Ok guys, here’s what’s happening.
My game I am making randomly generates a terrain out of blocks.
In the editor the game runs perfectly.
On the xcode simulator my game runs perfectly.
When I build it with XCode and run it on my device, the ground does not generate, and my player just falls and falls.
Does anyone know what could possibly be wrong? If someone could help me I would offer a paypal reward!
Thankyou so much for reading.
Could you share us the problematic code part?
I seen this issue before also with a code template from the net.
I cannot remember the solution to the issue, it was some missing files or so…
But yes without the code how can anyone help, be realistic here - you need provide more info…
Thanks guys, here’s some more info.
XCode Simulator Debug:
2013-05-22 16:24:09.805 ProductName[37712:17903] → registered mono modules 0xaad8b8
→ applicationDidFinishLaunching()
→ applicationDidBecomeActive()
Mono path[0] = ‘/Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed’
Mono config path = ‘/Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed’
PlayerConnection initialized from /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55017
Multi-casting “[IP] 10.1.1.7 [Port] 55017 [Flags] 3 [Guid] 1705182941 [EditorId] 3494204967 [Version] 1048832 [Id] iPhonePlayer(Tristan-Tottys-iMac.local) [Debug] 1” to [225.0.0.222:54997]…
Waiting for connection from host on [10.1.1.7:55017]…
Timed out. Continuing without host connection.
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56941
PlayerConnection already initialized - listening to [10.1.1.7:55017]
Renderer: Apple Software Renderer
Vendor: Apple Computer, Inc.
Version: OpenGL ES 2.0 APPLE
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc
Creating OpenGLES2.0 graphics device
Initialize engine version: 4.1.2f1 (911c7369eeac)
Begin MonoManager ReloadAssembly
Platform assembly: /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/UnityEngine.dll (this message is harmless)
Loading /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/Assembly-UnityScript.dll (this message is harmless)
Loading /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/Assembly-UnityScript.dll into Unity Child Domain
Completed reload, in 0.029 seconds
Platform assembly: /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/System.dll (this message is harmless)
Platform assembly: /Users/tristantotty/Library/Application Support/iPhone Simulator/6.0/Applications/99BB844C-8426-4CE2-847D-3BD39EBE353B/ProductName.app/Data/Managed/System.Xml.dll (this message is harmless)
→ applicationWillResignActive()
→ applicationDidEnterBackground()
→ applicationWillEnterForeground()
→ applicationDidBecomeActive()
XCode Simulator Picture:
Iphone 5 Build and Run Debug:
2013-05-22 16:40:59.860 ProductName[2388:907] → registered mono modules 0x16bf590
→ applicationDidFinishLaunching()
→ applicationDidBecomeActive()
Mono path[0] = ‘/var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed’
Mono config path = ‘/var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed’
PlayerConnection initialized from /var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55238
Multi-casting “[IP] 10.105.36.93 [Port] 55238 [Flags] 3 [Guid] 1643120327 [EditorId] 3494204967 [Version] 1048832 [Id] iPhonePlayer(Jordans-iPhone) [Debug] 1” to [225.0.0.222:54997]…
Waiting for connection from host on [10.105.36.93:55238]…
Timed out. Continuing without host connection.
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56327
PlayerConnection already initialized - listening to [10.105.36.93:55238]
Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-73.16.1
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc
Creating OpenGLES2.0 graphics device
Initialize engine version: 4.1.2f1 (911c7369eeac)
Begin MonoManager ReloadAssembly
Platform assembly: /var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/UnityEngine.dll (this message is harmless)
Loading /var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/UnityEngine.dll into Unity Child Domain
Non platform assembly: /private/var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/Mono.Security.dll (this message is harmless)
Non platform assembly: /private/var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/System.dll (this message is harmless)
Platform assembly: /var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Non platform assembly: /private/var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/System.Xml.dll (this message is harmless)
Platform assembly: /var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/Assembly-UnityScript.dll (this message is harmless)
Loading /var/mobile/Applications/8DB2AC3A-A177-486B-B2AC-BEFC29403EC0/ProductName.app/Data/Managed/Assembly-UnityScript.dll into Unity Child Domain
Completed reload, in 0.091 seconds
(lldb)
Image of game running on iPhone
(Same as Simulator picture, without the ground below)
Any help is appreciated!
Your logs look fine to me.
I have never run into an instance where code would run int he editor, without error, but then would completely fail on the iPad. Some really funky function must be in use. I would really like to know what it is when you figure it out.
Just as a means to make sure, build your project with API Compatibility Level: .NET 2.0 and Stripping Level: Disabled. These are under the Player Settings, the iOS tab.
Hey there! I’m using “Net 2.0 Subset” not “Net 2.0” could that be a problem?
goat1
May 23, 2013, 4:53am
7
.Net 2.0 subset is desirable if you aren’t using the APIs that require .Net 2.0 full.
You should connect to your iOS device and check your logs for a out of memory / …
My guess is that the device simply doesn’t have the power to keep up with the procedural level generation (I’m assuming it’s happening at run-time), so it doesn’t have the time to create the ground before the player falls through. It’s working in the editor and the simulator because your Mac is much more powerful.
Just a guess without seeing the code of course.
goat1
May 23, 2013, 4:57am
9
DanielQuick:
My guess is that the device simply doesn’t have the power to keep up with the procedural level generation (I’m assuming it’s happening at run-time), so it doesn’t have the time to create the ground before the player falls through. It’s working in the editor and the simulator because your Mac is much more powerful.
Just a guess without seeing the code of course.
If you’re doing the voxel stuff that’s a good point. Remove your character from scene and retest on your iPhone 5.
Hey guys, thanks for the help, but still no success.
I setup the main camera in a stationary position pointing down at the map.
On the computer and simulator the world loads up perfectly.
I built it and ran it on my iPad, with “Net 2.0” not “Net 2.0 Subset” and there is still no map being generated.
The map is generated using perlin noise, is that even possible on iOS?
Thankyou