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iOS 12, Xcode 10 & iPhone XS/XR Support Status

Discussion in 'iOS and tvOS' started by _Paulius, Sep 25, 2018.

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  1. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    Xcode:

    All officially supported Unity versions are tested with Xcode 10 and should fully work. Currently this includes the latest builds of:
    • 2018.3 Beta
    • 2018.2
    • 2017.4 LTS
    All previous versions should work fine if they were compatible with Xcode 9.0 (pretty much everything 5.5.x and above) but we will not be shipping patch releases for them if any new issues arise.

    New Devices:

    Support for iPhone XS, XS Max & XR device (iOS.Device.generation) and DPI detection will land in 2018.2.12f1 & 2017.4.13f1 patch releases in the following weeks.

    iOS 12 Known Issues:

    • [Fixed in 2018.2.12f1] Warning when submitting an app to the App Store that it must include `NSLocationWhenInUseUsageDescription` even if it's not using location APIs. Apple recently started requiring that privacy usage descriptions be defined by checking if `CoreLocation` framework is included in the app (even if it never requests for authorisation). We have a fix for this on 2018.3 and it will soon be availabe in 2018.2 and 2017.4 patch releases.
    • Currently we’re not aware of any other Unity issues with iOS 12 or the new devices. But I’ll add them and their status here if anything comes up.
     
    Last edited: Mar 13, 2019
  2. HaakonL

    HaakonL

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    Cloud build does not work since it only supports xcode 9. And I think you meant Xcode 10, not 12.

    There is something wrong with the safe area calculation in Unity on Xs and Xs+. Header+notch is working fine, footer does not work anymore. Builds that are showing the footer area on the X based on the Unity SafeArea is cutting off the footer on the Xs and Xs+.
     
  3. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    Thanks. So from what I know the cloud build team ran into some issues with integrating Xcode 10, but they are resolved now and it should be available in a week or two.

    Did you test the safe area on an device or the simulator? It seems to work fine for me in the simulator, but my actual device won't arrive until Friday, so we won't be able to test it/get fix until then.
     
    Last edited: Sep 26, 2018
  4. pstpetrov

    pstpetrov

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    Thanks

    I am on 2018.2.10f1. UnityEngine.iOS.Device.generation still returns iPhoneUnknown. Any idea when will this be updated?
     
  5. AcidArrow

    AcidArrow

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    He does say "in the following weeks" in the first post.

    I have to say though, it does seem weird that additions to the enums take so long. The beta for 12 was around for quite a while, I don't really know why these things are not done before the new iOS versions actually release.
     
    Gametyme and damelin2 like this.
  6. Threepwood

    Threepwood

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    FYI, to help on the above issue. It plagued me for a week (iOS11 was fine, iOS 12 was not). Not Unity's problem, but an issue with the trust level of certain certs in your Keychain on OS X. https://stackoverflow.com/a/52506186

    Most people won't run into this. I recall re-installing the Apple Worldwide certs a year or so back and for some reason iOS12/Xcode didn't like the trust settings. Very obscure fix.
     
  7. damelin2

    damelin2

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    It's disappointing... Apple releases Beta versions of iOS & XCode weeks/months before the launch date. I can't understand why a big company providing tools is not fully ready on time, especially since CloudBuild is now a paid service.
     
  8. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @F_J this crash is caused by the analytics package (ticket https://issuetracker.unity3d.com/is...shes-with-thread-1-signal-sigabrt-on-iphone-x) it seems to happen on all iPhones without a sim card. It should be fixed in 3.1.2 version of the package or you can just disable it in general (switch to `Built-in packages` in the package manager window) which should also solve it.

     
    F_J likes this.
  9. pstpetrov

    pstpetrov

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    Just installed 2018.2.11f1 and UnityEngine.iOS.Device.generation still returns iPhoneUnknown. Guys we have users to support. When will this be available?
     
  10. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @pstpetrov I'm sorry for delay, it takes quite a bit of time to backport changes into releases branches these days and I did not take that fully into account. They new device enums will be available in 2018.2.12f1 which should be out next week.
     
