IL2CPP Crash on OpenGL graphics device creation

Hello!

The question is pretty much in the title. I finished my game and was ready to submit it for review but got an error stating that the app has to also be in 64-bit mode.

Well after some research it is now, but I can’t run it on my iPhone 4s. The game freezes after it tries to proceed from the splash screen. The last lines in Xcode are:

ression_pvrtc OPENGL LOG: Creating OpenGL ES 2.0 graphics device (lldb)

EDIT:

These are the last lines before it freezes:

→ applicationDidBecomeActive()
Requesting Resolution: 960x640
Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-115.5
GLES: 2
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp
ression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device
(lldb)

The reason: I get Thread 1: EXC_BAD_ACCESS (code=1, address=0x103c) for:

extern "C" bool AllocateRenderBufferStorageFromEAGLLayer(void* eaglContext, void* eaglLayer)
{
	return [(__bridge EAGLContext*)eaglContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:(__bridge CAEAGLLayer*)eaglLayer];
}

In AllocateRenderBufferStorageFromEAGLLayer.

I’ll be thankful if anybody is able to help me.

As we worked out in the comments, it looks like this was a problem with iOS 8.3 Upgrading to iOS 8.4 corrected the issue.

Try to export your project as OTA instead of exporting to your connected device via xcode :slight_smile:

Please refer below link for the solution.
http://stackoverflow.com/questions/31398961/exc-bad-access-at-lauch-for-eaglcontext-renderbufferstorage-fromdrawable-in-co/31483927#comment51270815_31483927