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4.6 iOS 64-bit beta

Discussion in 'iOS and tvOS' started by jonas-echterhoff, Jan 12, 2015.

  1. mytoltoly

    mytoltoly

    Joined:
    Apr 23, 2009
    Posts:
    41
    4.6.5p2 fixed my crash issue. thank you..!!
     
  2. coreystpierre

    coreystpierre

    Joined:
    Jul 8, 2014
    Posts:
    2
    Hello,

    We are experiencing a compile error now using 4.6.5p2 in both Debug and Release mode. We were hoping that 4.6.5p2 was going to fix a Release mode (runtime) bug for us, but now neither mode will compile. Same compile error occurs on both modes.

    Compile error is:
    Classes/Native/Bulk_Generics_5.cpp:10717:7: Assigning to 'MonoSingleton_1_t9520 *' from incompatible type 'MonoSingleton_1_t9519 *’

    We did not have this issue for 4.6.5f1.

    Update:

    I have temporarily fixed the compile issue.

    It appears the issue is related to using generic generic-constraints, i.e the class that threw the issue.:
    public class MyClass<T>: MonoBehaviour where T: MyClass<T>

    was fixed by using
    public class MyClass<T>: MonoBehaviour where T: MonoBehaviour

    However now I am receiving a runtime crash on game boot (game loads, but crashes very soon after splash):
    appName(4471,0x109b50000) malloc: *** error for object 0x176e7b8e0: pointer being freed was not allocated

    *** set a breakpoint in malloc_error_break to debug

    Further debugging the crash, it appears that GC Finalizer is the culprit. Here's the thread callstack:
    * thread #9: tid = 0x1a40f5, 0x000000019634f270 libsystem_kernel.dylib`__pthread_kill + 8, name = 'GC Finalizer', stop reason = signal SIGABRT
    frame #0: 0x000000019634f270 libsystem_kernel.dylib`__pthread_kill + 8
    frame #1: 0x00000001963ed170 libsystem_pthread.dylib`pthread_kill + 112
    frame #2: 0x00000001962c6b18 libsystem_c.dylib`abort + 112
    frame #3: 0x000000019637c2fc libsystem_malloc.dylib`free + 512
    * frame #4: 0x0000000102162d38 appName`Thread::RunThreadWrapper(ptr=<unavailable>) + 4192256 at Thread.cpp:32
    frame #5: 0x00000001017f023c appName`Thread_Thread_free_internal_m47257(__this=0x0000000109c155c0, ___handle=(___m_value_0 = 0x0000000162518b40), method=0x00000001036ae648) + 96 at Bulk_mscorlib_6.cpp:23630
    frame #6: 0x00000001017f0294 appName`Thread_Finalize_m47258(__this=0x0000000109c155c0, method=0x00000001036ae6a8) + 76 at Bulk_mscorlib_6.cpp:23647
    frame #7: 0x00000001018695e0 appName`RuntimeInvoker_Void_t4(method=0x00000001036ae6a8, obj=0x0000000109c155c0, args=0x0000000000000000) + 60 at GeneratedInvokers.cpp:12
    frame #8: 0x0000000102188a44 appName`il2cpp::vm::Runtime::Invoke(MethodInfo*, void*, void**, Il2CppObject**) + 68
    frame #9: 0x000000010214cb50 appName`GC_default_print_heap_obj_proc [inlined] GC_find_header(h=<unavailable>) + 63852 at headers.c:40
    frame #10: 0x0000000102147e7c appName`GC_invoke_finalizers + 160 at finalize.c:990
    frame #11: 0x000000010214ca18 appName`GC_default_print_heap_obj_proc [inlined] GC_find_header(h=<unavailable>) + 63540 at headers.c:40
    frame #12: 0x000000010216c848 appName`Thread::RunThreadWrapper(ptr=<unavailable>) + 4231952 at Thread.cpp:44
    frame #13: 0x0000000102175790 appName`il2cpp::eek:s::ThreadImpl::ThreadStartWrapper(arg=0x0000000107b78dd0) + 40 at ThreadImpl.cpp:91
    frame #14: 0x00000001963ebdc8 libsystem_pthread.dylib`_pthread_body + 164
    frame #15: 0x00000001963ebd24 libsystem_pthread.dylib`_pthread_start + 160

    Unfortunately, I'm stuck now because we don't have control over GC Finalizer. Any thoughts/recommendations?
     
    Last edited: May 20, 2015
  3. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    6,779
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @UnLogick

    Can you send us the entire project that causes the problem? That will give us the best chance to correct it. Thanks.
     
  5. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Nub3h

    Yes, please file a bug report, that will help us. Thanks.
     
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @coreystpierre

    Is it possible for you to submit a bug report with this project? That will give us the best chance to correct the issue. I'm not sure about a work around, but looking at the code where the crash happens, I suspect that the problem might be occurred when the finalizer frees the memory allocated for the thread Name property.

    Is the managed code setting the Name property for a thread somewhere? If so, you might be able to remove that to work around this issue.
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @coreystpierre

    Actually, I see that we already have a bug reported for this issue. We are investigating it now.
     
  8. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @coreystpierre

    I can confirm that we have a bug in 4.6.5p2 related to the Thread finalizer. It is possible to work around this bug by not setting the Name property on a given thread. If the Name property is set, this crash will occurring the finalizer. We will have a fix in 4.6.5p3.
     
  9. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
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    So I am down to trying to squeeze out space for a .ipa file. Have it down to 86.2M on submit but Apple's unwinding and encryption makes it 115.8M. It's the two slices that is inflating the binary.

    Really want to get under that 100M mark for cell download.

    Any tips?
    Any ETA on upcoming optimizations from Unity's end of things?

    ATM just not sure where I am going to reclaim those 16M from . . .
    A blank project binary is ~33M on armv7 and arm64 universal.

    Help?

    using. 4.6.5p2
    have optimized all graphics.

    right now Everyplay looks like a candidate for removal but I really like & need that featureset

    also is libiPhone-lib.a supposed to be 614.8M?
     
