The Problem :
Silent crash on iOs builds deployed to iPhones below iPhone 5S. 5S and above the build runs perfectly. There is absolutely no errors thrown just the standard startup information as seen below. Once the app passes the splash screen is closes and returns to the home screen.
Is this a known issue. There has been very little change between our builds, we did introduce a custom splash screen and disabled the unity splash ( yes we do have iOS pro ).
More Info :
- Unity 5.0.1f3
- iOS 8.1.1
- iPhone 5 and
below crashes - iPhone 5S and above no
issues
The Log :
2015-06-09 16:08:30.036
dazzleships[4654:1358231] →
registered mono modules 0x24f7340
→ applicationDidFinishLaunching() PlayerConnection initialized from
/private/var/mobile/Containers/Bundle/Application/8AC5DB87-8D4B-4D32-9BE2-07AB237FC077/dazzleships.app/Data
(debug = 0) PlayerConnection
initialized network socket : 0.0.0.0
55000 Multi-casting “[IP]
10.145.93.208 [Port] 55000 [Flags] 3 [Guid] 2864923899 [EditorId]
3625223755 [Version] 1048832 [Id]
iPhonePlayer(Michaels-iPhone):56000
[Debug] 1” to [225.0.0.222:54997]…
Waiting for connection from host on
[10.145.93.208:55000]… Timed out.
Continuing without host connection.
→ applicationDidBecomeActive() Requesting Resolution: 640x960
Renderer: PowerVR SGX 543 Vendor:
Imagination Technologies Version:
OpenGL ES 2.0 IMGSGX543-113.3 GLES:
2 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_draw_instanced
GL_EXT_instanced_arrays
GL_EXT_map_buffer_range
GL_EXT_occlusion_query_boolean
GL_EXT_pvrtc_sRGB
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_sRGB
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_rg
GL_EXT_texture_storage
GL_APPLE_clip_distance
GL_APPLE_color_buffer_packed_float
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_APPLE_texture_packed_float
GL_IMG_read_format GL_IMG_texture_comp
ression_pvrtc OPENGL LOG: Creating
OpenGL ES 2.0 graphics device
Initialize engine version: 5.1.0f3
(ec70b008569d)