Crashed: com.apple.main-thread 0 free 0x1000bef34 CrashedCheckBellowForHintsWhy() (CrashReporter.mm:97) 1 free 0x10105c0d8 il2cpp::vm::Runtime::CallUnhandledExceptionDelegate(Il2CppDomain*, Il2CppDelegate*, Il2CppObject*) (Runtime.cpp:345) 2 free 0x10105c058 il2cpp::vm::Runtime::UnhandledException(Il2CppObject*) (Runtime.cpp:435) 3 free 0x100b8eb8c ScriptingInvocation::AdjustArgumentsToMatchMethod() (ScriptingInvocation.cpp:163) 4 free 0x100b8e9f0 bool ScriptingInvocation::Invoke<bool>(ScriptingException**) (ScriptingInvocation.cpp:85) 5 free 0x100b849b0 Coroutine::InvokeMoveNext(ScriptingException**) (Coroutine.cpp:201) 6 free 0x100b84700 Coroutine::Run() (Coroutine.cpp:226) 7 free 0x100ac72e4 DelayedCallManager::Update(int) (CallDelayed.cpp:164) 8 free 0x100b4f304 PlayerLoop(bool, bool, IHookEvent*) (Player.cpp:1415) 9 free 0x100944ebc UnityPlayerLoop (LibEntryPoint.mm:254) 10 free 0x1000b85c0 UnityRepaintImpl(bool) (UnityAppController+Rendering.mm:230) 11 free 0x1000b7f2c __51-[UnityAppController(Rendering) repaintDisplayLink]_block_invoke (UnityAppController+Rendering.mm) 12 libdispatch.dylib 0x18c49e9e0 _dispatch_call_block_and_release + 24 13 libdispatch.dylib 0x18c49e9a0 _dispatch_client_callout + 16 14 libdispatch.dylib 0x18c4a35e8 _dispatch_main_queue_callback_4CF + 996 15 CoreFoundation 0x18d5950c8 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 12 16 CoreFoundation 0x18d592ce4 __CFRunLoopRun + 1572 17 CoreFoundation 0x18d4c2da4 CFRunLoopRunSpecific + 424 18 GraphicsServices 0x18ef2c074 GSEventRunModal + 100 19 UIKit 0x19377d058 UIApplicationMain + 208 20 free 0x1000b4904 main (main.mm:39) 21 libdyld.dylib 0x18c4d159c start + 4 70% user of my game encounter this crash which we can't reproduce on our iphone or ipad, we are using Unity 4.7.1 and XCode 9. No idea how to fix, please help
AppName was compiled with optimization - stepping may behave oddly; variables may not be available. * thread #1, queue = 'com.apple.main-thread', stop reason = signal SIGABRT frame #0: 0x00000001840f9338 libsystem_kernel.dylib`__pthread_kill + 8 frame #1: 0x000000018420d4d4 libsystem_pthread.dylib`pthread_kill$VARIANT$mp + 360 frame #2: 0x0000000184068b0c libsystem_c.dylib`abort + 140 frame #3: 0x000000018403c590 libsystem_c.dylib`__assert_rtn + 220 frame #4: 0x00000001862b2f74 Metal`MTLReportFailure + 764 frame #5: 0x00000001a7d3f410 MetalTools`validateRenderPassDescriptor(MTLRenderPassDescriptorInternal*, id<MTLDevice>) + 348 frame #6: 0x00000001a7d3f110 MetalTools`-[MTLDebugCommandBuffer renderCommandEncoderWithDescriptor:] + 240 * frame #7: 0x00000001043e5128 AppName`::SetupMetalFBO() at FrameBufferMetal.mm:200 [opt] frame #8: 0x0000000104402b10 AppName`::GenerateEnvironmentData() [inlined] ProcessSkybox<CalculateEnlightenEnvironmentFaceProcessor> at SkyboxProcessor.h:89 [opt] frame #9: 0x0000000104402a90 AppName`::GenerateEnvironmentData() [inlined] GenerateEnvironmentDataFromSkybox at Environment.cpp:101 [opt] frame #10: 0x0000000104402890 AppName`::GenerateEnvironmentData() at Environment.cpp:153 [opt] frame #11: 0x00000001043fb3d8 AppName`::UpdateEnvironmentLighting() at EnlightenRuntimeManager.cpp:1865 [opt] frame #12: 0x00000001043fb4c4 AppName`::Update() at EnlightenRuntimeManager.cpp:2185 [opt] frame #13: 0x000000010418e4a4 AppName`:layerLoop() at Player.cpp:1807 [opt] frame #14: 0x000000010437eae4 AppName`::UnityPlayerLoopImpl() at LibEntryPoint.mm:239 [opt] frame #15: 0x0000000103d7e8cc AppName`::UnityRepaint() at UnityAppController+Rendering.mm:236 frame #16: 0x0000000103bfd61c AppName`::-[UnityAppController(self=0x00000001c0305580, _cmd="showGameUI") showGameUI]() at UnityAppController+ViewHandling.mm:207 frame #17: 0x0000000103bb45ec AppName`::-[UnityAppController startUnity:](self=0x00000001c0305580, _cmd="startUnity:", application=0x000000010760c930) at UnityAppController.mm:125 frame #18: 0x0000000184fa78ac Foundation`__NSFireDelayedPerform + 412 frame #19: 0x00000001845866b0 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 28 frame #20: 0x00000001845863d4 CoreFoundation`__CFRunLoopDoTimer + 864 frame #21: 0x0000000184585c78 CoreFoundation`__CFRunLoopDoTimers + 248 frame #22: 0x000000018458379c CoreFoundation`__CFRunLoopRun + 1712 frame #23: 0x00000001844a5bf0 CoreFoundation`CFRunLoopRunSpecific + 436 frame #24: 0x00000001862fffac GraphicsServices`GSEventRunModal + 100 frame #25: 0x000000018e07dec4 UIKit`UIApplicationMain + 208 frame #26: 0x0000000103e46378 AppName`main(argc=1, argv=0x000000016c63f8a0) at main.mm:32 frame #27: 0x0000000183fca1e0 libdyld.dylib`start + 4 Unity 5.6.2f1 + Xcode 9 beta3 crash!!! @JoshPeterson Sorry for disturb, but i need your help
If this issue is important to you, I recommend to submit a bug-report following the advice in this document. Using the bug-reporter seems to be an important step, because that makes sure the report is in their bug-tracking pipeline and has to be processed at some point. Using the forum can be used to add a little more attention to a submitted bug-report, but does not replace using the bug-reporter tool. It's from advantage to attach a project to the bug-report that Unity can use to reproduce the issue and test their fix against. The easier an issue can be reproduced by QA, the more likely it is to get forwarded to a developer, who might or might not work on a bug-fix for that at some point. After you submitted the bug-report, you receive a confirmation email with a Case number. Unity often asks us to post the Case number in the forum thread, which allows them to find that bug-report if they look at your post. Following these steps will increase the chance that Unity is looking at your issue tremendously.