I’ve created brand new project with just one empty default scene.
Then build for iOS with default parameters.
xCode built project with no any issue. but after copying to a device and start I’ve got this error
this is log:
2015-07-10 11:53:39.207 ProductName[1764:840770] -> registered mono modules 0xbc9f40
-> applicationDidFinishLaunching()
-> applicationDidBecomeActive()
Requesting Resolution: 1024x768
Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-115.5
GLES: 2
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
OPENGL LOG: Creating OpenGL ES 2.0 graphics device
(lldb)
and here is screenshot from xCode
Same problem here
Unity PRO 4.6.7p1
Xcode 6.4
OS X 10.10.4
iPhone 5 with iOS 8.3
2015-07-15 15:49:45.839 memoverbs[506:146369] → registered mono modules 0xf3b450
→ applicationDidFinishLaunching()
→ applicationDidBecomeActive()
Requesting Resolution: 1136x640
Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-115.5
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
I get the same error only on devices running iOS 8.3
Here is another post with the same issue:
Hi, I have just tried to recompile my app and for some reason it is now crashing when it tries to initialise OpenGL. An external call is made to AllocateRenderBufferStorageFromEAGLLayer within the Unity > EAGLContextHelper.mm and it just freezes....
Reading time: 6 mins 🕑
Likes: 4 ❤
Unity PRO 5.1.1f1
Xcode 6.4
OS X 10.10.4
iOS 8.3
2015-07-16 11:12:24.770 ppoc[173:2827] → registered mono modules 0xe82e80
→ applicationDidFinishLaunching()
→ applicationDidBecomeActive()
Requesting Resolution: 768x1024
Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-115.5
GLES: 2
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
OPENGL LOG: Creating OpenGL ES 2.0 graphics device
I just found out that the crash happens only when debugging within xCode (doing a Build and Run). After the game is installed on the device and then opened directly on the device (without debugging, just tapping the icon) the game works fine.
also after update iOS version to late, the error sims gone.
Helllo,
I have the same issue
1) Empty unity project.
2) Build Player settings Graphics level: opengGL 2.0/3.0.
3) Unity 4.6.7
4) xCode 6.4
5) iphone5 with ios 8.3.