We’ve got roughly 10 Unity seats, and we work on roughly 5 projects, some of which already have are already on the appstore (Droid and iOS)…
I’d like to hear any problems you guys have had from making the switch from 3.5 to 4.0…
We’ve got roughly 10 Unity seats, and we work on roughly 5 projects, some of which already have are already on the appstore (Droid and iOS)…
I’d like to hear any problems you guys have had from making the switch from 3.5 to 4.0…
/Classes/iPhone_Sensors.mm:347:53: ‘locationServicesEnabled’ is deprecated: first deprecated in iOS 4.0
ld: warning: PIE disabled. Absolute addressing (perhaps -mdynamic-no-pic) not allowed in code signed PIE, but used in method_addresses from …/DerivedData/Unity-iPhone/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/armv7/Assembly-CSharp-firstpass.dll.o. To fix this warning, don’t compile with -mdynamic-no-pic or link with -Wl,-no_pie
(null): warning: (armv7)… /Libraries/libiPhone-lib.a(CharacterController.o) object file doesn’t contain DWARF debug information
(null): warning: (armv7)… /Libraries/libiPhone-lib.a(Cloth.o) object file doesn’t contain DWARF debug information
(null): warning: (armv7) …/Libraries/libiPhone-lib.a(FixedJoint.o) object file doesn’t contain DWARF debug information
(null): warning: (armv7)… /Users/rolfbertram/Documents/Unity3D/FishOutput/Libraries/libiPhone-lib.a(Joint.o) object file doesn’t contain DWARF debug information
(null): warning: (armv7) …/Libraries/libiPhone-lib.a(Material.o) object file doesn’t contain DWARF debug information
Surprisingly… no issues at all, other than a couple of bugs due to the new GameObject active/SetActive() stuff. Easily fixed though.
EDIT: To clarify what I’m referring to:
I am used to disable renderers instead of gameObjects, so no pain for me there.
Only big issues I had on a 4,2gb project are:
° Couldn’t focus GUI objects anymore through code, UT fixed this one pretty quickly but I don’t know if its published cause Ive changed my menus code.
° Bloom and depth of field now are defective on some scenes using certain shaders when running on ATI drivers.
This line caused a crash on the device after migrating my current project to unity 4 (mesh was created by a script)
myFilter.mesh=otherFilter.mesh;
I was not able to reproduce it with another project yet but if you do something like this in your project and it crashes it might be worth looking if this could be the cause of the crash.
Okay, so this isn’t the most terrifying list. None of Prime31’s plugins spontaneously broke? ![]()
Basic only, right? And is that only when testing or also for live apps on the app store? What about on Android?
Biggest pain for me so far has been the annoying warnings mentioned above as well as a few extras from the playMaker plugin. Also, the X and Y axis of the accelerometer has been messed with. Now tilting forward and back on my project turns the player left and right. I can fix the problem by changing the axis, but then the PC play test suffers the issue instead, as the Unity Remote is still using the same axis settings from 3.5. I submitted a bug for this.
Originally Posted by RolfBertram.com
3) App compiled with Unity3.5 must be deleted from iOS device before installing Unity4.0 app, or Splash Screen Error (Unity Basic).
This isn’t working for me, I’m getting the splash screen error on Unity 4, latest xcode, Lion - png no does not work either.
Any other suggestions???
This is what I did additionally:
That seems to work (Clean Project) for step 2 . Thanks Rolf.
so how did you fix the “DWARF” errors? because i’m having the same problems.