With 4.6.4p1-3 I am getting a new crash - it appears to be memory allocation. I have not encountered this before, it worked fine in 4.6.3p4. It is a significant UI scene but nothing ridiculous. Everything works fine when building with Mono.
I am running on an iPad 3 (32-bit, retina) with a Universal IL2CPP build:
Also crashed with an iPad Air but the memory allocation only shows it getting to 87mb.
iPad 3:
i9981(26918,0xd2ef000) malloc: *** mach_vm_map(size=1355776) failed (error code=3)
*** error: can’t allocate region
*** set a breakpoint in malloc_error_break to debug
Could not allocate memory: System out of memory!
Trying to allocate: 1354642B with 32 alignment. MemoryLabel: Texture
Allocation happend at: Line:411 in
/Users/builduser/buildslave/unity/build/Runtime/Graphics/Texture2D.cpp
Memory overview
[ ALLOC_DEFAULT ] used: 3550210B | peak: 4241258B | reserved: 3730254B
[ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_GAMEOBJECT ] used: 179270B | peak: 179270B | reserved: 224509B
[ ALLOC_GFX ] used: 4558760B | peak: 6340177B | reserved: 4559273B
[ ALLOC_PROFILER ] used: 2196B | peak: 2232B | reserved: 3355B
Could not allocate memory: System out of memory!
Trying to allocate: 1354642B with 32 alignment. MemoryLabel: Texture
Allocation happend at: Line:411 in
(Filename: Line: 920)
No Texture memory available to upload
UnityEngine.UI.CoroutineTween.c__Iterator0:Reset()
iPad Air:
2015-04-20 15:57:38.683 i9981[355:47187] → registered mono modules 0x102294bd0
→ applicationDidFinishLaunching()
→ applicationDidBecomeActive()
Requesting Resolution: 2048x1536
Renderer: Apple A8X GPU
Vendor: Apple Inc.
Version: OpenGL ES 2.0 Apple A8X GPU - 53.13
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
Creating OpenGLES2.0 graphics device
Initialize engine version: 4.6.4p3 (b8e48876a626)
UnloadTime: 2.055041 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 25 unused Assets to reduce memory usage. Loaded Objects now: 1225.
Total: 2.530291 ms (FindLiveObjects: 0.103958 ms CreateObjectMapping: 0.050250 ms MarkObjects: 1.148250 ms DeleteObjects: 1.034666 ms)
i9981(355,0x10caf8000) malloc: *** mach_vm_map(size=1359872) failed (error code=3)
*** error: can’t allocate region
*** set a breakpoint in malloc_error_break to debug
Could not allocate memory: System out of memory!
Trying to allocate: 1354642B with 32 alignment. MemoryLabel: Texture
Allocation happend at: Line:411 in
Memory overview
[ ALLOC_DEFAULT ] used: 3967809B | peak: 4760737B | reserved: 4155016B
[ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_GAMEOBJECT ] used: 273886B | peak: 273886B | reserved: 319980B
[ ALLOC_GFX ] used: 4908206B | peak: 6814426B | reserved: 4908776B
[ ALLOC_PROFILER ] used: 4176B | peak: 4464B | reserved: 5278B
Could not allocate memory: System out of memory!
Trying to allocate: 1354642B with 32 alignment. MemoryLabel: Texture
Allocation happend at: Line:411 in
(Filename: Line: 920)
i9981(355,0x10caf8000) malloc: *** mach_vm_map(size=1359872) failed (error code=3)
*** error: can’t allocate region
*** set a breakpoint in malloc_error_break to debug
Could not allocate memory: System out of memory!
Trying to allocate: 1354642B with 32 alignment. MemoryLabel: Texture
Allocation happend at: Line:411 in
Memory overview
[ ALLOC_DEFAULT ] used: 3969857B | peak: 4760737B | reserved: 4157064B
[ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_GAMEOBJECT ] used: 281581B | peak: 281581B | reserved: 329005B
[ ALLOC_GFX ] used: 4450018B | peak: 6814426B | reserved: 4450474B
[ ALLOC_PROFILER ] used: 6696B | peak: 6696B | reserved: 8463B
Could not allocate memory: System out of memory!
Trying to allocate: 1354642B with 32 alignment. MemoryLabel: Texture
Allocation happend at: Line:411 in
Memory overview
[ ALLOC_DEFAULT ] used: 3969857B | peak: 4760737B | reserved: 4157064B
[ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_GAMEOBJECT ] used: 281581B | peak: 281581B | reserved: 329005B
[ ALLOC_GFX ] used: 4450018B | peak: 6814426B | reserved: 4450474B
[ ALLOC_PROFILER ] used: 6696B | peak: 6696B | reserved: 8463B
(Filename: Line: 920)
libc++abi.dylib: terminating with uncaught exception of type CAException