Unity 5.0.1 ios app crashes on load

So I made an ios app that was running fine until I updated to unity 5.0.1, my other projects on ios do run fine, even after the update. The app run in the unity editor, but when it try to upload it to my iphone it crashes on load (before the splash screen) I have several issues botth in unity editor and the xcode editor.

Here is the output of xcode:

2015-04-05 12:26:07.987 ProductName[790:231479] -> registered mono modules 0x16fa190
-> applicationDidFinishLaunching()
Mono path[0] = '/private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed'
Mono config path = '/private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed'
-> applicationDidBecomeActive()
Requesting Resolution: 1136x640
Init: screen size 1136x640
Initializing Metal device caps
Initialize engine version: 5.0.1f1 (5a2e8fe35a68)
Begin MonoManager ReloadAssembly
Platform assembly: /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/UnityEngine.dll (this message is harmless)
Loading /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/System.dll (this message is harmless)
Platform assembly: /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/Mono.Security.dll (this message is harmless)
Platform assembly: /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/Assembly-UnityScript.dll (this message is harmless)
Loading /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/Boo.Lang.dll (this message is harmless)
Platform assembly: /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /private/var/mobile/Containers/Bundle/Application/766A9E69-5AC8-471C-BF2E-6166AED46432/ProductName.app/Data/Managed/UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.043 seconds
Setting up 2 worker threads for Enlighten.
  Thread -> id: 9850000 -> priority: 1 
  Thread -> id: 98d2000 -> priority: 1 
/SourceCache/AcceleratorKit/AcceleratorKit-14.10/Framework/MTLVertexDescriptor.mm:633: failed assertion `Vertex attribute at index 0 references a buffer at index 1 that has no stride.'

And here are the issues in unity and xcode:

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@Sarcotome I started disabling parts of my app to isolate what’s causing the problem. I was able to isolate the problem to one of my objects that creates a dynamically generated mesh. With that code out of the picture, my app doesn’t crash on android or iOS anymore.

This line in the log should have been my first clue: “Vertex attribute at index 0 references a buffer at index 1 that has no stride”. It makes sense that that refers to an incorrectly created mesh, but I didn’t catch on at first.

Now I just need to figure out what’s wrong with my mesh code. I hope that gives you a clue how to fix your app!

Hey everyone. I encountered the exact same problem and for me (Android build) it helped to disable multithreaded rendering.

Same problem here, my problem comes from TextFx plugin. Already tried to disable Dynamic Batching, but without success. Some people solve this problem by disabling it.

For people has same problem as me, my problem was setting a empty string like to my TextFx object myeffect.SetText(“”);
Putting some text in string solved my problem.

Ran into this issue with a project that has nothing more than a camera and a canvas.

Disabling Audio is what fixed it for me.

XCode error is EXC_BAD_ACCESS, thrown by SoundManager.cpp:21.

Got the audio tip from