    Last edited: Oct 7, 2018
  11. AcidArrow

    AcidArrow

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    (I believe you mean 12f1, 11 is already out :) )
     
    _Paulius likes this.
  12. pstpetrov

    pstpetrov

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    Got it, thank you very much!
     
  13. Finer_Games

    Finer_Games

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    @_Paulius We've had issues getting our deployment targets set correctly when we build, in a few different versions of 2018. We're currently on 2018.2.1f1. If we set the Target minimum iOS Version to 12, the Deployment Target actually set to 11.3 in the generated Xcode project.

    I don't see a patch where this has been addressed, although I may have missed it. Any tips/ideas on how to fix this?
     
  14. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @Finer_Games I can't reproduce this myself with Xcode 10.0 (10A255) and 2018.2.10f1 or 2019.3 beta. We don't really do any modification of the minimum iOS version string unless it's lower than the oldest one we support. Maybe you're using an older Xcode build?

    It'd be best if you could submit a bug-report (listing the exact Xcode version you're using).
     
  15. giorgos_gs

    giorgos_gs

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    Hi I have Unity 2018.2.9f1 and xcode 10. The xcode project is made without any issues but when I build it I have this error: Command PhaseScriptExecution failed with a nonzero exit code
     
  16. giorgos_gs

    giorgos_gs

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    This error is related to the Appodeal SDK. If anyone else has this please report it.
     
    andres13 likes this.
  17. Jaynesh

    Jaynesh

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    Is there any temporary workaround to the memory issue?
     
  18. Finer_Games

    Finer_Games

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    @_Paulius We've tested using Unity 2018.2.1f1 and 2018.2.11f1, all of the XCode 10 betas, and the current Xcode release 10.0 (10A255). We've tried it in a new project, as well as an upgraded project, and each time we do a clean build, we have to manually change the Deployment Target to 12.0 in XCode. I've gone ahead and submitted a report, thanks!
     
  19. Finer_Games

    Finer_Games

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    For future Googlers... our particular issue was being caused by line 355 in the UnityARBuildPostprocessor, part of the ARKit plugin. Mystery solved!
     
    Dsinclair likes this.
  20. kenfalco

    kenfalco

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    Hello,we need DPI detection... when 2017.4.13f1 will be released?
    We use the 2017.2 version there will be an update for that?
    Thank you
     
  21. Jaynesh

    Jaynesh

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    @_Paulius is there any temporary workaround to the memory issue? It's a crucial and game breaking issue.
     
  22. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @Jaynesh Unfortunately I'm not aware of any. We are still actively investigating this issue and working with Apple to understand what is going on more completely. This is a high priority task for us and we will post back updates as we make progress.
     
  23. Duobix

    Duobix

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    You can check this in a different way - check what
    SystemInfo.deviceModel returns. If it's "iPhone11,2" ,"iPhone11,4" , "iPhone11,6" or "iPhone11,8" then It's one
    of the new iPhone Xs / Xs Max / XR models.
     
    pstpetrov likes this.
  24. kenfalco

    kenfalco

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    _Paulius Please can respond to my question too?
    Thank you
     
  25. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @kenfalco sorry, DPI detection was added to 2017.4.13f1 (together with the enums) and it was released last Friday. We have not plans to backport these changes to 2017.2 as it's not an LTS release, but I'll discuss with the release management team whether doing that would be feasible.
     
  26. RogerOA

    RogerOA

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    Hi, any plan to add "Support for iPhone XS, XS Max & XR device (iOS.Device.generation) and DPI detection" to 5.6?
     
  27. Havokki

    Havokki

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  28. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @Yozaro, from what I can find the fix for that should be available in 2018.2.12f1. I'm not sure whether it's specific to Xcode 10, our internal QA report says nothing about specific Xcode versions.
     
    Havokki likes this.
  29. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @RogerSBZ no, we no longer ship patches for 5.6 since last April. I'd recommend you to follow #23 (if you haven't seen it) that should work fine on 5.6.
     
