Search Unity

Lots of crashes on end user devices

Discussion in 'iOS and tvOS' started by AlienMe, Feb 12, 2016.

  1. AlienMe

    AlienMe

    Joined:
    Sep 16, 2014
    Posts:
    93
    Hi,

    We are seeing lots of crashes on our end user devices. Our current release was built with 5.3.1.

    Any ideas what could be causing this?

    Thanks.


    upload_2016-2-11_19-43-18.png


    And this is another crash:

    upload_2016-2-11_19-48-24.png
     
    naviln likes this.
  2. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    735
    Hi @AlienMe,
    Do you have any repro steps as to what's happening or a more fully fleshed out stack trace? Could you file a bug report with a small repro project?
    Thanks,
    Chris
     
  3. AlienMe

    AlienMe

    Joined:
    Sep 16, 2014
    Posts:
    93
    Hi @christophergoy ,

    This is not happening in our development environment.. this is happening to about 5% of our live users. We are getting these crash reports from Crashalytics.

    These are full stack traces.

    and ...

     
  4. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    735
    Hey @AlienMe,
    There is a fix for the first crash coming in 5.3.2p4. Can you file a bug and repro for the second crash?
    Thanks,
    Chris
     
  5. AlienMe

    AlienMe

    Joined:
    Sep 16, 2014
    Posts:
    93
    Hey @christophergoy, that's cool that one of the crashes will be fixed in the next patch.. will hold the next app update for now.

    About the second crash.. I can't reproduce it in house... we are just getting the reports from the field.. I'll let you know if I get any more info.

    Thanks!
     
  6. crushforth

    crushforth

    Joined:
    Jul 22, 2010
    Posts:
    113
    Is this supposed to be fixed in Unity 5.3.3f1? We're still seeing the following two crashes related to Repaint and sending the app to the background on iOS.


    Code (CSharp):
    1. Exception Type:  SIGABRT
    2. Exception Codes: #0 at 0x21dd5c84
    3. Crashed Thread:  0
    4.  
    5. Application Specific Information:
    6. *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'unexpected start state'


