So, my game works just fine in the editor of Unity 3 with iphone basic, but once exported to my itouch 2g, only the main menu scene runs just fine. Once i select “new game” it quits the app every time. Up until now, it’s been running great. I’ve gotten it to run the main menu scene and the first level scene on my itouch 2g before, so I assume i must have changed or added something that makes it quit. I just dont know what. Maybe it was some particles or some piece of code.
Does anyone know I can figure out what is making it quit? Is there a log somewhere is xcode i can check out that’ll tell me what function made it quit? Is there any functions or anything like that that anyone knows of that just can’t be ran on a 2g device (wish i could afford to get a 4g itouch so i could test this more)?
I am playing… yes playing… til I figure out what they do in total …with the Instruments in Xcode and run my game with one of those modules. Helped me figure that a skinned mesh took up half the render and calculation time so I removed it and got 30+ FPS using the Core Animation Instrument during Run. However I am getting a strange crash or shutdown at 2:48 to 3:50 in the game. I wil test it now without being cabled to Xcode via USB and see if it is the game or Xcode debugger which is causing it. It just occurred to me that perhap if I use the debugger and tuning instruments in Xcode that I should perhaps check the Debug Build in Player Settings in Unity.
A bit of a ramble but generally play with the Instruments and watch their output and see if they throw up any anomalies. The Leaks and CPU ones may be helpful.
HTH
BTH
ok, the problem was the texture sizes i was using. I had the quality setting set to like 1/8 texture sizes and original sizes around 1024. What threw me off was that all of those 1024 size textures was used in my main menu ( the scene that was running, and at full 30fps too). I guess the itouch had to load the textures at full size and then display them in 1/8 size. So now that all my textures are around size 512, it works.
Thats indeed the case. The quality settings impact the render size, not the loading size.
What it technically does, at least at the time, is just force a lower mipmap level than the full one…