    Last edited: May 20, 2015
    emi-albu likes this.
  10. JoshPeterson

    JoshPeterson

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    @jeffsherwin

    We're still not entirely certain how Apple measures the size for non-wifi downloads. It might not actually be the encrypted size, as I *think* that includes the armv7 and arm64 slices. This is really an area of uncertainty, unfortunately. If possible, it might be worth trying with a test app to be sure.

    With that said, your best option in the current release is to eliminate sections of code and/or data where possible, as you have suggested.

    From our end, our current size reduction effort involves moving the metadata for types and methods out of the binary, and into an external file. This will allow IL2CPP so share the metadata between both slices, so it should lower the overall download size (as long as both slices are counted of the download size). We're also hoping for better compression of the metadata, but we have not yet confirmed this.

    I can't give a firm ETA, but we're thinking of something on the order of weeks now for this to be complete. Unfortunately we don't have concrete numbers for the size reduction expected though, so I'm not sure how helpful this information is.

    The size of libiPhone-lib.a seems correct, as it include things like debug symbols that get stripped out in a release build.
     
  11. coreystpierre

    coreystpierre

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    Thanks Josh.
     
  12. FredDeschenes

    FredDeschenes

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    @JoshPeterson : Any news on the weird stack traces when using il2cpp? This is becoming a pretty big issue for us since we use StackFrames to find attributes on calling methods.
     
  13. joncham

    joncham

    Unity Technologies

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    @JoshPeterson and I are working on proper stack trace support this week. It should land in a future release.
     
  14. joncham

    joncham

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    I would expect there yo be noticeable performance differences between Release and Debug. Please file a bug if possible.
     
  15. FredDeschenes

    FredDeschenes

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    Alright thanks!
     
  16. jeffsherwin

    jeffsherwin

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    Have run what turned out to be two tests. Observationally, Apple seems to be decompressing the ipa file grabbing the binary and then encrypting it decompressed. They then repackage and compress. Now that the binary is encrypted it doesn't compress as well. I have been figuring that what ever the size of the binary decrypted is, that is a good benchmark for what the final size will be. I have two whole points of data but it seemed to hold. So the binary has all the slices in it. I did remove armv7 and the binary size was cut almost exactly in half. But the only way to reduce the binary is to remove libs (.a files) that are getting compiled in or simply no longer support armv7. And that feels too extreme for the devices that are out there.

    Thanks for the information
    Anyway to upvote the binary size issue to get a better nice number?
    Having read through some of the other posts I think you would have a real gratful audience if these fixes came sooner

    oh btw, what goes into sharedassets0.assets? i am figuring resources.assets is straight the resource folder. but I could I reduce sharedassets0.assets somehow?
     
    Last edited: May 21, 2015
  17. RyuK

    RyuK

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    Feb 12, 2014
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    Just a quick note, Photon Realtime v1.51 (17. March 2015) doesn't work on iOS as expected on Unity 4.6.5 p2 (it was OK on Unity 4.6.5 p1). On Android it works with Unity 4.6.5 p2 too.
     
    ___Petr___ and MrEsquire like this.
  18. AlkisFortuneFish

    AlkisFortuneFish

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    They seem to be encrypting the __TEXT section but not the __DATA section of the executable slices. Following the rule-of-thumb formula given here I got the resulting encrypted size accurate to half a megabyte on our game.

    Had this not been the case, our game would have ended up being just over 100MB, while, thankfully, it was 85.5MB.
     
    jeffsherwin likes this.
  19. yuhe

    yuhe

    Joined:
    Dec 20, 2012
    Posts:
    11
    Hey, I'm getting this issue with the latest Unity (5.0.2p2):

    I'm guessing it's a stripping error. Tried with this link.xml, but no luck:

    Code (csharp):
    1.  
    2. <linker>
    3.     <assembly fullname="UnityEngine">
    4.         <type fullname="UnityEngine.WWW" preserve="all" />
    5.     </assembly>
    6.     <assembly fullname="System">
    7.         <type fullname="System.ComponentModel.TypeDescriptor" preserve="all"/>
    8.         <type fullname="System.ComponentModel.TypeConverter" preserve="all"/>
    9.         <type fullname="System.ComponentModel.StringConverter" preserve="all"/>
    10.         <type fullname="System.ComponentModel.BooleanConverter" preserve="all"/>
    11.         <type fullname="System.ComponentModel.EnumConverter" preserve="all"/>
    12.         <type fullname="System.ComponentModel.Int64Converter" preserve="all"/>
    13.         <type fullname="System.ComponentModel.Int32Converter" preserve="all"/>
    14.         <type fullname="System.ComponentModel.Int16Converter" preserve="all"/>
    15.         <type fullname="System.ComponentModel.ArrayConverter" preserve="all"/>
    16.         <type fullname="System.ComponentModel.CollectionConverter" preserve="all"/>
    17.         <type fullname="System.ComponentModel.DecimalConverter" preserve="all"/>
    18.         <type fullname="System.ComponentModel.SingleConverter" preserve="all"/>
    19.         <type fullname="System.ComponentModel.DoubleConverter" preserve="all"/>
    20.         <type fullname="System.ComponentModel.ReferenceConverter" preserve="all"/>
    21.     </assembly>
    22.     <assembly fullname="System.Xml">
    23.         <type fullname="System.Xml.Schema.XmlSchemaType" preserve="all"/>
    24.     </assembly>
    25. </linker>
    26.  
    It compiles fine when I switch to Mono.
     
    Last edited: May 21, 2015
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @RyuK

    Is it possible for you to submit a bug on this issue? We would certainly like to correct it quickly, as this is a regression in behavior.
     
  21. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @yuhe

    This might not be a stripping error, actually. It looks like IL2CPP can't convert that type for some reason. Can you submit a bug report for this issue? Thanks.
     
