Hey Folks,
We have a Unity iPhone project of fair size and complexity. The project uses a fair number of external .net libraries, generics, and “unorthodox” programming techniques from reactive extensions to partial classes to Asset Bundles. The game runs quite well on test devices, and we are nearing release.
However, something very odd is going on when we are trying to bring in a couple of 3rd party libraries (Flurry and TestFlight’s SDK). The mere presence of these .a files in the XCode project is causing a crash immediatly after the AppController calls [self startUnity:application]. We can do all we want before the startUnity call.
Doing a back trace in gdb gives us:
#1 0x010cd33c in System_SystemException__ctor_string () at mscorlib.dll.s:356770
and poking around a little further, it appears that the exception being constructed is a mono out of memory exception.
It looks like some out of control allocation is going on in mono-land. This happens on the iPhone4, iPad2, and iPhone3gs. Our application has no memory issues outside of this condition.
- Configuring the libraries properly, with linker flags, etc. No change. Simply removing the .a file fixes everything
- We’ve built the project with only a single empty scene selected in the build settings - same problem.
- Creating an empty unity project and adding the .a files is fine - they run as they are supposed to. Something about our configuration is causing the problem
Anyone experienced anything like this before? Any hints?
Cheers,