Unity 5.5 unable to iPhone 5 run?

hi,

I use Unity 5.5 ver build IL2CPP mode, to my phone iPhone5,
Screen is all black, but the music and the program is in the implementation, very strange.
Do not know whether there is a solution?

Thank

If you build your app for 64bit only you will need a iPhone 5s or newer.
The non s variant dos not support 64 bit applications.
What did you set as architecture in the player settings?
On Universal it should work.

hi,fffMalzbler,

I use IL2CPP + Universal ,No way to run … Headache…

[player settings - detailed]

Scripting Backend: IL2CPP
Target Device: iPhone + iPad
Target SDK: Device SDK
Target minimum iOS Version: 8.0
use on demand resources: NO
Accelerometer Frequency: 60 Hz

Behavior in Background: Suspend
Architecture: Universal

That sounds like a bug.
Do you gent any error massage in xcode(console) when running the app?

Are you sure your color space is set to gamma?

hi,fffMalzbler,

iOS: 9.3.5

Auto Graphics API: OpenGL ES 2
Color Space: Gamma

xcode error massage:

Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-124.1
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 ; Context level <OpenGL ES 2.0> ;
Initialize engine version: 5.5.0p2
-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _NonJitteredVP;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)
+ _ZBufferParams.y))));
highp vec4 tmpvar_4;
tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
highp vec4 tmpvar_5;
tmpvar_5 = (_PreviousVP * tmpvar_4);
highp vec4 tmpvar_6;
tmpvar_6 = (_NonJitteredVP * tmpvar_4);
highp vec2 tmpvar_7;
tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
highp vec2 tmpvar_8;
tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
tmpvar_2 = (tmpvar_8 - tmpvar_7);
mediump vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
tmpvar_9.xy = tmpvar_2;
gl_FragDepthEXT = tmpvar_1.x;
gl_FragData[0] = tmpvar_9;
}

-------- failed compiling:
fragment evaluation shader
WARNING: 0:4: extension ‘GL_EXT_frag_depth’ is not supported
ERROR: 0:38: Use of undeclared identifier ‘gl_FragDepthEXT’
Note: Creation of internal variant of shader ‘Hidden/Internal-MotionVectors’ failed.
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ - Setting to default shader.
WARNING: Shader Unsupported: ‘Hidden/Dof/DX11Dof’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/Dof/DX11Dof’ - Setting to default shader.
UnloadTime: 32.546207 ms
game_stage: 0,game_state: PLAYING
Look rotation viewing vector is zero
grass vertex640
Setting up 2 worker threads for Enlighten.
Thread → id: 40491000 → priority: 1
Thread → id: 4040f000 → priority: 1
2016-12-23 20:22:56.977 preojct001[482:47577] Received memory warning.
WARNING → applicationDidReceiveMemoryWarning()
NullReferenceException: A null value was found where an object instance was required.
at game_ui.Script_UI () [0x00000] in : 0
at game_ui.OnGUI () [0x00000] in : 0
UnityEngine.UnhandledExceptionHandler:printException(String, Exception)
(Filename: currently not available on il2cpp Line: -1)
preojct001 was compiled with optimization - stepping may behave oddly; variables may not be available.

hi, Gametyme,

Color Space is gamma
Auto Graphics API: OpenGL ES 2

Run up, the screen is still all black

Are you using image effects?

The problem has been eliminated

(1) Disable Auto Graphics API
(2) Disable Depth and Stancil

thanks
:eyes: