Black screen of death

WHen I run my game via the remote everything works fine. As soon as I build to the iphone there is a black screen/crash forever after the unity logo.

I would have thought this was down to using too much memory but how do I find out?

When running in the editor my initial scene shows up as using 8 draw call, 524 tris, 9 used textures and VRAm usage of 1.8 to 2.7 mb.

I have set all my textures to be RGBA uncompressed 16 bit but this is the only way I can seem to get my gui textures to appear without artifacts. ANy ideas on these points?

I have done a few searches but cant find out the answer…

Help!
:cry:
CHeers

The BlackSOD is clearly an oversized memory problem.

You could see how much in total you use with the Internal Profiler, directly in the Xcode exporter.

I should also say that I just sqished all my textures to PRVTC 4 bits and I had the same outcome.

I don’t think the compression matters, because the textures are probably being uncompressed when they are loaded to memory.

Only if you use non-power-of-two textures. The whole point of PVRTC compression is that it works like that on the graphics chip.

As far as the crash, see what the log says, otherwise all anyone can do is guess.

–Eric

Sorry to jump on this thread, but can someone tell me where can I find any logs on the iPhone that might tell me why I’m getting the crash?
Yehiyam

xcode - organizer