My game work well on itouch and iphone, but it always crash on the iphone3g. But when i launch the game with the xcode debug command, it works, so i can’t get any information about the crash.
Is there someone have this problem too?
iPhone 3G may be slower that 2nd gen and newer iPods, so iPhone OS may kill your game upon loading in it loads longer than OS likes or allocates too much memory.
You have roughly 20 seconds to load an app before the iphone OS kicks it… I say ‘roughly’ because i’ve had confirmed loading times of 28 seconds… (on early builds of things)
However, iPhones have a larger memory overhead than the iPods because they also deal with all that phone stuff… I’m not sure of the exact difference, but I’m sure someone on this forum has had this issue before, have a search you’ll find something ![]()
the common workaround is to load a small scene first which then loads other stuff.
Oh yeah, I’ve done that one myself… I don’t know why I didn’t suggest it ![]()
same problem here with my new game. Works fine on MAC and iPod. But on iPhone 3G (latest os 3.1.2) it always crash during displaying the unity splash screen.
I have already put a empty loader-scene but same problem.
What can I do for solving this problem ?
For example read this or any other similar thread. Do you still have any particular questions with the issue?
Are the Unity engine libraries going to get smaller as time goes on or will stripping be the only option for more memory space?
Im just wondering, because I heard you guys have said that you are working on the networking library for iphone. This would add a lot of overhead, right? I’m guessing you would have to free up more ram for that… :?:
Hi,
have added yield for 1 / 2 frames before loading second scene?
function Start () {
yield;
Application.LoadLevel("Test");
}
I know this is kind of an old thread, but this problem has come up for me a few times, and I’m hoping some official Unity-person may have some insight into the problem.
As previously suggested, I initially load a very lightweight bootstrap level that displays a GuiTexture, yields for a couple of seconds, then load the main level. On the 3G device that I only use for testing, it takes about 7 seconds to load the initial level, then another 6 for the second one.
However, I’ve had a few customers with 3G devices complain that my game stays on the “Powered by Unity” screen (I’m using the non-Pro version) for about 20 seconds before crashing. From the logs that one customer sent me, I see that the app “failed to launch in time” and was killed by the OS. Rebooting the device usually solves the problem, but not always. Since the customers don’t see my game splash screen, I can only assume that Unity itself is taking a long time to load. Is there anything I can do about it, besides telling my customers to reboot their devices?