I am having trouble debugging this- and I can’t replicate it in the Editor. The crash log is devoid of information. I’m not using RakNet or any Unity multiplayer, so I’m a bit puzzled how to find the cause of this.
Running…
[Switching to thread 11523]
[Switching to thread 11523]
continue
2010-11-02 18:22:30.576 Dominos[1505:307] -> registered mono modules
-> applicationDidFinishLaunching()
Mono path[0] = '/var/mobile/Applications/8546DCBE-406A-4A95-BC7E-089A79965BAF/Dominos.app/Data/Managed'
GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_EXT_read_format_bgra GL_EXT_shader_texture_lod GL_EXT_texture_filter_anisotropic GL_IMG_read_format GL_IMG_texture_compression_pvrtc GL_OES_depth24 GL_OES_depth_texture 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_vertex_array_object
Creating OpenGLES2.0 graphics device
Non platform assembly: /private/var/mobile/Applications/8546DCBE-406A-4A95-BC7E-089A79965BAF/Dominos.app/Data/Managed/UnityEngine.dll (this message is harmless)
Non platform assembly: /private/var/mobile/Applications/8546DCBE-406A-4A95-BC7E-089A79965BAF/Dominos.app/Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Non platform assembly: /private/var/mobile/Applications/8546DCBE-406A-4A95-BC7E-089A79965BAF/Dominos.app/Data/Managed/Assembly-CSharp.dll (this message is harmless)
-> force accelerometer registration
-> applicationDidBecomeActive()
[Switching to thread 13315]
Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 458.
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
[Switching to thread 11523]
Program received signal: “EXC_BAD_ACCESS”.
Xcode could not locate source file: RakNetTypes.h (line: 320)
(gdb)
The reason for crashing is not the last line but the fact that you try to access a null object (likely)
OK thanks dreamora. I guess I need to start adding try/catch code to the script that’s crashing.
It makes sense that the RakNetTypes.h is just a warning from gdb (hey by the way in addition to your code sucks and it just dumped core, I can’t load these unrelated debug symbols)
Thanks GDB 
When you try ‘replicating’ this in the editor, do you try with Unity Remote? If you haven’t, there’s a fairly easy way for you to tell Unity to ‘show’ you the specific line in your code that’s causing the “Program received signal: “EXC_BAD_ACCESS”” message that dreamora pointed out. Do tell if you’ve already tried with Unity Remote, so I can tell you all about that cheap trick if you haven’t :0
Hey, yes using Unity Remote-- what’s the trick? Do I need to look at the logfile for Unity Remote instead? Thanks let me know.
Hey, I only got to see your reply now. Looking at the log file you posted earlier, this cheap trick (which you probably know about anyways :)) ) I realize, might not work lol. ( In my case, since 98% of the errors I encounter myself are caused by null pointers, this works for me almost all the time)
When running the Unity Remote, get to the point where you replicate the error and Unity displays the error in glaring red text at the status bar. Double click on that and voila! (If you’re using Mono to develop, you’re in luck, this should work instantly as it goes to that particular line causing the null pointer exception).
If this doesn’t work… well, good luck and cheers friend :0
dendrobium OK thanks. Actually I mispoke too; The crash message is actually when running on the device with the xcode debugger. I can’t replicate the error when running in editor with Unity Remote. But yeah; gotta be a null reference which I will track down by using exception handling, eventually. I’m porting my highly optimized but messy JS code to C# and learning lots along the way. 
Hi,
there is a dedicated section in Unity manual for this problem trouble shooting. You can find it on-line too: Unity - Manual: Troubleshooting
Unfold “iOS” section of this document and look at the "Xcode console shows "Program received signal: “SIGBUS” subsection.
Thanks Mantas, I will definitely take a look.
Did you solve this yet? I’m having the same issue now.
Yes, solved long ago. It was probably just a null reference in my own C# code.