App Store Rejection - Crashes

iOS App Store Rejection

I don’t know if I should be on the iOS developer website asking this question, or here.

I had a developer help me with a really simple Unity App. The app works fine on all the iOS simulators.

It was rejected by Apple.

I’m trying to get a better understanding of why it was rejected.
Here is the rejection:


We found that your app crashed on the iPhone 5 and the 3rd generation iPad running iOS 6.1, which is not in compliance with the App Store Review Guidelines.

Specifically, your app crashed on launch.

This occurred when your app was used:

  • On Wi-Fi
  • On cellular network

Please see the attached crash logs for more information.


One of the crash logs - I can’t attach all 3 because of Unity’s attachment max.
I have changed the name of the app in the logs.

[7327-tempzuwnpyckcrash.txt|7327]

I have Unity 4.0.1 and Xcode 4.5.2

The iOS simulators all had my app working fine.

Is this a problem with settings I made in Xcode? Or is something wrong with the scripts from Unity?
Which program is the culprit? It mentions memory leaks. So is that Xcode or Unity? Or is it scripts the developer made in Unity?

The app was never intended or built for iPad, so i’m not sure why Apple tested it on iPad. In Unity and Xcode, it was all specified for iphone, checked twice and redouble-checked (was NOT universal), and Project and Targets were both iphoneos, and the build from Unity was for iphone only. Was Apple wrong to test it on an ipad?

Why doesn’t the App crash the iOS simulators if it’s crashing for Apple? Are the simulators not accurate for testing?

Secondly, if you don’t own an iPad 3 with 6.1, how would you know it works without owning one – the simulators only go up to 6.0.

Any help appreciated.

Sometimes they just find a reason to reject fart apps. I would create a constructive application and see what they say about that. Fart applications are actually written in their guildelines as an application they will reject because of ow many there are anyway,

Always try on the actual device if you can. Just because your app runs on the simulator does not mean that it will run on the physical device.

Without seeing the actual crash logs there is no way of knowing why your app crashed.