Iphone Simulator Halts

Hi, i want to port my game to ios devices. I have installed Unity 3d on an apple machine and i have installed xcode 4.6.2. I bult my app using “sdk version = simulator sdk” and target ios version = 5. Unity builds the xcode project and i can open and built the xcode. When i push the “run” button the iphone simulator starts but the game state does not pass the unity logo on the screen. I do not get any messages. I am totally noob in the world of apple, so any help or idea is really welcome.

Sometime in xcode i get a list of assembly code lines and in one of them the error
EXC_BAD_ACCESS code = 2

The EXC_BAD_ACCESS occurs in a line after some sound call. My sound effects are ogg files and Mac OS X seems to not know this type of file. Is it possible to be the cause of the problem?

Everyting runs fine if i choose to run my app with the iphone/ipad simulator 5 but this problem occurs when i run on iphone/ipad simulator 6. Any idea? what is going on

How does your crash stacktrace looks like?

this is the assembly code , it crushes after CA_UISoundClientBase::CA_UISoundClientBase

0x28a01a7: movl $0, 176(%ebx)
0x28a01b1: movl $4294967293, 4(%esp)
0x28a01b9: movl $0, (%esp)
0x28a01c0: calll 0x2838370 ; AQIONodeManager::FindAQIONode(bool, unsigned long)
0x28a01c5: movsd 12(%ebp), %xmm0
0x28a01ca: movl %eax, 168(%ebx)
0x28a01d0: xorpd %xmm1, %xmm1
0x28a01d4: ucomisd%xmm1, %xmm0
0x28a01d8: jne 0x28a01f4 ; CA_UISoundClientBase::CA_UISoundClientBase(double, unsigned long) + 388
0x28a01da: jp 0x28a01f4 ; CA_UISoundClientBase::CA_UISoundClientBase(double, unsigned long) + 388
0x28a01dc: movl (%eax), %ecx
0x28a01de: movl 16(%ecx), %ecx
0x28a01e1: movl %eax, (%esp)
0x28a01e4: calll *%ecx
0x28a01e6: fstpl -24(%ebp)
0x28a01e9: movsd -24(%ebp), %xmm0
0x28a01ee: movl 168(%ebx), %eax
0x28a01f4: movl 20(%ebp), %ecx
0x28a01f7: movsd %xmm0, 124(%ebx)
0x28a01fc: movl $1819304813, 132(%ebx)
0x28a0206: movl $16, 156(%ebx)
0x28a0210: movl %ecx, 152(%ebx)
0x28a0216: movl $1, 144(%ebx)
0x28a0220: movl $2, 148(%ebx)
0x28a022a: movl $2, 140(%ebx)
0x28a0234: movl $44, 136(%ebx)
0x28a023e: movl (%eax), %ecx
0x28a0240: movl 40(%ecx), %ecx
0x28a0243: movl %ebx, 4(%esp)
0x28a0247: movl %eax, (%esp)
0x28a024a: calll %ecx
0x28a024c: movb 2562670(%edi), %al
0x28a0252: testb %al, %al
0x28a0254: jne 0x28a025d ; CA_UISoundClientBase::CA_UISoundClientBase(double, unsigned long) + 493
0x28a0256: movb $1, 2562670(%edi)
0x28a025d: addl $28, %esp
0x28a0260: popl %esi
0x28a0261: popl %edi
0x28a0262: popl %ebx
0x28a0263: popl %ebp
0x28a0264: ret
0x28a0265: movl %eax, %esi
0x28a0267: movl -28(%ebp), %eax
0x28a026a: movl %eax, (%ebx)
0x28a026c: testb $1, 10(%ebx)
0x28a0270: je 0x28a02a0 ; CA_UISoundClientBase::CA_UISoundClientBase(double, unsigned long) + 560
0x28a0272: movl $0, 4(%esp)
0x28a027a: movl $3, (%esp)
0x28a0281: calll 0x28a2620 ; XLog::LogEnabled(int, int)
0x28a0286: cmpb $1, %al
0x28a0288: jne 0x28a02a0 ; CA_UISoundClientBase::CA_UISoundClientBase(double, unsigned long) + 560
0x28a028a: leal 2128688(%edi), %eax
0x28a0290: movl %eax, 4(%esp)
0x28a0294: movl $3, (%esp)
0x28a029b: calll 0x27e70a0 ; XLog::Log(int, char const
, …)
0x28a02a0: movl %esi, (%esp)
0x28a02a3: calll 0x2a56616 ; symbol stub for: _Unwind_Resume
0x28a02a8: calll 0x2a56538 ; symbol stub for: std::terminate()
0x28a02ad: movl %eax, %esi
0x28a02af: movl -32(%ebp), %eax
0x28a02b2: movl %eax, (%esp)
0x28a02b5: calll 0x28221a0 ; CAAudioChannelLayout::~CAAudioChannelLayout()
0x28a02ba: jmp 0x28a0267 ; CA_UISoundClientBase::CA_UISoundClientBase(double, unsigned long) + 503
0x28a02bc: nopl (%eax)

