Hi, We have just released out new game and using Everyplay in it. We have Crashlytics in the app and since launch, we have had a high number of exceptions relating to Everyplay. Crashlytics shows the stacktrace as this: Code (csharp): Crashed: CA::CG::ParallelRenderQueue 0 AGXMetalG4G 0x103d9a50c (Missing) 1 AGXMetalG4G 0x103d9d2b0 (Missing) 2 Metal 0x1859b317c -[_MTLCommandEncoder dealloc] + 112 3 AGXMetalG4G 0x103d9d234 (Missing) 4 AGXMetalG4G 0x103d9d0cc (Missing) 5 AGXMetalG4G 0x103d71388 (Missing) 6 darts2 0x101243d20 __43+[EveryplayIntegrationMetal commandBuffer:]_block_invoke21 + 1939264 7 darts2 0x101248438 -[EveryplayMetalRenderPass performDrawBlock:withTargetTexture:withLoadAction:andCommandBuffer:] + 1957464 8 darts2 0x10123cb88 __37-[EveryplayGfxMetal presentDrawable:]_block_invoke + 1910184 9 darts2 0x101234f9c -[EveryplayGfx blitIfMarkedBuffer:] + 1878460 10 darts2 0x10123c9d0 -[EveryplayGfxMetal presentDrawable:] + 1909744 11 darts2 0x101243b18 __43+[EveryplayIntegrationMetal commandBuffer:]_block_invoke + 1938744 12 QuartzCore 0x1864b5f68 CA::OGL::MetalContext::flush(bool) + 60 13 QuartzCore 0x186383dd8 CA::CG::Renderer::flush(bool) + 48 14 QuartzCore 0x186472ea4 CA::CG::IOSurfaceQueue::flush_renderer(CA::CG::Queue::FlushMode, CA::CG::Renderer*) + 132 15 QuartzCore 0x186472dc0 CA::CG::IOSurfaceQueue::flush_all_renderers(CA::CG::Queue::FlushMode) + 80 16 QuartzCore 0x186473a50 ___ZN2CA2CG5Queue5Flush8callbackEPv_block_invoke + 36 17 libdispatch.dylib 0x1832cd47c _dispatch_client_callout + 16 18 libdispatch.dylib 0x1832d8728 _dispatch_barrier_sync_f_invoke + 100 19 QuartzCore 0x186384de0 CA::CG::Queue::Flush::callback(void*) + 84 20 libdispatch.dylib 0x1832cd47c _dispatch_client_callout + 16 21 libdispatch.dylib 0x1832d94c0 _dispatch_queue_drain + 864 22 libdispatch.dylib 0x1832d0f80 _dispatch_queue_invoke + 464 23 libdispatch.dylib 0x1832db390 _dispatch_root_queue_drain + 728 24 libdispatch.dylib 0x1832db0b0 _dispatch_worker_thread3 + 112 25 libsystem_pthread.dylib 0x1834e5470 _pthread_wqthread + 1092 26 libsystem_pthread.dylib 0x1834e5020 start_wqthread + 4 Any idea what may be causing this issue? It is affecting iPhones and iPads on iOS 9.0.2 and above (so the stats say) Thanks, Alan
We're currently beta-testing a Unity port of a game and are experiencing the same problem. The native iOS implementation also had Everyplay integration but it seems to be very stable. I will report these issues to support but currently I'm worried about the lack of releases too.
It crashes for me on iOS if the Graphics API in PlayerSettings contains Metal. As soon as I start recording it crashes. Try disabling auto graphics API and ensure Metal is not listed as a possible API, this fixes the crashes I've encountered on iOS.
Ok a year passed and Everyplay crashes whenever a recording starts. Unity 5.5.0.f3, IOS 9.3.2 and Everyplay Build 2130 . Really sorry to see this is a long problem that persists without any support. edit : as @Brad-Keys tipped us, disabling metal lets us record without crash. Thanks for that
We are having the same problems and having to give players the option to turn it off as its so unreliable. The last few versions said that these crashes were fixed, but clearly not. Its sad, because our players love it and its a great way for us to share and spread the word about our game... its just so flakey
We have the same issue with our game. The game randomly crash if we realese an iOS game version without Everyplay the crashes stops, but for us would be very nice to keep the everyplay integration in our games. Disabling metal is not solving the problem for us, we must to remove Everyplay to stop crashes.