  22. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @jeffsherwin

    This is good information, thanks for letting us know. At the moment there is no way to upvote the binary size issue, sorry! It is our top priority, but it will take a bit more time.

    I'm not sure about your question with respect to the sharedassets0.assets. I'm checking on an answer though, and I'll get back to you. Thanks.
     
    jeffsherwin likes this.
  23. emi-albu

    emi-albu

    Joined:
    Aug 15, 2012
    Posts:
    9

    Hi. When uploading the build to the store from the Organizer there is an option to include/exclude the symbols. (dSYM file). It is not required by Apple but the checkbox is checked by default. Maybe it could be an idea for you if you didn't try it yet. On our case excluding the debug symbols lowered to game from 101 MB to 64 MB. This size is according to the test flight. It might add up a bit when it goes live due to encryption .
     
    jeffsherwin likes this.
  24. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @jeffsherwin

    It looks like sharedassets0.assets is the data for the initial scene. You might be able to try creating an empty scene initially and see what happens, but I'm not sure if that will help.
     
    jeffsherwin likes this.
  25. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
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    thanks! I read this yesterday and missed the formula. Way more accurate.
     
  26. emi-albu

    emi-albu

    Joined:
    Aug 15, 2012
    Posts:
    9
    Hi Josh,
    We have a problem with the textures when running the game on iOS 7.0.1 to 7.0.6 (not on 7.0 or 7.1 or the others).

    Basically when starting the game the logs are flooded with the message: (WARNING: no native support for texture format 5, converting to 4!).
    The problem occurs when changing the model/texture from a prefab. (or setting some models/textures active and others inactive on the same prefab).

    Last Unity version where it seemed fine was 4.6.2f1.

    Any idea what could it be?
     

    Attached Files:

  27. ___Petr___

    ___Petr___

    Joined:
    Jun 4, 2013
    Posts:
    40
    We have similiar behaviour. It can be related to photon. Can you describe your problem a little bit more?
    We reported bug, but I'm not sure that it is the same bug that you have.
     
  28. MrEsquire

    MrEsquire

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    Nov 5, 2013
    Posts:
    2,712
    I do not think this is related to IL2CPP development, I seen this before many times in xcode, maybe you should try searching the forums also as some discussions on this.
     
  29. yuhe

    yuhe

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    Dec 20, 2012
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    I managed to solve the issue by downgrading to Unity 5.0.1p4... not sure what broke, but I submitted a bug report with project so you can look at it :)
     
  30. Sebrofjr

    Sebrofjr

    Joined:
    Oct 1, 2014
    Posts:
    24
    4.6.5p2 has resolved our issue with building and the corrupt xcode projects! Thanks for the hard work Unity Dev team. These have been monster updates. Just need to get the draw calls in order now.
     
  31. dachester

    dachester

    Joined:
    Jul 24, 2013
    Posts:
    4
    Hi,

    I'm trying to get our game to build for iOS using IL2CPP. I've hit a problem whereby the game will build, compile, and be launched on the iPad/iPhone and crash at the point shown in the first attached image.

    The crash is caused by virtue of r0 being 0 - hence a null ref. The other two screenshots show the difference between a simple project (which does work) and our main project.

    As can be seen from the images - the project that works has an intervening call to BlitCopyCompressedImage(...). This appears to provide the data required for the other operations to succeed.

    Since there's a difference between the simple project and the main game it must be caused by something in our main project. If you can help find out what's causing it, how we can fix it, and how it could be better messaged in future that'd be great.

    Many thanks

    David

    CrashSite:


    Main Project:


    Simple (Working) Project:
     
  32. AlkisFortuneFish

    AlkisFortuneFish

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    Apr 26, 2013
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    959
    Hmm, the instruction that bad access is on cannot have caused the actual exception, that's a register to register mov and the exception is an access of address 8, not 0, anyway.

    From my debugging experience in this sort of thing, the exception almost definitely occurred inside il2cpp::vm::Class::FromName() and it'll more than likely be a jump to 8. Unfortunately, why that happens is a different story. I would put a breakpoint on entry in il2cpp::vm::Class::FromName() and watch the class name it's looking for until it hits the exception. LLDB "magic" can make this less painful, if this is called too often.

    Also, just in case, I would try with Unity-side stripping disabled.
     
  33. dachester

    dachester

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    Jul 24, 2013
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    Hi - The crash is actually within the FromName function r0 (the Il2CppImage* param is null when it goes in there) - I'll post a new screenshot tomorrow for it.

    It's looking for MonoBehaviour as a class name. UnityEngine is the namespaze that it's after.

    All Unity-side stripping is disabled.
     
  34. JJC1138

    JJC1138

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    Feb 23, 2012
    Posts:
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    RPCs appear to be broken in IL2CPP builds on 5.0.2p2 (and 5.0.2p1; I'm not sure when it started). Receiving them gives an error:
    Internal RPC error. Invalid RPC index, function not registered.​
    and sending them gives no error, but they're not received on the other client. Both work fine with the Mono scripting backend. I've filed a bug with a minimal test project as case number 698589. It's very similar to case 670887 that I filed a while ago that was fixed. The error message is the same when receiving RPCs, but then sending was working fine. Thanks!
     
  35. Torresmo

    Torresmo

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    Feb 6, 2015
    Posts:
    2
    Hi all,

    I found a couple of issues on arm64 builds for iOS when generated with Unity 4.6.5f1. If those issues are known or already fixed, please ignore this message.

    First, 'Marshal.SizeOf' seems to be returning the size of a type without including the members from the superclasses. The mono version does include those superclass members.

    Second, 'MarshalAsAttribute' seems to be ignored when applied to class members. 'FieldInfo.GetCustomAttributes' can't find it. Custom attributes, on the other hand, can be found.

    Those seem to be the only issues we had with the 64bit build (so far, at least). We were able to work around them though. We are no longer using any marshalling code.
     
  36. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @yuhe

    Thanks for the bug report, we will have a look.
     
