iOS build force quits app, looking for some reference and tips to build to iOS

Hello, I recently moved a project from Android to iOS so that I could test if it would work. I’m not in a rush to get a working build, I’m doing this to save time in my pipeline later… however no matter how many different ways I try or how many errors I search, I still can’t get the app to launch without being force quit.


  1. built with XCode 10.1, error was building for older device (iPad2 w/ iOS 9.3)

  2. built with XCode 7.3.1, now I can see better logs because the device is supported. Better.

  3. Received an error for Motion Shader warnings, switched Graphics settings to not support motion as referenced by: https://forum.unity.com/threads/hidden-shader-motionvectors.431470/, fixed.

  4. But then applicationDidReceiveMemoryWarning() and the application is unloaded/closed.

  5. No problem, go back to my project and disable all objects except the camera because the project isn’t that big I figure I can one by one enable until I hit the memory warning and work from there. EXCEPT I get the same issue with just a camera in the scene. The only difference, now I get: ApplicationDidFinishLaunching() and ApplicationDidBecomeActive()… but I receive the same memory warning: applicationDidReceiveMemoryWarning() and the application is unloaded/closed again.


I’ll attach the most recent log (Black out is just working app title) just in case someone has come across this before. I’m looking for some help, maybe references or personal experience for building to iOS. At my disposal I have an iMac (High Sierra) but could get Mojave if suggested, iPad2, and iPhone6S. I’ve made about 20-25 builds this week trying to get something stable so i thought it was about time to reach out to the community.

Hi there! Here’s a few things to start with,

  • Ditch the iPad 2, it doesn’t support Metal, which is required now.
  • iPhone 6S is an excellent test device, so go ahead with that.
  • OpenGL is obsolete on iOS, so don’t use it!
  • You are receiving a memory warning - ensure that you’re not maxing out memory in the XCode profiling tools. iOS will close your app if you go beyond the amount of RAM you’re allowed to use.
  • Disabling objects is not the same as deleting objects from your scene. They are likely still being loaded. Again, you can confirm this with XCode profiling tools.