and this is the output

2013-09-20 17:30:53.634 smushthegoblinsFull[3939:c07] → registered mono modules 0xc2f500
→ applicationDidFinishLaunching()
→ applicationDidBecomeActive()
Mono path[0] = ‘/Users/alexm/Library/Application Support/iPhone Simulator/6.0/Applications/78389B70-12A8-44F9-9F49-A70E85AEAE16/smushthegoblinsFull.app/Data/Managed’
Mono config path = ‘/Users/alexm/Library/Application Support/iPhone Simulator/6.0/Applications/78389B70-12A8-44F9-9F49-A70E85AEAE16/smushthegoblinsFull.app/Data/Managed’
PlayerConnection initialized from /Users/alexm/Library/Application Support/iPhone Simulator/6.0/Applications/78389B70-12A8-44F9-9F49-A70E85AEAE16/smushthegoblinsFull.app/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55447
Multi-casting “[IP] 10.0.2.15 [Port] 55447 [Flags] 2 [Guid] 1253956560 [EditorId] 1356055941 [Version] 1048832 [Id] iPhonePlayer(localhost) [Debug] 0” to [225.0.0.222:54997]…
PlayerConnection already initialized - listening to [10.0.2.15:55447]
Renderer: Apple Software Renderer
Vendor: Apple Computer, Inc.
Version: OpenGL ES 2.0 APPLE
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc
Creating OpenGLES2.0 graphics device
Initialize engine version: 4.2.1f4 (4d30acc925c2)
2013-09-20 17:30:56.889 smushthegoblinsFull[3939:7603] Error ‘!obj’ trying to fetch default input device’s sample rate
2013-09-20 17:30:56.896 smushthegoblinsFull[3939:7603] Error getting audio input device sample rate: ‘!obj’
2013-09-20 17:30:56.903 smushthegoblinsFull[3939:7603] AQMEIOManager::FindIOUnit: error ‘!dev’
2013-09-20 17:30:56.904 smushthegoblinsFull[3939:c07] <com.apple.main-thread> AURemoteIO::Initialize failed: -10851 (enable 2, outf< 2 ch, 24000 Hz, Int16, inter> inf< 2 ch, 0 Hz, Int16, inter>)
2013-09-20 17:30:56.905 smushthegoblinsFull[3939:1703] <0xb0093000> AQMEIOManager::FindIOUnit: error ‘!dev’
FMOD failed to initialize … Error initializing output device.

(Filename: /Applications/buildAgent/work/cac08d8a5e25d4cb/Runtime/Audio/AudioManager.cpp Line: 177)

Can you deploy and run empty application?

The same happens to every app that i try to deploy

Then maybe sound system setup is somehow unusual on your Mac? Like AirPlay speakers or smth else…

i am using virtualbox and Mountain Lion on a vm so probably this is the problem

I have installed the IOS update and the XCode update and the simulator at 99% of the times works perfect now. So who ever wants to port his game to IOS and does not have a MAC he can by a mountain lion cd to honor the devs and use iAtkos ml2 or other hackintos version with virtual box for the development.