iPhone log file?

My app runs ok using Unity Remote, but when I build and install and run on my device, it hangs when entering the level. I could probably figure out what’s hanging if I could read the log file I’ve known and loved (the output_log.txt found in the _data folder on PC).

Is there such a thing on iPhone/iPod? If so how would I be able to read it? Or is this in XCode somewhere?

xcode → window → organizer

console crash logs

the console will show basically the same thing as the debugger console if you started it from xcode on your device so no need to go the complicated way.

though if it just crashes and otherwise works chances are there that:

  1. you have a thumb library present in a unity iphone 1.6+ project (in this case it crashes right after the startup screen)

  2. you just run out of memory (console will show memory warnings)

Thanks, you rock.

Yep, low memory. I’m actually amazed it got as far as it did (very detailed models). Well back to the poly-reducer…

models are only rarely the cause of it they take a minimum of memory.

textures and sound are the two major problems or forgetting that loading up unity itself takes 14mb+ RAM already

I’ll look at that (what’s the max texture size for iPhone?), but really, these models are very heavy. One mesh 16megs, one of many. They run like glass on PC/Mac so I wasn’t too worried. Until now.

16megs? well yeah that would explain it. on 1st and 2nd gen that will lead to a straight crash on its own already if it has a handfull or textures for example

sure you read the hardware specs of the iphone :wink:
Cause you are targeting < 16k tris on pre 3GS and 20-30k on 3GS through iPhone4 hardware, onscreen, and with these massive models you have I’m unsure if you really took this into considerations

The performance you see in unity + remote is worlds ahead of the device, so I hope you didn’t do judging basing on the performance there.

I took nothing into account, but I fully expected this. My modeler has already been working on reduced assets, but I just wanted to see something - anything - running. It loaded, but when I turn/move to view a lot of stuff, that’s when it goes down. I’m impressed it worked at all.

My bigger concern is getting shaders that look anything remotely close to what they should. I don’t see Reflection (CubeMaps) for example. Might look a bit cartoony. Well, it’s a factory automation app, not a big deal if it’s not photorealistic.

Thats a hardware restriction.
if you use unity iphone that should show up right in relation to what is supported.

for part of this like real shaders or more than spherical textures for reflection you will need to write specific shaders in glsl and use them in unity iphone 3 (unsure which one cause the feature delta infos are not known yet), targeting ARMV7 OpenGL ES 2.0