Hello, we release out app few days ago ,yesterday we found out that it’s crashing after the splash screen on Iphone 6 and Ipad 3 i’ts working fine on devices like Iphone 6s,7 we tried to removed the metal api from the graphics api ,but that didn’t resolve the issue. Here is what our Ipad testflight tester send us.
cannot see the images…
Just uploaded the image like a file please take a look.
doesn’t really say anything… with xcode could see the device log.
did you try adding opengles2 as first API?
or set Script Call Optimizations to Slow and safe.
and what do you have after splash screen, some big models?
those crashing devices have less memory i think… can that be problem?
*there is bug type 179 mentioned though…
I have arround 40 gameobjects they are images ,but they are disabled on start. Opengles2 is already first API and Script Call Optimizations is Slow and Safe did some research on the bug ,but without can’t find anything that would make sense.
are those large images? in editor how much memory it takes for them? (if cannot test on xcode and device?)
Arround 500x500 and 500kb each
But as i said they are disabled on start.
Presumably you cannot reproduce on a device connected to Xcode?
Have you looked at the Crashes section of Xcode’s Organiser?
Do you use Unity’s Performance Reporting?
Thanks, for the response it seems like that the issue was with the textures i compressed all of them and now eveything is working properly.
