Game crashing but no logs

Hey guys, our game is crashing on some iOS devices when loading the stage, but I can’t find anything on the logs.

It seems to be memory related but haven’t been able to pin point it.

It launches fine on iPhone 4, and iPad 3, but on iPod Touch 4th and 3rd gen, it doesn’t.

There’s some things that sort of come to mind, some atlases I have are 2048 in size (used by SpriteManager) and I have others that are 4096 which are used by NGUI. But I was trying to change them, and it still crashes when it gets to the Stage scene.

I only have two scenes btw, MainMenu, which runs on all devices, and Stage, which is the one that crashes on older devices.

What could I try?

Right before crashing this is my Debug.Log in Xcode

(Filename: /Applications/buildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/iPhonePlayer-armv7/UnityEngineDebug.cpp Line: 43)

Scene is being destroyed while there are hidden renderers that are using it. This is likely an editor script creating objects with hideFlags and leaving them enabled.
 
(Filename: /Applications/buildAgent/work/14194e8ce88cdf47/Runtime/Camera/UnityScene.cpp Line: 66)

Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 57 unused Assets to reduce memory usage. Loaded Objects now: 1057. Operation took 152.661499 ms.
Wave 1
 
(Filename: /Applications/buildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/iPhonePlayer-armv7/UnityEngineDebug.cpp Line: 43)

“Scene is being destroyed while there are hidden renderers that are using it. This is likely an editor script creating objects with hideFlags and leaving them enabled.”

Suggests you are creating objects at runtime that which don’t get destroyed properly ( not sure why )

But silent crashes ( from what i’ve seen ) are usually memory related ( as in you’re using too much ) and the OS is killing the app.

  • If the amount of resources you are loading at runtime is too big and the time taken to load the first scene takes too long the OS will kill your app off.
  • If the amount of resources you are trying to load at one time is too much for the device, then the OS will kill the app off because its run out of memory.
  • I’m pretty sure also that the iPod4 will completely fall over if you try and load a 4096 texture ( or it will display in black ) the max size is 2048 on the 4th gen and 1024 on the 3rd ( i think )

Somewhere in the log earlier you will also see an Application is running low on memory output message, this is a good warning signal for later. Sometimes you can get away with it, sometimes not.

Hope some of this helps?