My app runs great in 4.1 and totally bombs in 4.2.
Head’s up.
My app runs great in 4.1 and totally bombs in 4.2.
Head’s up.
It’s working great for me - Xcode 4.2, iOS 5, Lion 10.7.2
Seems to work for me as well.
same here no issue at the moment
Don’t know what to say. App worked great, upgraded to 4.2, app wouldn’t run on iOS anymore. Downgraded to 4.1 - app works fine again.
Xcode 4.2 is working fine for me. I’m able to build my project to an iOS 5 device and a device running iOS 4.3.5. I’m running Snow Leopard 10.6.8 and Unity 3.4.1.
wow, strange.
i updated to 4.2 and my app was running all morning=, but with a noticeable frame rate drop.
Then i tested “Fast but no exceptions”, and suddenly my project is unable to run on the device, even after switching back to “Slow and safe”. The app keeps freezing seconds in.
Sounds like bad code or memory issues. Run xcode with Profiler, then select the top right profiler for memory usage of your app. If it’s more than half the device then you’re in trouble.
i managed to get 4.2 running after rebooting everything and starting fresh.
i have to admit hippocoder, i was a little skeptical when you suggested memory issues… but i ran the profiler, and low and behold, im having low memory warnings! it is strange i didnt catch them until the OS update, but it is definitely for the better.
i really appreciate the suggestion.
just a heads up – fixed my memory management issues. thanks hippocoder, you are the man!~
however… auto-rotate = instant crash … anyone confirm or deny?
Running the profiler mine is ~128mb.
*Snip from UnityEditor Log
Textures 41.8 mb 55.9%
Meshes 204.0 kb 0.3%
Animations 3.9 kb 0.0%
Sounds 24.6 mb 32.8%
Shaders 56.2 kb 0.1%
Other Assets 478.9 kb 0.6%
Levels 81.3 kb 0.1%
Scripts 1.2 mb 1.6%
Included DLLs 6.4 mb 8.6%
File headers 45.9 kb 0.1%
Complete size 74.9 mb 100.0%
It runs fine as a development build, fails as a normal build with Bad_ACCESS.
All Unity will say is there are some iOS5 bugfixes, but not date of release, and no one will tell me what the difference between development and normal build is that allow one to run fine and the other crashes.
Unity ackknowledged the autorotate crash, but I tested mine with it off and still got the same crash.
With development build and autorotate on it works fine. wtf?
Does anyone know? This is really frustrating.
Confirmed with a workaround http://forum.unity3d.com/threads/107265-ios5-and-unity-3.4.1-crash-on-auto-rotation-workaround
? We can only use 50% of the available memory?
i tried many projects some mine, some tech demos ( penelope,angrybots ) with xcode 4.2 on lion 10.7.2 on my ipad 2 with ios 5 and no problems at all
Yep, the rest is used by the OS and other applications.
If you want to stay safe use less than half the memory.
Updated everything… Unity 3.4.1, Lion 10.7.2, Xcode 4.2 and iOS5.
Latest project working well with no noticeable changes however I am getting the attached warning message in Xcode:
The app is rotating as expected during gameplay. Anyone any ideas or getting the same warning messages?
Otherwise all is good
Auto Rotate Crash workaround:
http://forum.unity3d.com/threads/107265-ios5-and-unity-3.4.1-crash-on-auto-rotation-workaround
Ooops… just noticed link above pointing to a workaround for the autorotation warning messages. Excellent - will try that out later. Thanks.
Is this autorotate issue the only thing people have encountered?
Anyone else encountered anything that inhibits lion and xcode 4.2 from working properly?
There are other problems going on - check this thread for potential solutions (I haven’t tried yet…)
http://forum.unity3d.com/threads/107248-iOS5-GM-Build-problems