Program received signal: “0”

Hi guys,

i’ve been receiving this error. Anyone know what this means?

-> applicationDidFinishLaunching()
         

End Load File completely 1325.235667

-> applicationDidBecomeActive()
   -> force accelerometer registration
WARNING -> applicationDidReceiveMemoryWarning()
WARNING -> applicationDidReceiveMemoryWarning()
Program received signal:  “0”.
warning: check_safe_call: could not restore current frame

Also i’ve been encountering this on the loading part of my game. Thanks for any help!

This looks awfully similar to my SIGBUS error which I discussed in another thread

Program received signal: “SIGBUS"

I think it may be related to “out of memory” issues. Like my SIGBUS error,
If you look at your XCode log statement prior to that, it also has this line of code:

WARNING → applicationDidReceiveMemoryWarning()

Something to consider.

iPhone OS will kick you app out (that’s what you’re observing in the console) if it consumes too much memory.

I got same issue in my game…
and i m trying to figure it out. if anyone have suggestions reply to it…

enable “Texture Compression” in Build Settings. I had the same problem in the past.

It says that its memory issue. Usually caused by too many uncompressed textures on the scene as people already wrote OR by leaving garbage. Dont forget to delete no longer needed objects be especially careful with

Instantiate() 
//and 
DontDestroyOnLoad();

Sometimes you can have a lot of duplicates of the same object which is no longer used but you forgot to delete it.

Can you elaborate it more that how can i destroy gameobject that is created dynamically.

Like
Instantiate(ball,vector3(0,0,0),Quaternion.identity)

when i destroy gameobject like
Destroy(ball);

then it shows error of data loss.

so can anyone give me a good example.?

You’re trying to destroy the prefab in that code. Instantiate returns reference to the instantiated object:

ballObject = Instantiate(ball, Vector3.zero, Quaternion.identity);

Destroy(ballObject);

Every one please help me out Now i am loading every thing on run time but i still receive this signal 0 error.
Now taking a manager gameobject which is loading everything at its start. but game still crashes.
here is code of start.

function Start () 
{
	kickTexture=GetComponent ( GUITexture );
	kickTexture.texture=dropPuntKick;
	kickNo = 0;
	if(Application.loadedLevel==1)
 		easyStadium=Instantiate(easyStadium, Vector3(-3.421447,9.816792,-15.40524), Quaternion.identity);
 	else if(Application.loadedLevel==2)
		mediumStadium=Instantiate(mediumStadium, Vector3(-3.421447,9.816792,-15.40524), Quaternion.identity);
	else if(Application.loadedLevel==3)
	 	hardStadium=Instantiate(hardStadium, Vector3(-3.421447,9.816792,-15.40524), Quaternion.identity);

	scoreboard=Instantiate(scoreboard, Vector3(0.5,0.78,0), Quaternion.identity);
	//scoreboard=null;
	makeTriggers();
	makeGoalPoles();
	if(Application.loadedLevel==3)
	{
		raining=Instantiate(raining, Vector3(-0.6563944,13.22971,3.802351), Quaternion.identity);
		//raining=null;
		yield WaitForSeconds(1.0);
	}
	
	makeBall();
}

Please buddy get me out of this mess i m f**ked up very badly by this error.

IS THERE NOBODY WHO CAN HELP???

:?: :roll: :?: :?: :roll:

loading in runtime does not solve the problem of high memory usages. You might potentially have less now so it does not instantly crash but it might none the less be by far too much.
Realistic memory usages are <= 25mb of RAM at any given time.

To find out how much memory you use etc, you need to use the Instruments (especially the memory instrument) on the running application on the iphone.

SO wat the solutions when i see console it write very memory usage on scene load is very less.

Now i m trying not to load not useful objects on runtime.

the solution if you get the memory warning is to:

  1. see how much memory you have available at all at runtime
  2. check how much you use
  3. and use less

for 1-2, Instruments are the way to go

Few tips on lowering memory usage. The most probable culprit is texturesize, so:

  1. Have as many of your textures square with power-of-2 dimensions so they can be compressed.
  2. If above is not possible, use RGB 16-bit (or in some cases Alpha 8-bit) instead of RGB 32-bit.
  3. If you have multiple textures that are used only once (say, tutorial images), load them with Resouces.Load and use Application.GarbageCollectUnusedAssets to get rid of them as soon as they’re not needed.

Other than textures, ensure that your background music is compressed.