  37. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    6,779
    @emkill2005

    Please try this with the Mono scripting backend as well. As @MrEsquire mentioned, if this is not an IL2CPP specific issue, we probably won't be able to help on this thread. You may wan to try a different part of the forums or submit a bug. Thanks.
     
  38. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @dachester

    My initial guess for this issue would be a stripping problem (as @AlkisFortuneFish mentioned). However if that is not the case, we would like to be able to see this project in a bug report, if possible. That will give us the best chance to correct it. Thanks.
     
  39. JoshPeterson

    JoshPeterson

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    @JJC1138

    Thanks for submitting the new bug report. We will take a look soon, as this looks like a regression in behavior.
     
  40. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Torresmo

    These are not known issues. If possible could you submit a bug for each issue? We would like to get these corrected. Thanks.
     
  41. big_march

    big_march

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    Mar 2, 2015
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    38
    I was trying to install the version of 4.6.5p3, but when install completed, Unity project wizard showed it's 4.6.5p2.Also, the size of 4.6.5p3 on the patch release page is incorrect(Size: 1628504 bytes). I think you may upload a wrong file.
    @JoshPeterson
     
    Last edited: May 23, 2015
  42. jeffsherwin

    jeffsherwin

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    Aug 22, 2014
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    4.6.5p3 Mac dmg seemed to work as usual.
    At least on my project the build times seem vastly improved with this patch
     
  43. thingiebox

    thingiebox

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    Feb 23, 2013
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    21
    Are you still having the same problem? I am building with Unity 4.6.5, it's been fine and now I have this same error when linking.
     
  44. AlkisFortuneFish

    AlkisFortuneFish

    Joined:
    Apr 26, 2013
    Posts:
    959
    Last edited: May 24, 2015
  45. sfjohansson

    sfjohansson

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    Mar 12, 2013
    Posts:
    368
    I just tried building with the latest 4.6.5p3 and I'm getting this error:

    IL2CPP error for method 'System.Void RadicalFramework.ObservedList`1::.ctor()' in assembly '/Volumes/Dev/WingsUnity4/Temp/StagingArea/Data/Managed/Boo.Lang.dll'
    Additional information: Build a development build for more information. Exception of type 'System.Exception' was thrown.