    AND



    Code (CSharp):
    1. Application Specific Information:
    2. *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'can't start iterating in the middle of an iteration'
    3.  
    4. Last Exception Backtrace:
    5. 0   CoreFoundation                       0x20b9e2eb __exceptionPreprocess + 127
    6. 1   libobjc.A.dylib                      0x2036adff objc_exception_throw + 36
    7. 2   CoreFoundation                       0x20b9e1c1 +[NSException raise:format:arguments:] + 102
    8. 3   Foundation                           0x21374d3b -[NSAssertionHandler handleFailureInMethod:object:file:lineNumber:description:] + 88
    9. 4   FrontBoardServices                   0x21ea23b7 -[FBSSettingsDiffInspector inspectDiff:withContext:] + 164
    10. 5   UIKit                                0x24fd6103 __70-[UIApplication scene:didUpdateWithDiff:transitionContext:completion:]_block_invoke + 100
    11. 6   UIKit                                0x24fd5e11 -[UIApplication scene:didUpdateWithDiff:transitionContext:completion:] + 642
    12. 7   FrontBoardServices                   0x21e9499d __80-[FBSSceneImpl updater:didUpdateSettings:withDiff:transitionContext:completion:]_block_invoke_2 + 38
    13. 8   FrontBoardServices                   0x21eafc75 -[FBSSerialQueue _performNext] + 230
    14. 9   FrontBoardServices                   0x21e98171 -[FBSWorkspace synchronizeSystemAnimationFencesWithCleanUpBlock:] + 1330
    15. 10  UIKit                                0x24fd3a05 -[UIApplication _synchronizeSystemAnimationFencesWithSpinCleanUpBlock:] + 430
    16. 11  UIKit                                0x25022f85 __realPreCommitHandler_block_invoke + 398
    17. 12  QuartzCore                           0x22e41e8b CA::Transaction::Fence::run_callbacks() const + 20
    18. 13  QuartzCore                           0x22e08691 CA::Context::commit_transaction(CA::Transaction*) + 638
    19. 14  QuartzCore                           0x22e08233 CA::Transaction::commit() + 612
    20. 15  QuartzCore                           0x22e019ef CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) + 136
    21. 16  CoreFoundation                       0x20b60b21 __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ + 18
    22. 17  CoreFoundation                       0x20b5ee17 __CFRunLoopDoObservers + 280
    23. 18  CoreFoundation                       0x20ab1bd9 CFRunLoopRunSpecific + 546
    24. 19  CoreFoundation                       0x20ab19ad CFRunLoopRunInMode + 106
    25. 20  agriumJourney2050                    0x00099d03 UnityRepaint (UnityAppController+Rendering.mm:248)
    26. 21  agriumJourney2050                    0x000ab18d -[UnityAppController applicationWillResignActive:] (UnityAppController.mm:314)
    27. 22  UIKit                                0x24d9ffb5 -[UIApplication _deactivateForReason:notify:] + 698
    28. 23  UIKit                                0x24fd4ea1 __61-[UIApplication _sceneSettingsPreLifecycleEventDiffInspector]_block_invoke + 102
    29. 24  FrontBoardServices                   0x21ea25db __52-[FBSSettingsDiffInspector inspectDiff:withContext:]_block_invoke27 + 156
    30. 25  Foundation                           0x213843f3 __NSIndexSetEnumerate + 428
    31. 26  Foundation                           0x2130f627 -[NSIndexSet enumerateIndexesWithOptions:usingBlock:] + 64
    32. 27  BaseBoard                            0x21e3bb03 -[BSSettingsDiff inspectChangesWithBlock:] + 100
    33. 28  FrontBoardServices                   0x21e9db1b -[FBSSettingsDiff inspectOtherChangesWithBlock:] + 92
    34. 29  FrontBoardServices                   0x21ea2447 -[FBSSettingsDiffInspector inspectDiff:withContext:] + 308
    35. 30  UIKit                                0x24fd6103 __70-[UIApplication scene:didUpdateWithDiff:transitionContext:completion:]_block_invoke + 100
    36. 31  UIKit                                0x24fd5e11 -[UIApplication scene:didUpdateWithDiff:transitionContext:completion:] + 642
    37. 32  FrontBoardServices                   0x21e9499d __80-[FBSSceneImpl updater:didUpdateSettings:withDiff:transitionContext:completion:]_block_invoke_2 + 38
    38. 33  FrontBoardServices                   0x21eafc75 -[FBSSerialQueue _performNext] + 230
    39. 34  FrontBoardServices                   0x21eaff61 -[FBSSerialQueue _performNextFromRunLoopSource] + 42
    40. 35  CoreFoundation                       0x20b61257 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 12
    41. 36  CoreFoundation                       0x20b60e47 __CFRunLoopDoSources0 + 452
    42. 37  CoreFoundation                       0x20b5f1af __CFRunLoopRun + 804
    43. 38  CoreFoundation                       0x20ab1bb9 CFRunLoopRunSpecific + 514
    44. 39  CoreFoundation                       0x20ab19ad CFRunLoopRunInMode + 106
    45. 40  GraphicsServices                     0x21d2baf9 GSEventRunModal + 158
    46. 41  UIKit                                0x24d9dfb5 UIApplicationMain + 142
    47. 42  agriumJourney2050                    0x0009252b main (main.mm:32)
    48. 43  ???                                  0x20764873 0x0 + 0
    49.  
    50. Thread 0 Crashed:
    51. 0   libsystem_kernel.dylib               0x20835c84 __pthread_kill + 8
    52. 1   libsystem_pthread.dylib              0x208d7b47 pthread_kill + 60
    53. 2   libsystem_c.dylib                    0x207cc0c5 abort + 106
    54. 3   agriumJourney2050                    0x011d5be9 uncaught_exception_handler + 22
    55. 4   CoreFoundation                       0x20b9e629 __handleUncaughtException + 642
    56. 5   libobjc.A.dylib                      0x2036b087 _objc_terminate() + 172
    57. 6   agriumJourney2050                    0x011c84c3 BITCrashUncaughtCXXTerminateHandler() (BITCrashCXXExceptionHandler.mm:178)
    58. 7   libc++abi.dylib                      0x2035ce17 std::__terminate(void (*)()) + 76
    59. 8   libc++abi.dylib                      0x2035c8f7 __cxa_rethrow + 100
    60. 9   libobjc.A.dylib                      0x2036af47 objc_exception_rethrow + 40
    61. 10  CoreFoundation                       0x20ab1c3f CFRunLoopRunSpecific + 648
    62. 11  CoreFoundation                       0x20ab19ad CFRunLoopRunInMode + 106
    63. 12  GraphicsServices                     0x21d2baf9 GSEventRunModal + 158
    64. 13  UIKit                                0x24d9dfb5 UIApplicationMain + 142
    65. 14  agriumJourney2050                    0x0009252b main (main.mm:32)
    66. 15  ???                                  0x20764873 0x0 + 0
    Any suggestions on what is causing this? This is on devices with iOS 9.2
     
