I’m used to play a short video with this command:
Handheld.PlayFullScreenMovie(“video.mp4”,Color.black, FullScreenMovieControlMode.CancelOnInput, FullScreenMovieScalingMode.AspectFit);
And quit the video when the user touches the screen. After the last update (5.3.2p2) the app crashes when the user touches the screen or the video is over. the error:
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Subtype: KERN_INVALID_ADDRESS at 0xb195cf4e
Triggered by Thread: 0
No, I don’t use these… actually, I have such an error on 5.3.2p2 but the same project built with 5.3.2p1 doesn’t have that issue. It also seems to be reproducible only on ios 7
Same here - worked on 5.3.2p1, doesn’t work since 5.3.2p2. Tested only on IPhone 4 (IOS7 indeed).
I thought it’s related to Google play services because I saw a class of it mentioned when debugging with xcode on the device, breakpoint on exception, but not sure (I’m kind of new to Xcode and its debugging methods).
I also tried using the method withhout “CancelOnInput”, as I read this:
where they say it’s working since 5.3.2p2 - still, same problem.
This part of the post from that topic kind of explains it: "Internally, Handheld.PlayFullScreenMovie comes with two different implementations these days, one targeting iOS 8 or later (AVKit) and one for older ones (MPMoviePlayer)"
Anyway, sadly, but my best shot right now is
if (!UnityEngine.iOS.Device.systemVersion.StartsWith("7"))
{
Handheld.PlayFullScreenMovie("Movie.mp4", Color.black , FullScreenMovieControlMode.CancelOnInput, FullScreenMovieScalingMode.AspectFill);
}
OK, but there is a different implementation for the older ones… it used to work before the last update. And in the patch release notes, the only thing relevant is: iOS: Handheld.PlayFullScreenMovie only allows playing one movie at a time
It looks like I’m getting a crash in unity 5.4.0f3 and 5.4.0p4 when calling PlayFullScreenMovie on my iPhone 4 with iOS 7. I filed a bug to unity at https://fogbugz.unity3d.com/default.asp?828508_qo66q5fi5dbnqomb if anyone is still concerned with this issue. I will be using the workaround by @Acrilige in the mean time.