Hey guys:
I’ve got a Unity game that we’re working on that works fine when run on an iPhone 5, iPhone 4S, iPad Mini, and iPad 3 but doesn’t work on the iPad Air, iPhone 5S, or iPad Mini Retina. It looks like the devices that aren’t working are all running on an A7 chip but that’s about the only thing I can think of that they have in common. The game displays the Unity loading screen on run, plays the first rendered frame, and then stops rendering on these devices. The weird thing is that Xcode shows the app as still running. There are no exceptions or crashes, frame-rate is holding steady, and memory and CPU usage are steady. Even the sound on the game can be heard, but there’s no video update. Has anyone experienced this? This just recently started happening and I can’t, for the life of me, figure out what’s going on…
Help!
Thanks in advance…
Derek
Do you e.g. use any special rendering tricks? Or call any third party plugins in your code?
Please submit a bugreport with repro project attached to it.
Thanks!
What’s the best way to submit the project to you? Dropbox link or what?
In Unity Editor menu just pick Help->Report a bug. By default it will attach currently open project.
are you using Screen.SetResolution?
I had problems with those devices because of that…
Hi,
Any update on this? My game is working fine on all the iPads people have tested except for the iPad Air, exactly the same problem described here. Using unity 4.3.4 right now. Not using SetResollution at all
Our issue ended up being a check for specific models of devices. We were determining high/low quality flags based on the device and, as soon as the game reached that if/else branch, it would crash as Unity did not have definitions for the new devices. Now that they do, our issue has been resolved. Sorry if that’s not much help to you. :-/
I have solved this by updating to v4.5
the version’s change log says, for open GL 3.0:
“-fixed first frame being corrupted.”
I guess this was the problem.
OpenGL ES 3.0 for iOS wasn’t available in 4.3 series.