     
    Last edited: May 24, 2015
  46. play_with_wolf

    play_with_wolf

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    Aug 26, 2014
    Posts:
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    @JoshPeterson
    I use 4.6.5 android ,and crash at
    Code (CSharp):
    1. async = Application.LoadLevelAdditiveAsync(levelName);
    2. yield return async;
    crash result at :
    Code (CSharp):
    1.  
    2. 05-25 11:51:34.104: I/Unity(7182): HOHNetManager Connect Start
    3. 05-25 11:51:34.104: I/Unity(7182): UnityEngine.Debug:Internal_Log(Int32, String, Object)
    4. 05-25 11:51:34.104: I/Unity(7182): UnityEngine.Debug:Log(Object)
    5. 05-25 11:51:34.104: I/Unity(7182): hoh.Net.HOHNetManager:Connect(String) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHNetManager.cs:124)
    6. 05-25 11:51:34.104: I/Unity(7182): LoginManager:EnterGameButton() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\NGui\Login\LoginManager.cs:171)
    7. 05-25 11:51:34.104: I/Unity(7182): EventDelegate:Execute() (at E:\UNITY3D\workspace\hoh\Assets\NGUI\Scripts\Internal\EventDelegate.cs:457)
    8. 05-25 11:51:34.104: I/Unity(7182): EventDelegate:Execute(List`1) (at E:\UNITY3D\workspace\hoh\Assets\NGUI\Scripts\Internal\EventDelegate.cs:604)
    9. 05-25 11:51:34.104: I/Unity(7182): UIButton:OnClick() (at E:\UNITY3D\workspace\hoh\Assets\NGUI\Scripts\Interaction\UIButton.cs:248)
    10. 05-25 11:51:34.104: I/Unity(7182): UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
    11. 05-25 11:51:34.104: I/Unity(7182): UICamera:Notify(GameObject, String, Object) (at E:\UNITY3D\workspace\hoh\Assets\NGUI\Scripts\UI\UICamera.cs:947)
    12. 05-25 11:51:34.104: I/Unity(7182): UICamera:ProcessTouch(Boolean, Boolean) (at E:\UNITY3D\workspace\hoh\Assets\NGUI\Scripts\UI\UICamera.cs:1624)
    13. 05-25 11:51:34.104: I/Unity(7182): UICamera:ProcessTouches() (at E:\UNITY3D\workspace\hoh\Assets\NGUI\Scripts\UI\UICamera.
    14. 05-25 11:51:34.124: E/dalvikvm(7182): threadid=15: created from interp,name=pool-1-thread-1
    15. 05-25 11:51:34.134: E/dalvikvm(7182): threadid=15: calling run(),name=pool-1-thread-1
    16. 05-25 11:51:35.055: V/PhoneStatusBar(751): setLightsOn(true)
    17. 05-25 11:51:35.075: V/PhoneStatusBar(751): setLightsOn(true)
    18. 05-25 11:51:35.085: D/WifiStateMachine(514): ConnectedState{ what=131155 when=-3ms arg1=13 }
    19. 05-25 11:51:35.085: D/WifiStateMachine(514): L2ConnectedState{ what=131155 when=-3ms arg1=13 }
    20. 05-25 11:51:35.085: D/wpa_supplicant(803): wpa_s 0x4073aed0 cmd SIGNAL_POLL
    21. 05-25 11:51:35.085: D/wpa_supplicant(803): nl80211: survey data missing!
    22. 05-25 11:51:35.135: I/XiaomiFirewall(4789): firewall pkgName:com.sqage.hoh, result:0
    23. 05-25 11:51:35.185: I/Unity(7182): HOH Net Connect Address:124.248.40.9:8888
    24. 05-25 11:51:35.185: I/Unity(7182): UnityEngine.Debug:Internal_Log(Int32, String, Object)
    25. 05-25 11:51:35.185: I/Unity(7182): UnityEngine.Debug:Log(Object)
    26. 05-25 11:51:35.185: I/Unity(7182): hoh.Net.HOHNetManager:Connect(String) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHNetManager.cs:102)
    27. 05-25 11:51:35.185: I/Unity(7182): hoh.Net.<StartConnect>c__IteratorA8:MoveNext() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHNetManager.cs:145)
    28. 05-25 11:51:35.185: I/Unity(7182):  
    29. 05-25 11:51:35.185: I/Unity(7182): (Filename: E Line: 0)
    30. 05-25 11:51:35.245: I/Unity(7182): connect success
    31. 05-25 11:51:35.245: I/Unity(7182):  
    32. 05-25 11:51:35.245: I/Unity(7182): (Filename: /Users/builduser/buildslave/unity/build/artifacts/AndroidManagedGenerated/UnityEngineDebug.cpp Line: 56)
    33. 05-25 11:51:36.076: V/PhoneStatusBar(751): setLightsOn(true)
    34. 05-25 11:51:36.096: V/PhoneStatusBar(751): setLightsOn(true)
    35. 05-25 11:51:36.156: I/Unity(7182): oldVersion:34
    36. 05-25 11:51:36.156: I/Unity(7182):  serverVersion:34
    37. 05-25 11:51:36.156: I/Unity(7182): UnityEngine.Debug:Internal_Log(Int32, String, Object)
    38. 05-25 11:51:36.156: I/Unity(7182): UnityEngine.Debug:Log(Object)
    39. 05-25 11:51:36.156: I/Unity(7182): hoh.Net.HoHMessageHandler:handle_USER_LOGIN_RES(USER_LOGIN_RES) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHMessageHandler.cs:40)
    40. 05-25 11:51:36.156: I/Unity(7182): hoh.Net.GameMessageHandler:handleMessage(Message) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\message\GameMessageHandler.cs:59)
    41. 05-25 11:51:36.156: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPacket(Buffer, IPEndPoint) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:169)
    42. 05-25 11:51:36.156: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPackets() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:100)
    43. 05-25 11:51:36.156: I/Unity(7182): hoh.Net.HOHNetManager:Update() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHNetManager.cs:151)
    44. 05-25 11:51:36.156: I/Unity(7182):  
    45. 05-25 11:51:36.156: I/Unity(7182): (Filename: E Line: 0)
    46. 05-25 11:51:36.346: I/Unity(7182): currentCommonLevel:125006 currentEliteLevel:0
    47. 05-25 11:51:36.346: I/Unity(7182): UnityEngine.Debug:Internal_Log(Int32, String, Object)
    48. 05-25 11:51:36.346: I/Unity(7182): UnityEngine.Debug:Log(Object)
    49. 05-25 11:51:36.346: I/Unity(7182): hoh.Manager.GameManager:GetHeroInfo(USER_ENTER_SERVER_RES) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\Managers\GameManager.cs:436)
    50. 05-25 11:51:36.346: I/Unity(7182): hoh.Net.HoHMessageHandler:handle_USER_ENTER_SERVER_RES(USER_ENTER_SERVER_RES) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHMessageHandler.cs:64)
    51. 05-25 11:51:36.346: I/Unity(7182): hoh.Net.GameMessageHandler:handleMessage(Message) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\message\GameMessageHandler.cs:35)
    52. 05-25 11:51:36.346: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPacket(Buffer, IPEndPoint) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:169)
    53. 05-25 11:51:36.346: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPackets() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:100)
    54. 05-25 11:51:36.346: I/Unity(7182): hoh.Net.HOHNetManager:Update() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHNetManager.cs:151)
    55. 05-25 11:51:36.346: I/Unity(7182):  
    56. 05-25 11:51:36.346: I/Unity(7182): (Filename: E Line: 0)
    57. 05-25 11:51:36.356: I/Unity(7182): playerid:1100000000000844801 login in success, currentLevel:125006
    58. 05-25 11:51:36.356: I/Unity(7182): UnityEngine.Debug:Internal_Log(Int32, String, Object)
    59. 05-25 11:51:36.356: I/Unity(7182): UnityEngine.Debug:Log(Object)
    60. 05-25 11:51:36.356: I/Unity(7182): hoh.Manager.GameManager:GetHeroInfo(USER_ENTER_SERVER_RES) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\Managers\GameManager.cs:489)
    61. 05-25 11:51:36.356: I/Unity(7182): hoh.Net.HoHMessageHandler:handle_USER_ENTER_SERVER_RES(USER_ENTER_SERVER_RES) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHMessageHandler.cs:64)
    62. 05-25 11:51:36.356: I/Unity(7182): hoh.Net.GameMessageHandler:handleMessage(Message) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\message\GameMessageHandler.cs:35)
    63. 05-25 11:51:36.356: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPacket(Buffer, IPEndPoint) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:169)
    64. 05-25 11:51:36.356: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPackets() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:100)
    65. 05-25 11:51:36.356: I/Unity(7182): hoh.Net.HOHNetManager:Update() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHNetManager.cs:151)
    66. 05-25 11:51:36.356: I/Unity(7182):  
    67. 05-25 11:51:36.356: I/Unity(7182): (Filename: E Line: 0)
    68. 05-25 11:51:36.366: I/Unity(7182): curstep::0
    69. 05-25 11:51:36.366: I/Unity(7182): UnityEngine.Debug:Internal_Log(Int32, String, Object)
    70. 05-25 11:51:36.366: I/Unity(7182): UnityEngine.Debug:Log(Object)
    71. 05-25 11:51:36.366: I/Unity(7182): hoh.Manager.GameManager:GetHeroInfo(USER_ENTER_SERVER_RES) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\Managers\GameManager.cs:497)
    72. 05-25 11:51:36.366: I/Unity(7182): hoh.Net.HoHMessageHandler:handle_USER_ENTER_SERVER_RES(USER_ENTER_SERVER_RES) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHMessageHandler.cs:64)
    73. 05-25 11:51:36.366: I/Unity(7182): hoh.Net.GameMessageHandler:handleMessage(Message) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\message\GameMessageHandler.cs:35)
    74. 05-25 11:51:36.366: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPacket(Buffer, IPEndPoint) (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:169)
    75. 05-25 11:51:36.366: I/Unity(7182): hoh.Net.HOHGameClient:ProcessPackets() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHGameClient.cs:100)
    76. 05-25 11:51:36.366: I/Unity(7182): hoh.Net.HOHNetManager:Update() (at E:\UNITY3D\workspace\hoh\Assets\Scripts\network\HOHNetManager.cs:151)
    77. 05-25 11:51:36.366: I/Unity(7182):  
    78. 05-25 11:51:36.366: I/Unity(7182): (Filename: E Line: 0)
    79. 05-25 11:51:36.436: D/Unity(7182): Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    80. 05-25 11:51:36.536: D/Unity(7182): System memory in use before: 22.4 MB.
    81. 05-25 11:51:36.576: D/Unity(7182): Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    82. 05-25 11:51:36.576: D/Unity(7182): System memory in use after: 22.5 MB.
    83. 05-25 11:51:36.576: D/Unity(7182): Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 2302.
    84. 05-25 11:51:36.576: D/Unity(7182): Total: 33.663998 ms (FindLiveObjects: 0.732000 ms CreateObjectMapping: 0.458000 ms MarkObjects: 32.167999 ms  DeleteObjects: 0.061000 ms)
    85. 05-25 11:51:36.756: D/Unity(7182): WARNING: PVRTC texture format is not supported, decompressing texture
    86. 05-25 11:51:36.987: D/Unity(7182): WARNING: PVRTC texture format is not supported, decompressing texture
    87. 05-25 11:51:37.087: V/PhoneStatusBar(751): setLightsOn(true)
    88. 05-25 11:51:37.097: V/PhoneStatusBar(751): setLightsOn(true)
    89. 05-25 11:51:37.327: D/Unity(7182): WARNING: Shader
    90. 05-25 11:51:37.327: D/Unity(7182): Unsupported: 'TransparentZWrite' - Pass 'FORWARD' shader state not supported
    91. 05-25 11:51:37.828: D/Unity(7182): WARNING: Shader
    92. 05-25 11:51:37.828: D/Unity(7182): Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - Pass '' shader state not supported
    93. 05-25 11:51:37.988: A/libc(7182): Fatal signal 11 (SIGSEGV) at 0x00000020 (code=1), thread 7209 (UnityMain)
    94. 05-25 11:51:38.078: I/DEBUG(173): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    95. 05-25 11:51:38.078: I/DEBUG(173): Build fingerprint: 'Xiaomi/aries/aries:4.1.1/JRO03L/JLB54.0:user/release-keys'
    96. 05-25 11:51:38.078: I/DEBUG(173): pid: 7182, tid: 7209, name: UnityMain  >>> com.sqage.hoh <<<
    97. 05-25 11:51:38.078: I/DEBUG(173): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000020
    98. 05-25 11:51:38.088: D/WifiStateMachine(514): ConnectedState{ what=131155 when=-4ms arg1=13 }
    99. 05-25 11:51:38.088: D/WifiStateMachine(514): L2ConnectedState{ what=131155 when=-4ms arg1=13 }
    100. 05-25 11:51:38.088: D/wpa_supplicant(803): wpa_s 0x4073aed0 cmd SIGNAL_POLL
    101. 05-25 11:51:38.088: D/wpa_supplicant(803): nl80211: survey data missing!
    102. 05-25 11:51:38.238: I/DEBUG(173):     r0 00000008  r1 40400000  r2 721a8c18  r3 00000001
    103. 05-25 11:51:38.238: I/DEBUG(173):     r4 6b0cf590  r5 721a8bb0  r6 00000000  r7 00000000
    104. 05-25 11:51:38.238: I/DEBUG(173):     r8 00000001  r9 6c5e0d60  sl 00000001  fp 7221d7bc
    105. 05-25 11:51:38.238: I/DEBUG(173):     ip 00000001  sp 6b0cf480  lr 6c4eb465  pc 6c4ecbcc  cpsr 60000030
    106. 05-25 11:51:38.238: I/DEBUG(173):     d0  0000000040400000  d1  0000000000000000
    107. 05-25 11:51:38.238: I/DEBUG(173):     d2  0000000100000024  d3  0000000000000001
    108. 05-25 11:51:38.238: I/DEBUG(173):     d4  0000000000000000  d5  0000000000000000
    109. 05-25 11:51:38.238: I/DEBUG(173):     d6  0000000000000000  d7  0000000032556667
    110. 05-25 11:51:38.238: I/DEBUG(173):     d8  1000000000000000  d9  4036c4f49da9d200
    111. 05-25 11:51:38.238: I/DEBUG(173):     d10 0000000000000000  d11 0000000000000000
    112. 05-25 11:51:38.238: I/DEBUG(173):     d12 0000000000000000  d13 0000000000000000
    113. 05-25 11:51:38.238: I/DEBUG(173):     d14 0000000000000000  d15 0000000000000000
    114. 05-25 11:51:38.238: I/DEBUG(173):     d16 50781305100c0005  d17 1000000000000000
    115. 05-25 11:51:38.238: I/DEBUG(173):     d18 0000000000000001  d19 0000000100000000
    116. 05-25 11:51:38.238: I/DEBUG(173):     d20 0000000300000002  d21 0000000000000000
    117. 05-25 11:51:38.238: I/DEBUG(173):     d22 0000000000000000  d23 0000000000000000
    118. 05-25 11:51:38.238: I/DEBUG(173):     d24 000000003f100000  d25 0000000000000000
    119. 05-25 11:51:38.238: I/DEBUG(173):     d26 3f80000000000000  d27 0000000000000000
    120. 05-25 11:51:38.238: I/DEBUG(173):     d28 0000000000000000  d29 000000003f73cf3e
    121. 05-25 11:51:38.238: I/DEBUG(173):     d30 0000000000000000  d31 3f8000003f679e7a
    122. 05-25 11:51:38.238: I/DEBUG(173):     scr 88000013
    123. 05-25 11:51:38.238: I/DEBUG(173): backtrace:
    124. 05-25 11:51:38.238: I/DEBUG(173):     #00  pc 00361bcc  /system/lib/libsc-a3xx.so
    125. 05-25 11:51:38.238: I/DEBUG(173):     #01  pc 003917ab  /system/lib/libsc-a3xx.so
    126. 05-25 11:51:38.238: I/DEBUG(173):     #02  pc 00392639  /system/lib/libsc-a3xx.so
    127. 05-25 11:51:38.238: I/DEBUG(173):     #03  pc 00393cc1  /system/lib/libsc-a3xx.so
    128. 05-25 11:51:38.238: I/DEBUG(173):     #04  pc 00391429  /system/lib/libsc-a3xx.so
    129. 05-25 11:51:38.238: I/DEBUG(173):     #05  pc 0019dfd3  /system/lib/libsc-a3xx.so
    130. 05-25 11:51:38.238: I/DEBUG(173):     #06  pc 0019e0bd  /system/lib/libsc-a3xx.so
    131. 05-25 11:51:38.238: I/DEBUG(173):     #07  pc 00330bd9  /system/lib/libsc-a3xx.so
    132. 05-25 11:51:38.238: I/DEBUG(173):     #08  pc 0011daa1  /system/lib/libsc-a3xx.so
    133. 05-25 11:51:38.238: I/DEBUG(173):     #09  pc 00100a8b  /system/lib/libsc-a3xx.so
    134. 05-25 11:51:38.238: I/DEBUG(173):     #10  pc 000a5869  /system/lib/libsc-a3xx.so
    135. 05-25 11:51:38.238: I/DEBUG(173):     #11  pc 000a5bc9  /system/lib/libsc-a3xx.so
    136. 05-25 11:51:38.238: I/DEBUG(173):     #12  pc 000a5ee1  /system/lib/libsc-a3xx.so
    137. 05-25 11:51:38.238: I/DEBUG(173):     #13  pc 0009aad1  /system/lib/libsc-a3xx.so
    138. 05-25 11:51:38.238: I/DEBUG(173):     #14  pc 0009c4a3  /system/lib/libsc-a3xx.so
    139. 05-25 11:51:38.238: I/DEBUG(173):     #15  pc 0009ba73  /system/lib/libsc-a3xx.so
    140. 05-25 11:51:38.238: I/DEBUG(173):     #16  pc 0009d803  /system/lib/libsc-a3xx.so (__link_shaders+322)
    141. 05-25 11:51:38.238: I/DEBUG(173):     #17  pc 0003625f  /system/lib/egl/libGLESv2_adreno200.so (qgl2DrvAPI_glLinkProgram+618)
    142. 05-25 11:51:38.238: I/DEBUG(173):     #18  pc 00024e03  /system/lib/egl/libGLESv2_adreno200.so (glLinkProgram+10)
    143. 05-25 11:51:38.238: I/DEBUG(173):     #19  pc 00374a0c  /data/data/com.sqage.hoh/lib/libunity.so (GlslGpuProgramGLES::CompileProgram(unsigned int, std::string const&, std::string const&, ChannelAssigns&)+2496)
    144. 05-25 11:51:38.238: I/DEBUG(173): stack:
    145. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf440  6c57153d  /system/lib/libsc-a3xx.so
    146. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf444  6c55fa85  /system/lib/libsc-a3xx.so
    147. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf448  00085ffb  
    148. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf44c  0006105e  
    149. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf450  00000001  
    150. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf454  00000000  
    151. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf458  6b0cf470  [stack:7209]
    152. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf45c  6b0cf590  [stack:7209]
    153. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf460  721a8bb0  
    154. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf464  00000000  
    155. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf468  00000001  
    156. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf46c  00000001  
    157. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf470  6c5e0d60  /system/lib/libsc-a3xx.so
    158. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf474  00000001  
    159. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf478  df0027ad  
    160. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf47c  00000000  
    161. 05-25 11:51:38.238: I/DEBUG(173):     #00  6b0cf480  00000000  
    162. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf484  00000000  
    163. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf488  00000000  
    164. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf48c  6b0cf570  [stack:7209]
    165. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf490  721a8bb0  
    166. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf494  6c4ec4a1  /system/lib/libsc-a3xx.so
    167. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf498  00000000  
    168. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf49c  0001ffff  
    169. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf4a0  6b0cf5d8  [stack:7209]
    170. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf4a4  6c5f0360  
    171. 05-25 11:51:38.238: I/DEBUG(173):          6b0cf4a8  00001801  
    172. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf4ac  00000011  
    173. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf4b0  00000000  
    174. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf4b4  0001ffff  
    175. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf4b8  6b0cf5d8  [stack:7209]
    176. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf4bc  6c5f0360  
    177. 05-25 11:51:38.248: I/DEBUG(173):          ........  ........
    178. 05-25 11:51:38.248: I/DEBUG(173):     #01  6b0cf540  00000001  
    179. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf544  721a8bb0  
    180. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf548  00000000  
    181. 05-25 11:51:38.248: I/DEBUG(173):          6b0cf54c  6c51d63d  /system/lib/libsc-a3xx.so
    182. 05-25 11:51:38.248: I/DEBUG(173):     #02  6b0cf550  00000001  
    183. "...#...
    184. 05-25 11:51:38.258: I/DEBUG(173): memory near sp:
    185. 05-25 11:51:38.258: I/DEBUG(173):     6b0cf460 721a8bb0 00000000 00000001 00000001  ...r............
    186. 05-25 11:51:38.258: I/DEBUG(173):     6b0cf470 6c5e0d60 00000001 df0027ad 00000000  `.^l.....'......
    187. 05-25 11:51:38.258: I/DEBUG(173):     6b0cf480 00000000 00000000 00000000 6b0cf570  ............p..k
    188. 05-25 11:51:38.258: I/DEBUG(173):     6b0cf490 721a8bb0 6c4ec4a1 00000000 0001ffff  ...r..Nl........
    189. 05-25 11:51:38.258: I/DEBUG(173):     6b0cf4a0 6b0cf5d8 6c5f0360 00001801 00000011  ...k`._l........
    190. 05-25 11:51:38.258: I/DEBUG(173): code around pc:
    191. 05-25 11:51:38.258: I/DEBUG(173):     6c4ecbac b9577085 2084f89d 48b7b93a 121bf240  .pW.... :..H@...
    192. 05-25 11:51:38.258: I/DEBUG(173):     6c4ecbbc 447849b6 f5ec4479 9e16fffb 0008f106  .IxDyD..........
    193. 05-25 11:51:38.258: I/DEBUG(173):     6c4ecbcc f6116a37 7902ff44 b2cb1e51 f2002b05  7j..D..yQ....+..
    194. 05-25 11:51:38.258: I/DEBUG(173):     6c4ecbdc 49af8140 f8593620 429f3001 4630bf08  @..I 6Y..0.B..0F
    195. 05-25 11:51:38.258: I/DEBUG(173):     6c4ecbec 80f3f000 f8594aab 42870002 8131f040  .....JY....B@.1.
    196. 05-25 11:51:38.258: I/DEBUG(173): code around lr:
    197. 05-25 11:51:38.258: I/DEBUG(173):     6c4eb444 46024649 f7fd4620 e02efea9 d1032b01  IF.F F.......+..
    198. 05-25 11:51:38.258: I/DEBUG(173):     6c4eb454 f87af70a e0042302 d1062b02 f888f70a  ..z..#...+......
    199. 05-25 11:51:38.258: I/DEBUG(173):     6c4eb464 62a32303 0000f8ca 2b08e01f 7800d10e  .#.b.......+...x
    200. 05-25 11:51:38.258: I/DEBUG(173):     6c4eb474 d0062808 f44f9905 980372a7 f5ee4479  .(....O..r..yD..
    201. 05-25 11:51:38.258: I/DEBUG(173):     6c4eb484 68adfb9b 62a22205 e00e6025 d1052b03  ...h.".b%`...+..
    202. 05-25 11:51:38.458: V/AudioTrack(7182): Underrun user: 87c08, server: 87c08, flags 0002
    203. 05-25 11:51:38.458: I/BootReceiver(514): Copying /data/tombstones/tombstone_07 to DropBox (SYSTEM_TOMBSTONE)
    204. 05-25 11:51:38.528: V/AudioPolicyManagerALSA(178): stopOutput() output 2, stream 3, session 11
    205. 05-25 11:51:38.528: I/ActivityManager(514): Process com.sqage.hoh (pid 7182) has died.
    206. 05-25 11:51:38.528: I/WindowState(514): WIN DEATH: Window{4322d6c0 SurfaceView paused=false}
    207. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): setOutputDevice() output 2 device 0000 delayMs 192
    208. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): setOutputDevice() prevDevice 0002
    209. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    210. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    211. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    212. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    213. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    214. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): setOutputDevice() setting same device 0000 or null device for output 2
    215. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    216. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    217. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    218. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    219. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    220. 05-25 11:51:38.538: V/AudioPolicyManagerALSA(178): getDeviceForStrategy() STRATEGY_MEDIA
    221.  
    222.  
    device: xiaomi.png
     
