I build my game, it launches on my iPad. I’m taken to the main menu and I hit a button that is supposed to load a level. But then the app crashes and Xcode throws this error at me: GDB data formatters temporarily unavailable.
What does this mean? How can I solve it? The level was working fine yesterday. It feels a lot like “PC LOAD LETTER”…
Try running the game with the performance tool “activity monitor” from xCode. I built a menu system of GUI Textures that had textures for older iPhones, iPhone 4 and iPad all mixed in and then dynamically showing the ones I wanted.
My app was maxing out the memory which would then cause the app to crash and give me the warning below. I have multiple test devices and it was only happening on the earlier iOS devices and not the iPad or iPhone 4.
I ended up creating individual scenes for the different resolution menus and then created a splash screen/loading level that would then load the appropriate scene based on the Screen.width and Screen.height.
Anyways try running the performance tools to see how your memory is doing on the device at the time of the crash.
Note. Running Unity 3 b6.
Also worth noting. My memory usage was on the bubble so sometimes it would crash and sometimes it wouldn’t so at first it seemed like it was at random but really just had to do with how much memory the device was already using before I launched the app.
I have got this error on older devices due to running out of memory.
Can I put textures in the resources folder and only load those required or do all resources get loaded into memory on iOS builds?
You can load textures from the resources folder but you may also need to use Resources.UnloadUnusedAssets to reclaim memory when the textures are no longer referenced.
Then what? What does this tell me? What am I looking for?
I get this error on launch. I have a number of large textures with read/write enabled, and I’m sure that’s causing a memory problem. I had solved the problem by turning the images into TextAssets and then using LoadImage, but that stopped working in Unity 2. Any suggestions?