SetActiveRecursively crashes my project on ios but no problems in editor

I’ve tried debugging on ios via mono but it hasn’t helped. It just bombs with gdc.

There are no problems when run from the editor. Is this a known problem? any “gotchas” or tips/tricks?

edit:

found the bug below - it is in unity itself.

I think it might be related to objects that have a lot of children.

This is a confirmed bug btw, and reproducable. The trouble is my project is 500 megs and I do not actually have the time due to deadlines, to submit a valid bug report by creating a test case right now.

But to reproduce:

  1. make a gameobject that is stuffed with a TON of other game objects, not just nested, but in the root of the gameobject.
  2. call enabled (true) on it to watch ios blow up.

by a ton I mean a hundred or so objects. The thing is, it needs to be done programatically, by setting the .transform.parent in code of the children. Hope that helps other people and unity nail the bug.

Cost me 2 days of development, can’t really blow more time on this issue or I’d help, sorry guys.