    Last edited: May 25, 2015
  47. omermujahid

    omermujahid

    Joined:
    Sep 25, 2012
    Posts:
    31
    Hi Josh,

    @JoshPeterson
    We're receiving linker errors with on building for iOS il2cpp, version 4.6.5f1. I'm attaching the logs. Funnily enough I was creating il2cpp builds without any issues previously with the same version. This just started popping up today.
     

    Attached Files:

    Last edited: May 25, 2015
  48. big_march

    big_march

    Joined:
    Mar 2, 2015
    Posts:
    38
    Upgrade to Unity4.6.5p3, but got a compile error of Bulk_Generics_1.cpp in Xcode.
    Unity4.6.5f1 didn't has this compile error.
    Check the picture.
    Screen Shot 2015-05-25 at 6.49.34 PM.png
    @JoshPeterson
     
  49. ultraschall

    ultraschall

    Joined:
    Feb 14, 2013
    Posts:
    30
    @JoshPeterson

    Hi Josh, i have recently upgraded our project from 4.6.3f1 to the latest version and our Augmented Reality APP is jerky now.

    its an augmented app with webcamtexture involved (the webcam runs at 30fps). The app stutters if you move the camera around the augmented object.


    I narrowed down the problem and found out that the problem appears beginning from 4.6.3f3 while 4.6.3f2 is still fine. As you see in the two profiles attached i have CPU spikes with all versions >= 4.6.3f3

    If you look at the changes between 4.6.3f2 and 4.6.3f3 do you have any idea what might lead those CPU Spikes ?
    Other threads have commented that vsync with Unity can be problematic sometimes too. Maybe its related to this. Did anything change in this context with 4.6.3f3 ?


    I am testing on iOS7/8 & iphone5

    Looking forward to your reply.

    Thanks in advance,

    Andre

    Problematic Profile, published with >= 4.6.3f3
    Profile_463f3.png


    Profile published with <= 4.6.3f2 which works fine
    Profile_463f2.png
     
    Last edited: May 25, 2015
  50. dachester

    dachester

    Joined:
    Jul 24, 2013
    Posts:
    4
    Hi @JoshPeterson - stripping is completely disabled on the Unity side - so I don't believe there's anything else I can do with that. I've sent you a PM about giving you the project.

    Cheers

    David