I’m new to Unity, but have 25 years development experience.
My project was created in Unity 2022.3 & I have compiled my project in Xcode 15 & installed on a device running iOS 16.5.1 & signed it with an Apple Dev Cert for Ad Hoc deployment for testing on devices.
The build completes and installs on the device(s) successfully, but crashes immediately.
After looking through the crash log I see it died with bug_type 309. From what I have been able to determine on Apple Dev Forums is that 309 is a 3rd party error. There is nowhere t confirm that is correct though because Apple doesn’t publish a list of bug_type error codes!
My project compiles for Win & Mac native without issue & runs fine. Extremely frustrated at this point!
Where do I go from here?
Any help would be appreciated!
Here is the first part of the error log:
{“app_name”:“Toadally Lit”,“timestamp”:“2023-07-04 07:33:50.00 -0700”,“app_version”:“1.0”,“slice_uuid”:“ff9382df-7f91-3f33-a5ab-929536acd0c6”,“build_version”:“0”,“platform”:2,“bundleID”:“com.Stoner-Games.Toadally-Lit”,“share_with_app_devs”:0,“is_first_party”:0,"bug_type":“309”,“os_version”:“iPhone OS 16.5.1 (20F75)”,“roots_installed”:0,“name”:“Toadally Lit”,“incident_id”:“8F6B19C8-B2D0-4362-83FF-ADD910FA2C94”}
And… I’m back. I was able to compile and run my game on my iPhone XS Max running iOS 16.0.2 via Xcode 14.3.1, but there were some weird things that happened. The first time, it ran on hardware without any errors or issues & I was stoked! But then I tried to compile it again after it failing on my 13 Max Pro (Yes from XCode 14 it saw my 13 Max running iOS 16.5.1), see below, and it crashed within seconds again. I didn’t change any settings, all I did was switch targets from my 13 Max Pro back to my XS Max.
So I rebooted my Macbook Pro out of frustration. When I started XCode 14 again & switching it back to my XS Max, I compiled again & when the app started it asked me if I wanted to let the app access my network via bluetooth. after answering yes, the app started. It did not ask me this any of the times it crashed. Could that be whats causing the app to crash after being built sometimes? After I answered yes the first time, it doesn’t popup again & the game starts every time without crashing.
How do I make that not show up in my game? I’m not using any kind of networking features at all after removing all the Unity ad packages and disconnecting the game from my Unity account. Why is it asking this?
When I try to compile the same project to my iPhone 13 Max Pro with iOS 16.5.1 with XCode 15.1 I’m back to the app crashing & getting bug_type: 309. So it may have had nothing to do with the Unity Ads stuff.
Mobile development is very finicky for iOS! Hopefully I have better success on Android!
BTW… Native Mac, Windows & HTML5 WebGL all compile and run without any kind of errors.
Now it runs on my 13 Max Pro running iOS 16.5.1. I didn’t recompile or anything. It’s the same exact app that just crashed within seconds & didn’t ask me about bluetooth networking when it crashed.
This time instead of crashing, it asked me the question about scanning bluetooth for devices again. Answering yes allows the game to run fine. I have the Developer Profiler running on the phone and it’s running at 30fps no load problems & consumes 136MB of RAM.
Why is it asking me about the Bluetooth scanning? Is there a way to disable this, either in XCode or in Unity?
Please help!
Why is it asking me about the Bluetooth scanning? Is there a way to disable this, either in XCode or in Unity?
Bluetooth? maybe you meant
"would like to find and connect to devices on your local network. This app will be able to discover and connect to devices on the networks you use"
This is for debugging/connecting to editor. You can ignore this while developing