edited: Aug 21, 2015
  48. elhispano

    elhispano

    Joined:
    Jan 23, 2012
    Posts:
    52
    xCode version: 6.4
    Unity Version: 4.6.7.p4
    • Working on iPad 2 Air with iOS 8.1
    • NOT working on iPhone 6 Plus with iOS 8.3
    • Working in iPhone 6 Plus with iOS 8.4 (after updating) -> Solved
    As has been already said, the problem always occurs in development environments with the device attached to xCode. Which is critical if you need the console.
     
  49. kleinfb

    kleinfb

    Joined:
    Sep 21, 2012
    Posts:
    96
    Updating iOS version on device also fixed this for me.
     
  50. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    1,085
    ravoorinandan and kobyle like this.