  30. Numa

    Numa

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    It looks like it's not in 2018.2.12?
    [Edit] My bad, the new XS/XR values were further down the enum, not right after iPhoneX.
     
    Last edited: Nov 7, 2018
  31. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @Numa which build do you have, I just tried on :

    Version 2018.2.12f1 (0a46ddfcfad4)
    Fri, 05 Oct 2018 09:38:40 GMT
    Branch: 2018.2/release

    and both the new enums and correct dpi values are there.
     
    Numa likes this.
  32. Emilyanis

    Emilyanis

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    Hi! Some of the objects become invisible on iOS 12 but not on iOS 10. We tried a lot of things, but not any of them solved the problem.

    iOS 10
    ios10.jpg

    iOS 12
    ios12.jpg

    For water we use Standard Shader with normal map and transparency. Its not visible even when Fade mode is selected, only opaque works. Graphics API - Metal, Color mode - linear.
     
  33. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @Emilyanis Could you please submit a bug report (ideally with a repro project)?
     
  34. Emilyanis

    Emilyanis

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    Ok, so we finally found the core of the issue. Deffered Fog in PostProcessingStackV2 makes transparent objects to disappear on iOS 12. Right now we digging depthly and if this theory gonna be right I am gonna submit bug report. Thanks!
     
  35. abelduarte

    abelduarte

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    Hello, has anyone else experienced an issue where creating a C++ thread leads to a crash on iPhone XS?

    Steps to reproduce:
    - Export a unity project to iPhone
    - Create a C++ thread as such and wait for it to finish executing
    - Crash on iPhone XS

    Crash sample projects:
    https://ufile.io/e8m26

    void *reproduce_crash()

    {

    pthread_setname_np("CrashingThread");

    }

    call

    std::thread(reproduce_crash).detach()

    from anywhere. After thread executes it crashes upon cleanup.

    We have tried reaching unity support but they keep grouping this issue with the memory issues they are having. We don't believe they are at all related. This issue only happens on iPhone XS.

    If you are using Realm or any other library that spawns C++ threads in the background then this issue will likely affect you as well. The issue only happens on iPhone XS and only when using C++ constructs to spawn a thread, if you use the C pthread functions directly then the crash does not occur.

    Its not an iOS 12 or iPhone XS issue since if you create an empty app on Xcode and do these same steps the crash does not occur. It only happens when unity is somehow linked.

    If you open the attached samples you will see that the crash only happens with unity.

    0 libsystem_c.dylib 0x000000022d4c7094 __abort + 188
    1 libsystem_c.dylib 0x000000022d4c6fd8 __abort + 0
    2 libsystem_malloc.dylib 0x000000022d5c3c7c _malloc_put + 0
    3 libsystem_malloc.dylib 0x000000022d5c3e48 malloc_report + 68
    4 libsystem_malloc.dylib 0x000000022d5b5574 free + 412
    5 libsystem_pthread.dylib 0x000000022d5ed40c _pthread_tsd_cleanup + 512
    6 libsystem_pthread.dylib 0x000000022d5e6cc8 _pthread_exit + 84
    7 libsystem_pthread.dylib 0x000000022d5e5a10 _pthread_body + 144
    8 libsystem_pthread.dylib 0x000000022d5e5960 _pthread_start + 52
    9 libsystem_pthread.dylib 0x000000022d5eddf4 thread_start + 4

    The crash always happens on pthread_tsd_cleanup and only on iPhone XS and iPhone XS Max.
     
    Last edited: Oct 25, 2018
  36. winxalex

    winxalex

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    @PauliusP I'm using u2018.2.12f,1 same code export works on Droid and with XCode 10 on ipad, ipad2 ios 9.xxx. When run on IPhoneX or IPhone 6+ after unity logo animation, persistant BLACK SCREEN. Iphones are ios v12.
     
  37. unity_5M9jXnTkXWzlcg

    unity_5M9jXnTkXWzlcg

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    Same exact issue as @abelduarte, our apps cannot run on any of the new iPhones.
     
