I’m getting this error on iPod 2nd Gen 4.2.1 - works fine on iPhones:
Program received signal: “EXC_BAD_ACCESS”.
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)
It is directly related to an external lib i’m using in XCode. The lib is armv6/7, and this error crops up if i extend a base class from the library (again, only on iPod).
This error also alternates with the FMOD createChannel error if i change the build architecture from armv6 to universal 6/7.
Is there a special rule for using external libs that are compatable with all devices? This didn’t begin happening until 4.2.1.
I’m running out of ideas - anything new would help.
I just ran into this exact same problem. the issue was the way the library was compiled and the fix was to set the Target Platform in the build settings to Universal (arm6+arm7). That may or may not fix your issue but it can’t hurt to try.
I’ve tried changing architecture but all that results from that is the FMOD error in start() rather than the raknet error.
As for the NULL possibility - the code works as expected on all other devices/os versions - and also works if i just include the source directly (rather than as a packaged lib). The debugger backtrace just tells me:
#0 0x0044f1f0 in wrapper_managed_to_native_object___icall_wrapper_mono_get_native_calli_wrapper_intptr_intptr_intptr () at RakNetTypes.h:320 #1 0x00000000 in ?? ()
This happens if a class is simply extended - even if it is never used in any way. The odd thing about it is this error only happens if startRendering is called in AppController.mm - otherwise everything works as expected (just no unity is rendered). This lib also works with no errors in non-unity projects.
this is an reference error if you referenced to objects wich does not exists in your scripts…check the Unity Console for unreferenced objects.
In my case it was like this.
I have the same error, but the -all_load flag doesn’t do anything for me. It only happens in one of our scenes from 10 that we got. We are currently building Xcode 3.2.5, iOS SDK 4.2. Unity 3.3
We tried every type of combination of player settings: optimizations and nothing seems to work.
Of course everything runs fine in other target platforms and we are not referencing objects that do not exist in our script / scene.
It turned out my library had compile for thumb enabled! Unity guys helped me figure it out - it was just a while after this thread and I forgot about posting the fix! Hopefully thats the same problem you are seeing?