Iphone Advance, constant crashes

Im doing some very simple 2d game prototype work. And every other time i press play unity iphone crashes with the rubber ball… I’ve lost countless hours of work.

It crashes if a iphone is running unity remote or not.

Im using a mac pro.

Any suggestions…

Been playing with this… And it looks like its a network thing… As out wireless network is in heavy use, if both my mac and the iphone are connected to it the unity editor will crash pretty regularly… BUT if i setup my mac and iphone on there only little wireless network the system works perfectly… BUT i can then not access any other machines or the internet…

MMMMMM

Chris

An infinite loop will also produce this kind of behaviour. Does your game crash in the same place each time, or can you narrow it down to one piece of code?

I’m getting similar behavior in unity iphone basic.

It seems random with three common variations

  • hang on starting the application
  • crash/silent quit which appears to be triggered by a physics collision but not reproducibly
  • crash/silent quit on program termination.

The curious part however is that the same project is perfectly stable on unity 2.6! At first I thought it was some dodgy prefabs I’d ended up with while working in unity iPhone, but after fixing those it’s still broken.

If anyone knows what is going on, I’d be really grateful if they tell me before this problem drives me mad.

Unity 2.6 is not related to the iphone and assuming that working on 2.6 means anything to 2.1 and the iphone is actually a pretty large error.

You can do basic development on the desktop versions but anything that comes to performance, stability and shaders is not comparable and can nor should it be done on the desktop.
Even more if you have editor scripts that are involved.

As for the crash itself: What does the editor log mention (not the output log but the real editor log)? and what does the previous editor log mention after you reenter the editor again?
that tells you potentially what cause the crash

I isolated it to probably the area of code I should have checked first.

A while back I made some hacky dynamically created mesh stuff for creating outlines around objects.

At a quick glance it looks like the mesh has some incorrect data in there, the desktop version somehow could just run with it.

Just another rookie mistake on my part :frowning: