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iOS crash on startup (Unity 2017.1.3p2)

Discussion in 'iOS and tvOS' started by andreasp, Mar 13, 2018.

  1. BlueSpirit

    BlueSpirit

    Joined:
    Jun 10, 2013
    Posts:
    33
    My app just got approved after appealing with a reference to this thread :)
     
    Sailendu likes this.
  2. agamemnon-prime

    agamemnon-prime

    Joined:
    Aug 1, 2014
    Posts:
    9
    My last rejection was with iPhone:
    Hardware Model: iPhone9,4
    Device Model: D111AP
    Code Type: ARM-64 (Native)
    Role: Foreground
    OS Version: iPhone OS 11.2.5 (15D60)
    Baseband Version: 2.02.04_DEBUG
    UDID: 11e4c6840feaf8f4f8d84e7cd893368b04c49527
    Report Version: 104
     
  3. agamemnon-prime

    agamemnon-prime

    Joined:
    Aug 1, 2014
    Posts:
    9
    My app just got approved after replying in the resolution center:
    Thanks for reviewing!
    The watchdog wall clock issue seen in this crashlog is coming up a lot during app review of games by other devs and seems to be specific to some internal airplay-based system that app review is using. We are unable to simulate this issue using AppleTV hardware or direct cable connections to an external display. We've tested different devices and os versions. Please either approve this version or give me very specific instructions on your setup so we can reproduce the issue.
    Thanks!
    This is the response I got:
    Hello,

    Thank you for your response. Upon further review, it appears that the app no longer crashes.

    We will proceed with the review, and will notify you if there are any further issues.

    Best regards,

    App Store Review
     
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  4. ValidUsername2017

    ValidUsername2017

    Joined:
    Mar 28, 2018
    Posts:
    1
    We've been rejected with this crashlog:
    Hardware Model: iPhone7,2
    ...
    OS Version: iPhone OS 11.2.5 (15D60)
    ...
    Exception Type: EXC_CRASH (SIGKILL)
    Exception Codes: 0x0000000000000000, 0x0000000000000000
    Exception Note: EXC_CORPSE_NOTIFY
    Termination Reason: Namespace SPRINGBOARD, Code 0x8badf00d
    Termination Description: SPRINGBOARD, scene-create watchdog transgression: <bundle> exhausted real (wall clock) time allowance of 10.00 seconds | | ProcessVisibility: Foreground | ProcessState: Running | WatchdogEvent: scene-create | WatchdogVisibility: Foreground | WatchdogCPUStatistics: ( | "Elapsed total CPU time (seconds): 27.690 (user 27.690, system 0.000), 88% CPU", | "Elapsed application CPU time (seconds): 1.529, 5% CPU" | )
    Triggered by Thread: 0

    Is this the same problem?
    Unity 2017.1.3p2
     
  5. TheSilverQueen

    TheSilverQueen

    Joined:
    Dec 20, 2017
    Posts:
    2
    Our app just got approved after replying in the resolution center and referencing this thread.
     
  6. totsboy

    totsboy

    Joined:
    Jul 12, 2013
    Posts:
    253
    We had a similar situation recently, our app was rejected and the test was made from an iPad. I don't have access to the log now, but the problem turned out to be related to airPlay. Try pairing your device with airplay and launch the app, it crashes on start
     
  7. JSenson

    JSenson

    Joined:
    May 1, 2017
    Posts:
    2
    We just ran into this same issue as well. We submitted two separate apps at the same time with the same setup (one is just a 'demo' version of the other) and the full version was accepted while the demo was rejected with the same issues listed here.

    Unity version: 2017.3.1f1
    Hardware model: iPad 4,4
    OS version: 11.2.5

    To answer madfatcat's list:

    1. No, we haven't resubmitted yet
    2. This is an update to an existing release. We did update Unity from 2017.3.0f3 to 2017.3.1f1 for this release.
    3. iPad 4,4
    4. ADBMobile, PlayFab
    5. SuperAwesome
    6. Yes:
    2018-03-27 19:24:55.2244 -0700 0x82dc 1024 0x0 2412 FrontBoardServices: [FBSScene] [com.<company>.<appname> - AirPlay] Created client agent: <UIApplicationSceneClientAgent: 0x10ef8f390>
    2018-03-27 19:25:04.0077 -0700 0x8374 1024 0x0 2412 CoreMotion: #Warning Error reading file //private/var/Managed Preferences/mobile/com.apple.CoreMotion.plist: Error Domain=NSCocoaErrorDomain Code=257 "The file “com.apple.CoreMotion.plist” couldn’t be opened because you don’t have permission to view it." UserInfo={NSFilePath=//private/var/Managed Preferences/mobile/com.apple.CoreMotion.plist, NSUnderlyingError=0x10ed5aab0 {Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted"}}​
     

    Attached Files:

    Last edited: Mar 28, 2018
  8. Matti-Jokipii

    Matti-Jokipii

    Joined:
    Apr 24, 2015
    Posts:
    16
    Our resubmission was also rejected with almost identical crash report (watchdog, iPad4,4). It was taken to review again and accepted after appeal (reply in resolution center) with the reference to this thread.

    Huge thanks for everyone here for providing the information that helped with the appeal!
     
    Last edited: Mar 28, 2018
  9. madfatcat

    madfatcat

    Joined:
    Jul 3, 2014
    Posts:
    14
    What I can say for sure by now is that none of current patches solves this issue. If your game was approved after rebuilding on patched Unity, that's because of good mood of reviewer and not the patch. So don't waste your time trying different patches, just submit an appeal and ask for detailed steps of how to reproduce the crash.

    Btw, another question to all whose app was rejected: do you use post process shaders in the game?
     
    Matti-Jokipii likes this.
  10. marcV2g

    marcV2g

    Joined:
    Jan 11, 2016
    Posts:
    115
    I suspect this bug is only reproducible on apples test automation setup.

    We even tested with airplay on a apple tv and still could not duplicate the crash.
     
  11. sekari

    sekari

    Joined:
    Jan 13, 2015
    Posts:
    27
    We are experiencing the same issue with Unity 2017.3.1p1. Our app is rejected on app review. We tried to reproduce the issue with apple tv connected on and ipv6 network, but couldn't reproduce it.

    Is there any patch for Unity 2017.3.1 for this bug or is there any workaround?

    We asked to app review team for a detailed guide to reproduce the issue, I hope they respond quickly.
     
  12. CharlesBarros

    CharlesBarros

    Joined:
    Nov 17, 2011
    Posts:
    61
    Our app works in a very particular way. We integrated the Unity player (Unity 2017.1.1p2) inside a Native iOS App.
    We fixed this issue just by commenting the whole method updateDisplayListInUnity in DisplayManager.mm
    Code (CSharp):
    1. - (void)updateDisplayListInUnity
    2. {
    3.     // [UIScreen screens] might be out of sync to what is indicated to the
    4.     // application via UIScreenDidConnectNotification and UIScreenDidDisconnectNotification
    5.     // notifications. For example, on disconnection [UIScreen screens] might still
    6.     // have the screen that the display manager no longer knows about.
    7.  
    8. //    const unsigned MAX_DISPLAYS_SUPPORTED = 8; // sync this to the value on Unity side
    9. //    void* screens[MAX_DISPLAYS_SUPPORTED];
    10. //    unsigned screenCount = 0;
    11. //
    12. //    UIScreen* mainScreen = [UIScreen mainScreen];
    13. //    screens[screenCount++] = (__bridge void*)mainScreen;
    14. //
    15. //    for (UIScreen* screen in _displayConnection)
    16. //    {
    17. //        if (screen == mainScreen)
    18. //            continue;
    19. //        screens[screenCount++] = (__bridge void*)screen;
    20. //    }
    21. //
    22. //    UnityUpdateDisplayList(screens, screenCount);
    23. }
    Guess what? AirDisplay is working just fine and the app does not crash anymore during the startup.
     
  13. Xydw2

    Xydw2

    Joined:
    Jun 28, 2017
    Posts:
    9
    Thank you.
    Anyone use 2017.3.1p4 has solution about this crash?
     
  14. marcV2g

    marcV2g

    Joined:
    Jan 11, 2016
    Posts:
    115
    Can anyone at unity comment on the repercussions of disabling updateDisplayListInUnity.
     
  15. rzubek

    rzubek

    Joined:
    Aug 21, 2014
    Posts:
    72
    Affected here as well.

    1. Not yet
    2. This is a new submission
    3. iPad 4,4 (mini 2) (model J85AP)
    4. Unity IAP
    5. no ads
    6. no significant gaps in the log
    7. no post-processing stack, some custom shaders but nothing big

    Built on Unity 2017.3.0p2 (so the one that is supposedly patched for airplay bugs)

    I also got two crash logs which I symbolicated, and it's interesting that the timeout happens in a very similar situation, while waiting for shader compilation. Now this might be nothing, maybe just a coincidence that it just happened to be a convenient time for the watchdog to interrupt the main thread, while it was sleeping waiting for the GPU. But hopefully it's useful for Unity devs to look into it further.

    It definitely seems like a super rare situation, I have not been able to reproduce this artificially at all.

    Log #1 excerpt:

    Code (CSharp):
    1. Exception Type:  EXC_CRASH (SIGKILL)
    2. Exception Codes: 0x0000000000000000, 0x0000000000000000
    3. Exception Note:  EXC_CORPSE_NOTIFY
    4. Termination Reason: Namespace SPRINGBOARD, Code 0x8badf00d
    5. Termination Description: SPRINGBOARD, scene-create watchdog transgression: myappname exhausted real (wall clock) time allowance of 10.00 seconds |  | ProcessVisibility: Foreground | ProcessState: Running | WatchdogEvent: scene-create | WatchdogVisibility: Foreground | WatchdogCPUStatistics: ( | "Elapsed total CPU time (seconds): 30.880 (user 30.880, system 0.000), 96% CPU", | "Elapsed application CPU time (seconds): 1.787, 6% CPU" | )
    6. Triggered by Thread:  0
    7.  
    8. ...
    9.  
    10. Thread 0 name:  Dispatch queue: com.apple.main-thread
    11. Thread 0 Crashed:
    12. 0   libsystem_kernel.dylib            0x00000001859cf5a4 semaphore_wait_trap + 8
    13. 1   libdispatch.dylib                 0x000000018585cf04 _dispatch_sema4_wait$VARIANT$mp + 24 (lock.c:134)
    14. 2   libdispatch.dylib                 0x000000018585d8b4 _dispatch_semaphore_wait_slow + 140 (semaphore.c:143)
    15. 3   myappname                         0x00000001012b1e44 GfxDeviceClient::CreateGpuProgram(ShaderGpuProgramType, dynamic_array<unsigned char, 1ul> const&, CreateGpuProgramOutput&) + 16244292 (MemoryMacros.h:183)
    16. 4   myappname                         0x000000010108b2e0 ShaderLab::SubProgram::Compile() + 13988576 (ShaderProgram.cpp:135)
    17. 5   myappname                         0x0000000101078b80 ShaderLab::Program::CreateFromSerializedProgram(ShaderLab::SerializedProgram const&, ShaderType, int, PropertyNamesSet*, Shader const*) + 13912960 (SerializedShader.cpp:720)
    Log #2 excerpt:

    Code (CSharp):
    1. Exception Type:  EXC_CRASH (SIGKILL)
    2. Exception Codes: 0x0000000000000000, 0x0000000000000000
    3. Exception Note:  EXC_CORPSE_NOTIFY
    4. Termination Reason: Namespace SPRINGBOARD, Code 0x8badf00d
    5. Termination Description: SPRINGBOARD, scene-create watchdog transgression: myappname exhausted real (wall clock) time allowance of 10.00 seconds |  | ProcessVisibility: Foreground | ProcessState: Running | WatchdogEvent: scene-create | WatchdogVisibility: Foreground | WatchdogCPUStatistics: ( | "Elapsed total CPU time (seconds): 21.950 (user 21.950, system 0.000), 98% CPU", | "Elapsed application CPU time (seconds): 6.548, 29% CPU" | )
    6. Triggered by Thread:  0
    7.  
    8. ...
    9.  
    10. Thread 0 name:  Dispatch queue: com.apple.main-thread
    11. Thread 0 Crashed:
    12. 0   libsystem_kernel.dylib            0x00000001859cf5a4 semaphore_wait_trap + 8
    13. 1   libdispatch.dylib                 0x000000018585cf04 _dispatch_sema4_wait$VARIANT$mp + 24 (lock.c:134)
    14. 2   libdispatch.dylib                 0x000000018585d8b4 _dispatch_semaphore_wait_slow + 140 (semaphore.c:143)
    15. 3   myappname                         0x0000000101729e44 GfxDeviceClient::CreateGpuProgram(ShaderGpuProgramType, dynamic_array<unsigned char, 1ul> const&, CreateGpuProgramOutput&) + 16244292 (MemoryMacros.h:183)
    16. 4   myappname                         0x00000001015032e0 ShaderLab::SubProgram::Compile() + 13988576 (ShaderProgram.cpp:135)
    17. 5   myappname                         0x00000001014f0b80 ShaderLab::Program::CreateFromSerializedProgram(ShaderLab::SerializedProgram const&, ShaderType, int, PropertyNamesSet*, Shader const*) + 13912960 (SerializedShader.cpp:720)
     
  16. DeStifi

    DeStifi

    Joined:
    Dec 9, 2016
    Posts:
    1
    I have the same problem unfortunately

    1. Not yet
    2. Update
    3. iPad4,4
    4. Unity Analytics
    5. Unity Ads
    6. Yes

    Built with Unity 2017.4.0f1
    I sent a message in the resolution center. Hope it gets approved :)
     
  17. jkampitakis

    jkampitakis

    Joined:
    Dec 27, 2015
    Posts:
    56
    Same issue here from Apple.

    We have a crossword game that is localised in 4 different languages(Greek, Italian, Turkish and French)
    We use EXACTLY THE SAME CODEBASE in all the 4 .ipa submissions (we just change the app ID, the icons and the logo inside the game).

    The crossword games for Greek and French were rejected while the other 2 were approved!!!

    This is insane....

    We use Unity 5.6.5p3

    I am attaching you the crash log from Apple.
     
  18. Zwilnik

    Zwilnik

    Joined:
    Jul 22, 2014
    Posts:
    62
    Last year there was a spate of similar rejections (also apparently AirPlay/IPv6 linked) which were eventually resolved as being a bug in Apple's test system. It seems to have gone away and come back again.
     
  19. jiuaizxc

    jiuaizxc

    Joined:
    Sep 21, 2016
    Posts:
    6
    Incident Identifier: 9566DB3B-5DFB-4407-8BCC-0D944BFB8BD1
    CrashReporter Key: 16d172a5bb125bff98f7c1cc5a0444db328e2978
    Hardware Model: iPad4,4
    Device Model: J85AP

    Date/Time: 2018-04-08 20:07:54.6446 -0700
    Launch Time: 2018-04-08 20:07:36.2740 -0700
    OS Version: iPhone OS 11.2.5 (15D60)
    Baseband Version: n/a
    UDID: fbfbc4b8031bbf8892687d44a60facaf33409fe1
    Report Version: 104

    Exception Type: EXC_CRASH (SIGKILL)
    Exception Codes: 0x0000000000000000, 0x0000000000000000
    Exception Note: EXC_CORPSE_NOTIFY
    Termination Reason: Namespace SPRINGBOARD, Code 0x8badf00d
    Termination Description: SPRINGBOARD, scene-create watchdog transgression: <bundle> exhausted real (wall clock) time allowance of 10.00 seconds | | ProcessVisibility: Foreground | ProcessState: Running | WatchdogEvent: scene-create | WatchdogVisibility: Foreground | WatchdogCPUStatistics: ( | "Elapsed total CPU time (seconds): 33.340 (user 33.340, system 0.000), 92% CPU", | "Elapsed application CPU time (seconds): 2.365, 7% CPU" | )
    Triggered by Thread: 0


    Thread 0 Crashed:
    0 libsystem_kernel.dylib 0x000000018318460c __semwait_signal + 8
    1 libsystem_c.dylib 0x000000018309cf70 nanosleep + 212 (nanosleep.c:104)
    2 appname 0x0000000100f9fc18 ThreadHelper::SleepInSeconds(double) + 9862168 (ThreadHelper.cpp:63)
    3 appname 0x0000000100f57b6c PreloadManager::WaitForAllAsyncOperationsToComplete() + 9567084 (PreloadManager.cpp:571)
    4 appname 0x0000000100f57c64 PreloadManager::UpdatePreloading() + 9567332 (PreloadManager.cpp:596)
    5 appname 0x0000000100f2f8b0 PlayerLoop() + 9402544 (PlayerLoop.cpp:104)
    6 appname 0x0000000100d793ac UnityPlayerLoopImpl(bool) + 7607212 (LibEntryPoint.mm:243)
    7 appname 0x0000000100645c28 UnityRepaint + 56360 (UnityAppController+Rendering.mm:274)
    8 appname 0x0000000100655388 -[UnityAppController(ViewHandling) showGameUI] + 119688 (UnityAppController+ViewHandling.mm:199)
    9 appname 0x0000000100653080 -[UnityAppController startUnity:] + 110720 (UnityAppController.mm:136)
    10 Foundation 0x0000000184053d58 __NSFireDelayedPerform + 412 (NSRunLoop.m:620)
    11 CoreFoundation 0x0000000183617dc0 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 28 (CFRunLoop.c:1832)
    12 CoreFoundation 0x0000000183617ae4 __CFRunLoopDoTimer + 864 (CFRunLoop.c:2415)
    13 CoreFoundation 0x00000001836172e4 __CFRunLoopDoTimers + 248 (CFRunLoop.c:2562)
    14 CoreFoundation 0x0000000183614ecc __CFRunLoopRun + 1928 (CFRunLoop.c:3083)
    15 CoreFoundation 0x0000000183534c58 CFRunLoopRunSpecific + 436 (CFRunLoop.c:3245)
    16 GraphicsServices 0x00000001853e0f84 GSEventRunModal + 100 (GSEvent.c:2245)
    17 UIKit 0x000000018cc8d5c4 UIApplicationMain + 236 (UIApplication.m:3956)
    18 numbercrush 0x000000010063e720 main + 26400 (main.mm:33)
    19 libdyld.dylib 0x000000018305456c start + 4



    Built with Unity 2017.2.2p2
    Please give a solution。
     
  20. Gokusansan

    Gokusansan

    Joined:
    Jun 3, 2014
    Posts:
    3
    We updated to Unity 2017.3.1.f.1 for the previous Airplay rejection. But now this is happening. As the other replies, it is happening on iPad 4.4 and iPhone OS 11.2.5.

    I don't know if it helps, but this started after we had to update to Xcode 9.3 to try our game in iOS 11.3 installed device. Before that, the previous versions had no rejections.
     
  21. Sailendu

    Sailendu

    Joined:
    Jul 23, 2009
    Posts:
    254
    How long does it take after replying in the resolution center? I posted a reply some hours ago, still no response.
     
  22. Sailendu

    Sailendu

    Joined:
    Jul 23, 2009
    Posts:
    254
    Just now our app got approved, it took around 6 hours after posting a reply in the resolution center with a link to this forum thread. Thanks to everyone for posting here about replying in resolution center. It helped a lot.
     
  23. jiuaizxc

    jiuaizxc

    Joined:
    Sep 21, 2016
    Posts:
    6
    @Sailendu My app is rejected again,I don’t know what to do now。
     
  24. Sailendu

    Sailendu

    Joined:
    Jul 23, 2009
    Posts:
    254
    So your app got rejected after replying in resolution center? What reason they gave this time?
     
  25. jiuaizxc

    jiuaizxc

    Joined:
    Sep 21, 2016
    Posts:
    6
    thank you, my app is approved,but every time I need to reply, it's too tedious and a waste of time.
     
  26. sekari

    sekari

    Joined:
    Jan 13, 2015
    Posts:
    27
  27. yexiaocheng2010

    yexiaocheng2010

    Joined:
    Sep 26, 2018
    Posts:
    1
    My app rejected with same reason recently

    Hardware Model: xxx
    Version: 4 (10.0.1)
    AppStoreTools: 10A247
    Code Type: ARM-64 (Native)
    Role: Non UI
    Parent Process: launchd [1]
    OS Version: iPhone OS 12.0 (16A366)
    Baseband Version: 7.10.00
    Report Version: 104
     
  28. ly209

    ly209

    Joined:
    Aug 19, 2014
    Posts:
    1
    My log, like yours, has been rejected many times recently. How did you solve it?