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:
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.
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.
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.
Few tips on lowering memory usage. The most probable culprit is texturesize, so:
Have as many of your textures square with power-of-2 dimensions so they can be compressed.
If above is not possible, use RGB 16-bit (or in some cases Alpha 8-bit) instead of RGB 32-bit.
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.