EXC_BAD_ACCESS (code=1, address=0x4)

Hi guys! I have seen that alot of ppl have this kind of error. Tried different solutions but i cant find a way to bypass this error…

Here is a dump from Xcode:

(lldb) bt

  • thread #16: tid = 0x3503, 0x3c37344a libstdc++.6.dylibstd::string::_Rep::_S_create(unsigned long, unsigned long, std::allocator<char> const) + 90, stop reason = EXC_BAD_ACCESS (code=1, address=0x4) frame #0: 0x3c37344a libstdc++.6.dylibstd::string::_Rep::_S_create(unsigned long, unsigned long, std::allocator const) + 90
    frame #1: 0x3c3733bc libstdc++.6.dylibstd::string::_Rep::_M_clone(std::allocator<char> const, unsigned long) + 24 frame #2: 0x3c373ce8 libstdc++.6.dylibstd::string::reserve(unsigned long) + 48
    frame #3: 0x3c373c3a libstdc++.6.dylibstd::string::append(unsigned long, char) + 62 frame #4: 0x00fc245c unity3dtestvoid StreamedBinaryRead::TransferSTLStyleArraystd::string(std::string, TransferMetaFlags) [inlined] SerializeTraitsstd::string::ResizeSTLStyleArray(std::string, int) + 112 at SerializeTraits.h:356
    frame #5: 0x00fc2454 unity3dtestvoid StreamedBinaryRead<false>::TransferSTLStyleArray<std::string>(std::string, TransferMetaFlags) + 104 at InputManager.cpp:157 frame #6: 0x01021c68 unity3dtestvoid TransferScriptData<StreamedBinaryRead >(TransferScriptInstance, StreamedBinaryRead) [inlined] void SerializeTraitsstd::string::Transfer<StreamedBinaryRead >(std::string, StreamedBinaryRead) + 12 at SerializeTraits.h:348
    frame #7: 0x01021c5c unity3dtestvoid TransferScriptData<StreamedBinaryRead<false> >(TransferScriptInstance, StreamedBinaryRead<false>) [inlined] void StreamedBinaryRead<false>::Transfer<std::string>(std::string, char const*, TransferMetaFlags) at MonoBehaviourSerialization.cpp:199 frame #8: 0x01021c5c unity3dtestvoid TransferScriptData<StreamedBinaryRead >(TransferScriptInstance, StreamedBinaryRead) [inlined] void TransferString<StreamedBinaryRead >(MonoObject*, MonoClassField*, char const*, StreamedBinaryRead, TransferMetaFlags) + 8 at MonoBehaviourSerialization.cpp:188
    frame #9: 0x01021c54 unity3dtestvoid TransferScriptData<StreamedBinaryRead<false> >(TransferScriptInstance, StreamedBinaryRead<false>) + 388 at MonoBehaviourSerialization.cpp:506 frame #10: 0x01022610 unity3dtestvoid MonoBehaviour::TransferWithInstance<StreamedBinaryRead >(StreamedBinaryRead, MonoObject*, MonoClass*) + 72 at MonoBehaviourSerialization.cpp:723
    frame #11: 0x0102266c unity3dtestvoid MonoBehaviour::TransferEngineAndInstance<StreamedBinaryRead<false> >(StreamedBinaryRead<false>) [inlined] void MonoBehaviour::TransferWithInstance<StreamedBinaryRead<false> >(StreamedBinaryRead<false>) + 84 at MonoBehaviourSerialization.cpp:707 frame #12: 0x01022664 unity3dtestvoid MonoBehaviour::TransferEngineAndInstance<StreamedBinaryRead >(StreamedBinaryRead) + 76 at MonoBehaviourSerialization.cpp:735
    frame #13: 0x0101521c unity3dtestMonoBehaviour::VirtualRedirectTransfer(StreamedBinaryRead<false>) + 12 at MonoBehaviourSerialization.cpp:790 frame #14: 0x01052d44 unity3dtestSerializedFile::ReadObject(long, int, ObjectCreationMode, bool, TypeTree**, bool*, Object**) + 428 at SerializedFile.cpp:1298
    frame #15: 0x0104f304 unity3dtestPersistentManager::LoadFileCompletelyThreaded(std::string const, long*, long*, int, bool, LoadProgress*) + 848 at PersistentManager.cpp:1422 frame #16: 0x01001c84 unity3dtestPreloadLevelOperation::Perform() + 928 at PreloadManager.cpp:642
    frame #17: 0x010024c4 unity3dtestPreloadManager::Run() + 204 at PreloadManager.cpp:221 frame #18: 0x01002228 unity3dtestPreloadManager::Run(void*) + 12 at PreloadManager.cpp:179
    frame #19: 0x01083970 unity3dtestThread::RunThreadWrapper(void*) + 32 at Thread.cpp:251 frame #20: 0x3c51d310 libsystem_c.dylib + 308
    frame #21: 0x3c51d1d8 libsystem_c.dylib`thread_start + 8

Tried with NSZombie, did not help!

Please Help!

It typically means there’s a null reference exception in your code. In other words, you’re trying to use a variable before you’ve assigned an object to it.

Ok , that can be anything…

Its strange cause i dont have any errors when i play in editor in unity!

Proly that is because there are some code in your app executed only when the platform is iOS.
You’ll see the crash only after built and running.

Check code inside compiler flags set to run on iOS only.