Xcode builds to 4S and 3G but not 4!

Hi

My build runs perfectly on 4S and 3G, but go to build to 4 and nothing happens. It puts the build on the device (iPod) but crashes after startup with no warnings . I’m running latest 6.0 on the ipod.

Any advice?

What does Xcode output say?

Xcode output tells me nothing, really…

It builds to the pod, showing:

It loads the loading screen then crashes… I’m using ARMV 7 architecture only btw.

I did create a new build (not an append). As I mentioned ,the game runs fine on 3G with iOS6.0.1, and on iPhone 4S with iOS 6.0, so no idea why ipod 4 (iOS 6.0.1) won’t work.

Hi

I’m hoping that someone out there might be able to provide some suggestions to me for solving this. I figure it could be a memory issue, but the only difference I can think of is that iPhone 4 is retina on crappy hardware compared to the 4S+, and therefore more likely to crash due to texture memory? (Please correct me if this is not correct).

I’ve spent the past day trying to find a solution to this post. I created an empty new project just to ensure it wasn’t xcode/my ipod causing the issue, and it built fine to the ipod4.

Next I disabled 50% of the textures in the scene (more than enough). This made no difference, crash still occurs
Next I disabled the plugin EasySave2. Made no difference.
Next I disabled all pool manager 2 pools that were loading up on start in prep for the game (pre-load). Crash still occurs.
I then made the app load into another game scene from startup, and crash again!

When it runs fine on 3G and 4S and not 4, I can’t think of what else it could be aside from what I tried above.

Anyone have any suggestions/thoughts?
Thanks

Out of curiosity are you using Unity 3 or 4?

Does the app run when you try starting it with the iphone cable disconnected?

Try deleting app from device, also cleaning Xcode derived data locally and then redeploying it on device.
Btw, from you Xcode console it does not look like crash, I don’t Xcode debugger stopping there and asking for input.

3.5.6

Yes, did all this.

I have a sneaking suspicion it’s because iOS only supports armv7 now (and this takes more memory)?? Correct me if I’m wrong on this idea.

Unfortunately, still crashes when not connected to mac/xcode

what version of xcode are you using? later xcode builds dropped support and are more difficult for earlier pre armv7 devices but as long as all the sdk’s are installed it suppose to work but doesn’t only way round this is install an earlier version of Xcode but you have to completely remove your current one first or you’ll have the same issues

I’m using xcode 4.5.2

To test the crashing scene, I disabled ALL objects in the scene except for the background art. When doing this, the scene runs BUT I receive memory warning! All that is active in the scene are sprites - Draw Calls = 5, 34 tris, vram usage 7mb…

This is ridiculous.

After such crash:

  1. connect device to Xcode
  2. open Organizer window
  3. find your device there and click Device Logs
  4. wait until Xcode finishes retrieving them and check the latest one create for your app.

It will contain stack traces and more details on what happened.