Unity 5.1 iOS crash in SyncJobs

Hello Unity coders,

since Unity 5.1, if I try even an completely new empty project, building for iOS and using Mono2x (instead of IL2CPP backend), and enable any stripping other than disabled, the app will crash in xcode with this callstack:
#0 0x0085b540 in SyncJobs at /Users/builduser/buildslave/unity/build/Runtime/ParticleSystem/ParticleSystem.cpp:331
#1 0x00691f2c in UpdateAllRenderers at /Users/builduser/buildslave/unity/build/Runtime/Camera/RenderManager.cpp:265
#2 0x0078ff80 in CompletePreloadMainData at /Users/builduser/buildslave/unity/build/Runtime/Misc/SaveAndLoadHelper.cpp:598
#3 0x0077d1c0 in IntegrateMainThread at /Users/builduser/buildslave/unity/build/Runtime/Misc/LoadSceneOperation.cpp:205
#4 0x0077bce8 in UpdatePreloadingSingleStep at /Users/builduser/buildslave/unity/build/Runtime/Misc/PreloadManager.cpp:416
#5 0x0077c050 in WaitForAllAsyncOperationsToComplete at /Users/builduser/buildslave/unity/build/Runtime/Misc/PreloadManager.cpp:476
#6 0x00779f78 in PlayerStartFirstScene at /Users/builduser/buildslave/unity/build/Runtime/Misc/Player.cpp:954
#7 0x00779fd4 in PlayerLoadFirstScene at /Users/builduser/buildslave/unity/build/Runtime/Misc/Player.cpp:985
#8 0x0058b64c in UnityLoadApplication at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/LibEntryPoint.mm:228
#9 0x00098d5c in -[UnityAppController startUnity:] at /…TestiOSBuild/TestiOSPackage/Classes/UnityAppController.mm:109
#10 0x2c696124 in __NSFireDelayedPerform ()
#11 0x2b92915e in CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION ()
#12 0x2b928ce0 in __CFRunLoopDoTimer ()
#13 0x2b926f4a in __CFRunLoopRun ()
#14 0x2b8729a0 in CFRunLoopRunSpecific ()
#15 0x2b8727b2 in CFRunLoopRunInMode ()
#16 0x3304b1a8 in GSEventRunModal ()
#17 0x2effd694 in UIApplicationMain ()

Anybody else has that problem?

Best place is to move the thread to the iOS section of forum

Fix: Player Settings → Other Settings → Stripping Level: Disabled

I am having the same problem, and disabling stripping doesn’t seem like a great solution (in terms of app size). Jumping back to a previous version of Unity for now.

For those stumbling upon this and still want (or need) to use stripping, two possible fixes are:

  1. Add the particle system to a link.xml file as such: (This didn’t work for me, but apparently worked for others)


(For more information about link.xml files see “How to Deal with Stripping when Using Reflection” in
Unity - Manual: Optimizing the size of the built iOS Player)

  1. Add a particle system to the first scene loaded in the project. And by particle system I mean the new one, not the legacy one. In the editor → GameObject → Particle System will create one for you. You can deactivate the game object it is on, but just by adding it into the main scene this helped me compile to iOS.