(I posted this initially on Help with “SIGBUS” error. but perhaps it deserves its own thread…)
I seem to be getting a similar “freeze” on ipad splash screen error with Unity 3.2
2011-02-23 14:38:48.575 toppal[2184:307] → registered unity classes
- Assertion at /Users/mantasp/work/unity/unity-mono/External/Mono/mono/mono/mini/aot-runtime.c:1156, condition `aname’ not met
Program received signal: “SIGABRT”.
mi_cmd_stack_list_frames: Not enough frames in stack.
mi_cmd_stack_list_frames: Not enough frames in stack.
(gdb) thread apply all bt
Thread 1 (thread 11523):
#0 0x30d7c2d4 in __kill ()
#1 0x30d7c2ca in kill ()
#2 0x30d7c2bc in raise ()
#3 0x30d90d78 in abort ()
#4 0x005f83f8 in s_SkinVertices4Bones_Copy4Ints ()
#5 0x005f8430 in s_SkinVertices4Bones_Copy4Ints ()
#6 0x00000000 in ?? ()
(gdb)
Could you please help me trace this? (btw. I am not sure why the assertion go to /Users/mantasp… I thought I’ll ask here since I noticed the moderator name here is Mantas
Thanks
hg111
Hi,
are you sure that you are using Unity 3.2.0f4? Error message sounds like from older unity runtime. Try to replace your project from scratch.
Het thanks for the quick response! Yes, Unity 3.204f (61061) I am in a middle of an upgrade of a project that is already in the market and is facing memories issues around the world… No quite sure what you mean by “replace your project from scratch” - Import the assets one by one? The is a huge project… Btw, I get the unity splash screen when loading instead of my splash screens so I am guessing it is very early in the load process…
Mantas,
I ‘replaced’ the project by duplicating the original and then forcing (“touching”) all last modified date for all assets for today (using a tool called Bulkfilechanger) as I thought that is perhaps what you meant, but to no avail. I have also tried other recommendations, such as setting the UIKIT framework to weak link - nothing! The program still runs fine with no errors (except some warnings) in the simulator. It used to build nicely to ipads and iphone before we migrated to Unity 3.2. Maybe a hint that can help us: On two different ipad devices , the first build manged to get to our new splash screen when hanged, but the second time I built always hangs at a unity icon splash screen (saying: “Powered by Unity Loading…”) Not sure if this is a real clue. Now almost a week into this problem, this is causing us a serious delay. I really hope you or someone else can shad some light on this issue. Thank you!
hg111
No, I just meant that you replace generated Xcode project instead of appending old one and testing it without any native plugins, custom modifications, etc.
Mono asserts usually happens when:
a) some Thumb-compiled third party native library is linked to the Unity iOS project;
b) some scripts contain public fields that use generics with value types (like List);
c) .NET stripping is enabled, but some code is accessible only via Reflection and thus target code is not included into final binary.
Your posted stack trace gives no clue, probably because it is obtained from Xcode release build of application. Try to switch to “debug” in Xcode, rebuild and test it again.
So after replacing as you suggested, I at least get to the game’s splash screen and the famous data formaters error which exits. Doing some checking…