How da heck do you guys get Instruments working with your iPhone apps???
I’ve been all over Unity3d.com and the ADC trying to figure it out and can’t find a damn thing.
If I go Run | Start with Performance Tool | as seems very easy according to this, it basically builds, copies the app, fires up the Instruments… and then nothing. The app doesn’t run on the iPhone, and the Instruments menu bar is the only thing opened.
If I go into Instruments File | New, choose iPhone and then one of the tools, when then what? The Default Target Launch Executable doesn’t have an iPhone option or anything else. No idea how to navigate to an app, no idea how to run it on the iPhone, or attach to it if it’s already running.
I’m a bit of an XCode/Instruments noob, so patient and assistance would be greatly appreciated.
I am on the same project as Bren, and we are 3 developers in all.
The third developers as no issue using run → Start with performance → whatever tool.
THe app gets install on the iPOd, the app launch and instruments as well. etc.
In the Launch executable , the ipod shows up in the list, and leaks show up in the instrument app.
So now, the only difference between our machines set-up is that this developer is running an earlier version of Unity iPhone.
To eliminate that factor, I have recovered the xCode project from that developer and tried to run it on my set-up.
And then I still have the same problem as describe by Bren.
This leads us to believe that something in the SDK set-up is not right.
But what would that be ?
I would recommend to compare the SDK versions set in the project settings and the build profile when building and if the certificate is set on your systems as well to be sure that it is “the same”