I’ve seen a few other posts similiar to this, but I figured I’d put out my exact details.
Basically, it seems Unity is cleaning up a GameObject I need to stick around!
Here is the log:
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 242.
Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
[Switching to thread 11523]
Program received signal: “EXC_BAD_ACCESS”.
Current language: auto; currently c++
warning: Unable to read symbols for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found).
Xcode could not locate source file: RakNetTypes.h (line: 320)
I have a singleton manager class that does not inherit from anything.
I have the following in the singleton:
The OnDisable() for the iOS_FBCallbacks class (which is a MonoBehavior) is getting called when the above.
Is there any way to mark a game object as “do not delete?” I already called DontDestroyOnLoad(this) in it’s Awake() function…
I guess your object is being deleted because you have some destroying code on the OnDisable class. Maybe you could add some conditional code on it to avoid it being destroyed at its initialization. You could also build a Prefab and instantiate it with GameObject.Instantiate() function.
Hello @charmcrescini
First I apologize for bothering you and taking up your time.
It’s clear to me that it’s been a long time since I posted this issue, but I’m going through the same thing now.
I have reviewed your link, but I am not sure what I should do to solve it
After so much time has passed,
Do you remember how I solved this problem ?
I hope you can help me, I am working on this problem for 3 days
Thanks