Guys, I’m freaking out with this problem, i can’t get any tips of what is going on!
Our first version of our game run perfect in iPad 1 / iPad 2. Now we are porting for iPhone iPod Touch, it is a universal binary, on iPad 2 / iPhone 4 / iPhone 3GS / iPod Touch 4G everything is fine! But when i run in the iPad 1! I get a error when try to return to menu, and dosen’t have any crash log or anything like that, just simple close the game on Device and looks like Pause on Xcode! Here is a screenshoot of my xcode!
Does anyone know some way i cand debug deeper? Or something i can make to discovery WHAT KIND OF SORCERY IS THIS?
My game pass every change of scene to a loading scene.
You could try checking with instruments or unity’s profiler in case it’s running out of memory.
Do you know where it’s crashing? (You might have to do a messy binary search by Debug.Logging lots, but it should be possible).
does "My game pass every change of scene to a loading scene. " mean that it crashes somewhere inside of Application.Loadscene? Does any script have its awake function called in the new scene?
go to player settings, enable slow and safe instead of fast with no exceptions, and also enable the script debugging option in build options.
This will let it find and print most meaningful errors but it’s still capable of just bombing without telling you - thats the nature of the beast. Things to do are using print(“trying this thing now…”); etc before each major function and narrowing it down with trial and error until you get the exact point of the crash. Sometimes this is required when the debugger decides to play hard to get.
It’s pretty likely gonna be a null ref, an index out of range or a memory problem.