I spent 4 hours yesterday trying to pinpoint what was causing my build to crash (EXEC_BAD_CALL) when Code Stripping was enabled (Assembly Stripping). I was testing on an iPad running latest iOS (4.2.1 I think) and iPhone SDK 4.2.
I finally isolated the culprit: I had a script with two public AnimationCurve exposed to the editor. Simply commenting the two lines out got rid of the crash. I have NO idea why, but I thought I would mention it here now in case someone is running into a similar issue. I will make a sample project and submit a proper bug report to Unity as soon as I find some spare time.
Now my game runs with the harshest code stripping mode (micro mscorb.lib) without problems. Saved me a good 15MB!
“why”: cause code stripping has bugs. if you had a scrollview in your code the same would happen.
though in this case you might not be troubled by a bug. microcorlib just won’t do it if you use advanced features, try the other strip modes.
also, if you stop building for ARMV6+ARMV7 you can save 50% of your whole build size … (cause selecting this target doubles the build size)
Ok thanks for the info Dreamora. Since I’m going for a universal build, I must include support for ARMV7, right? If not, what are the implications? Is it just going to result in slightly lower performances on iphone4?