  38. sam2010

    sam2010

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  39. Antho

    Antho

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  40. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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  41. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @winxalex I don't think we've seen anything like this. Could you submit a bug report with your project (or a stripped version of it)?
     
  42. _Paulius

    _Paulius

    Mobile Developer Unity Technologies

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    @Antho currently I believe that the only way is to enable it manually, but thanks for pointing this out, we'll add it to the CapabilityManager.
     
    Antho likes this.
  43. pixelsplit

    pixelsplit

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    Could someone please give an update on the iOS12 memory issue which is apparently not fixed? Is there an ETA? Also for the 2017.4 LTS releases?
     
    Regone likes this.
  44. zyonneo

    zyonneo

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    Currently updated Xcode to Version 10.1 (10B61).I am using Unity 2018.2.1f1. I have given camera usage description and location usage descrption. Ipad pro 2017( ios version - 12.1.3) .Deployment target 12.0. The app builds and loads in Ipad.After unity splash screen the screen is blank with black colour.The debug in xcode is given below


    Code (CSharp):
    1. 2019-01-03 13:46:49.018336+0530 DragonAR[500:86415] [DYMTLInitPlatform] platform initialization successful
    2. 2019-01-03 13:46:49.065880+0530 DragonAR[500:86355] Built from '2018.2/release' branch, Version '2018.2.1f1 (1a9968d9f99c)', Build type 'Release', Scripting Backend 'il2cpp'
    3. 2019-01-03 13:46:49.068875+0530 DragonAR[500:86355] -> registered mono modules 0x103393950
    4. -> applicationDidFinishLaunching()
    5. 2019-01-03 13:46:49.432944+0530 DragonAR[500:86355] Metal GPU Frame Capture Enabled
    6. 2019-01-03 13:46:49.434819+0530 DragonAR[500:86355] Metal API Validation Disabled
    7. 2019-01-03 13:46:49.521548+0530 DragonAR[500:86355] [Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture recognizer - this is unsupported and will have undesired side effects
    8. -> applicationDidBecomeActive()
    9. GfxDevice: creating device client; threaded=1
    10. Initializing Metal device caps: Apple A10X GPU
    11. Initialize engine version: 2018.2.1f1 (1a9968d9f99c)
    12. UnloadTime: 0.779750 ms
    13. 2019-01-03 13:46:52.928276+0530 DragonAR[500:86355] [MC] System group container for systemgroup.com.apple.configurationprofiles path is /private/var/containers/Shared/SystemGroup/systemgroup.com.apple.configurationprofiles
    14. 2019-01-03 13:46:52.928468+0530 DragonAR[500:86355] [MC] Reading from public effective user settings.
    15. 2019-01-03 13:47:39.955456+0530 DragonAR[500:86355] <_UISystemGestureGateGestureRecognizer: 0x2812a13b0>: Touch: Failed to receive system gesture state notification before next touch
    16. 2019-01-03 13:47:39.955547+0530 DragonAR[500:86355] <_UISystemGestureGateGestureRecognizer: 0x2812a12c0>: Gesture: Failed to receive system gesture state notification before next touch
     
  45. mybuddyai

    mybuddyai

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  46. Jaynesh

    Jaynesh

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    Regone likes this.
  47. emma110

    emma110

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    I faced such type issues and help of online ios app development team I resolved.
     
  48. MoribitoMT

    MoribitoMT

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    Any solution to iOS 12 ? iphone 5s or iphone 6 keeps crashes when hit around 600 mb ram usage..
     
  49. Berno

    Berno

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    We may be forced onto Xcode 11 soon.
    Any word on Unity compatibility with this?

    Submitting my app recently gave this warning:
    WARNING ITMS-90725: "SDK Version Issue. This app was built with the iOS 12.2 SDK. Starting April 2020, all iOS apps submitted to the App Store must be built with the iOS 13 SDK or later, included in Xcode 11 or later."
     
  50. jason_yak

    jason_yak

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    I've been using 11 for a while now without issue, not to say others won't encounter issues, but for me at least all good.
     
    Berno likes this.
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