Once the splash screen loads, it checks to see what level you were playing last. If level number falls between 3 14, it goes directly to that level, skipping the level select menu. If it’s outside of those numbers, it goes to the main menu.
It works fine in Unity and Unity remote on iPad 1.
However, if I build and install it, the game runs, and when it gets to the point where it should be loading one of those levels, the iPad leaves the game and goes to the homescreen.
In Xcode, the only thing it says is: (gdb)
I know it has the right level number to load, and that the level has been built and exists, but I can’t get it to work. If I comment out that portion, and use only the menu, it works fine.
Any ideas on what (gdb) means and how I can figure out why it won’t work?
I get no other warnings or errors. Using Unity 3.4.0f.5, Xcode 4.2
It turns out it was a memory problem. I have an animation that uses texture arrays. When the game went to the Main Menu, those arrays were cleared, and the Menu uses very little memory.
However, if it went from the animated splash screen directly to the game, the new textures and the texture array combined took up too much ram and caused the game to kick back to the home screen.
I don’t know if you have the same problem, but here’s a link to a thread that helped me fix the problem by clearing the Texture array by setting them to null, reducing the memory used before loading the main game.