iOS5 GM Build problems?

I haven’t made any changes to an app that worked fine in iOS 4.3.5. But with iOS5 GM on my iPad 1, Xcode 4.2 SDK 4.2, I can’t get XCode to build. I get 3 warnings and 31 Apple Mach-O Linker errors.

Using Macbook with Snow Leopard.

Am I doing to have to restore my iPad to 4.3.5 and downgrade until Unity is ready to deal with iOS5?

Hi,
this is known issue for all 4.x Xcodes. AppleScript interface was broken with new Xcode and now you need to make some adjustments manually (selecting build target and target device). This is described in Unity Manual iOS troubleshooting section : Unity - Manual: Troubleshooting . (Search for Xcode 4.x).

P.S. we are working to fix part of this issues with next Unity release.

I think we need a forum or thread devoted to iOS 5 problems.

One developer here has been told that apps must work in iOS5. So building for 4.3.5 is no longer an option, and the only way to test iOS5 is upgrade everything and figure out how to get a working build in Xcode.

I get two warnings:

iPhone/Classes/AppController.mm:882:18:{882:18-882:29}: warning: incompatible pointer types passing 'UIView *' to parameter of type 'EAGLView *' [-Wincompatible-pointer-types,3]

iPhone/Classes/AppController.mm:461:10: warning: enumeration values 'kScreenOrientationUnknown', 'autorotation', and 'kScreenOrientationCount' not handled in switch [-Wswitch-enum,3]

The Build succeeds, Unity Splash screen shows, and that’s as far as it goes. I get a Thread 1: Program received signal: “EXC_BAD_ACCESS.”

A warning pops up in Thread 1: If I click on it, I get <text variable, no debug info> p_4494 It’s

This is in Libraries > mscorlib.dll.s

I’ve made only 1 change to this program, and that’s in a level that’s nowhere near loaded at this point.

Hmm… On our side we can successfully build and deploy Penelope and many other projects using Xcode 4.2 (iOS SDK 5.0). It might be your project specific problem or just Xcode / device glitch.
Could you please try:

  1. Hard reboot device (hold home + sleep buttons for 10 sec.)
  2. Close Xcode.
  3. Rebuild project from Unity replacing existing project instead of appending it.
  4. Open project in Xcode and run.
    If this still happens please submit a bug report with your project attached to it.

This is what I am getting as well.
I have a Game about to be released developed with Xcode iOS 4.3, already approved by appstore last week (but unreleased as yet).

I just finished the upgrade of iPad to iOS5, upgraded MacBookPro, upgraded Xcode to iOS5.

Game now crashes running a normal unity build onto the iPad from xcode, with a number of
"Thread 1: Program received signal “Exec BAD_ACCESS” "

BUT if I build it as a Unity development build and hook up the profiler…it starts ok and runs on the iPAD.
Why does it work in development build mode but not normal build mode?
This is REALLY frustrating!

This is the same project , unchanged, used to submit for successful approval under iOS 4.3

Any ideas on what I should be looking for?

See also http://forum.unity3d.com/threads/107987-iOS5-crashing-approved-game?p=714625#post714625

ty.

Please submit your Xcode project as bug report and post the bug number.
Thanks!

I did, reply from Unity below. No answer to my question though: why does development build work yet normal build fail.
I use autorotate, but disabling it does not stop the crash. I cannot send you my project as it is running between 500mb - 2gb (lot of branch testing ideas in there to clean up before I’d even consider sending to someone)

Doesn’t Unity have a trace log feature that can capture crashes to debug? Be easier to send that no?

And I realise the tricky nature of keeping up with Apple, but I really think Unity needs to be communicating iOS5 compatibility issues in a much more public manner, on the blog as per the previous iOS 4.3 issues. This seems to be a inconsistant showstopper, some people it works yet others it is a showstopper, but lack of communication as to status of potential fixes is critical. ty!

-----Original Message-----
FW: (Case 42299 My game was approved by Appstore last week, developed with

From: Unity QA [mailto:bugs@unity3d.com]
Sent: Friday, October 14, 2011 12:29 AM
To: xx@yy.com
Subject: Re: (Case 42299 My game was approved by Appstore last week, developed with

Hey,

We have some fixes for iOS 5 but I don’t know when it will be released. Most common crash is related to AutoRotation. Are you using this feature? If yes, try disabling it for now and see if it’s still crashes.

If app still crashes it would be really nice if you could send us a project for investigation.

Regards,
Andrius Kuznecovas
QA Engineer

these warnings are safe to ignore
if you are using autorotation, look here
http://forum.unity3d.com/threads/107265-ios5-and-unity-3.4.1-crash-on-auto-rotation-workaround

What warnings? It doesn’t run it crashes! Please reread what I wrote.
I also tried the “workaround” above and it did not help.

should i re-read it once again? 8-P :wink:

Forgive me, I’m only a lowley indie developer who can’t get a simple answer to a question I keep asking.
Let me repeat it for the 6th time (via Unity forums, Unity Bug report, twitter and now here again - yes, I’m desperate to fix it so I can move on).

Why does my game crash in normal build mode with Exec_Bad_Access but runs in Developer Build mode?
How in god’s name am I supposed to a) debug it to find the crash (which seems more than likely Unity related to me) and b) Resubmit back to Appstore with Development Build displayed prominantly on it?

ty.

come on 8)

EDIT: damn, missed the part that you submitted bug. what is the case number? Though we are deep into 3.5 so might be problematic to find one real cause

snip from above
-----Original Message-----
FW: (Case 42299 My game was approved by Appstore last week, developed with

it is 422998
Also you didn’t attach any repro. How we are supposed to help you?

Snip from above
I cannot send you my project as it is running between 500mb - 2gb (lot of branch testing ideas in there to clean up before I’d even consider sending to someone). Project export does not work 100% on only assets related to project scenes I’ve noticed before, so I’m not actually looking forward to having to spend time to create a slimmed down project. I’d rather work on what might be the problem.

I build the project normally, it crashes with same errors as outlined in top of this thread.
I build with Development Build it works fine.

I keep asking what is the difference between the two, how in can it fail in normal build yet work in development build?
No one wants to seem to answer that.

Please give me some clues as to what to look for, or is this bascially an iOS5 / Unity incompatibility that I’ll just have to wait an unspecified amount of time to get fixed. (I just spent 6+ weeks solving multiple bugs with another Mac app and LION update so I’m not in a good mood for another round with iOS5 - excuse me.)

ty

well, because it is not as easy as say: we disable some features. Seriously - as mantas said - we need just your xcode project (full, sure). The directory where did you build your game. Only that

Well, it looks to me like your disabling the features that make it work, or vice versa.

If it’s only the xcode project then that’s only 169mb, but will you need both versions (normal and development builds) or just the fail (normal build). How do I give you the build?

well, lets start with developer build. Actually the only difference should be in linked unity library - but to play safe [maybe we screw smth on build].
You can report one more bug and attach zip file. drop me case number

Ok. Should I build it with Symlink Unity Libraries checked or unchecked?
It fails with this checked, but built normally. It only runs successfully when Development Build also checked.

hold on. if it fails to build with symlink checked, then you have corrupted unity install?