  7. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    735
    Hi @crushforth,
    This crash was stemming from an issue with Keyboard.mm in the iOS trampoline code. If you have regenerated your iOS project the crash should have disappeared. Could you share the Keyboard.mm file from your trampoline project?
    Thanks,
    Chris
     
  8. crushforth

    crushforth

    Joined:
    Jul 22, 2010
    Posts:
    113
    Hi @christophergoy

    We currently modify keyboard.mm in a postbuild script to get a round a few issues (removing the shortcut bar introduced iniOS9 and stopping auto capitalization because weird things were happening in NGUI). The modifications we do are as follows:

    Code (CSharp):
    1. // Modify the file Keyboard.mm to remove the new iOS9 keyboard shortcut bar
    2.             string textViewCodeToInsert =
    3.                 "\n\n" +
    4.                 "    if ([textView respondsToSelector:@selector(inputAssistantItem)]) {\n" +
    5.                 "        UITextInputAssistantItem *inputAssistantItem = [textView inputAssistantItem];\n" +
    6.                 "        inputAssistantItem.leadingBarButtonGroups = @[];\n" +
    7.                 "        inputAssistantItem.trailingBarButtonGroups = @[];\n" +
    8.                 "    }\n";
    9.             InsertCodeAfter(path + PATH_KEYBOARD_FILE, "textView.text = initialText;", textViewCodeToInsert, "TextView: Removing keyboard shortcut bar");
    10.  
    11.             string textFieldCodeToInsert =
    12.                 "\n\n" +
    13.                 "    if ([textField respondsToSelector:@selector(inputAssistantItem)]) {\n" +
    14.                 "        UITextInputAssistantItem *inputAssistantItem = [textField inputAssistantItem];\n" +
    15.                 "        inputAssistantItem.leadingBarButtonGroups = @[];\n" +
    16.                 "        inputAssistantItem.trailingBarButtonGroups = @[];\n" +
    17.                 "    }\n";
    18.             InsertCodeAfter(path + PATH_KEYBOARD_FILE, "textField.text = initialText;", textFieldCodeToInsert, "TextField: Removing keyboard shortcut bar");
    19.        
    20.             // Turn off "UITextAutocapitalizationTypeSentences" because it causes flickering backspace/shift keys when the input is hidden
    21.             // This is something to do with how Unity & NGUI deal with input.
    22.             // http://www.tasharen.com/forum/index.php?topic=9960.msg47765#msg47765
    23.             // https://feedback.unity3d.com/suggestions/touchscreenkeyboard-auto-capitalization-support
    24.             // The acceptable workaround seems to be to disable 'UITextAutocapitalizationTypeSentences'
    25.             ReplaceCode(path + PATH_KEYBOARD_FILE, "UITextAutocapitalizationType capitalization = UITextAutocapitalizationTypeSentences;", "UITextAutocapitalizationType capitalization = UITextAutocapitalizationTypeNone;", "Keyboard: Disabling UITextAutocapitalizationTypeSentences because of the flickering key issue found when pressing backspace and the input is hidden");
    26.  
    I'll attach our keyboard.mm from our current build (deployed with 5.3.3p2).

    Is your previous fix present in our current keyboard.mm? (had to add a .txt extension so I could attach it)
     

    Attached Files:

  9. crushforth

    crushforth

    Joined:
    Jul 22, 2010
    Posts:
    113
    Oh you want the version from the trampoline folder. Ah ok. See attachment:

    Thanks
     

    Attached Files:

  10. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    735
    Hey @crushforth,
    looks like you have the changes. If you could find a repro case that would be really helpful. Or if you are able to zip up your xcode project and submit it with a bug that would also be helpful. If you end up doing that, please post the case number here.
    Cheers,
    Chris
     
  11. Peacewise

    Peacewise

    Joined:
    Feb 27, 2014
    Posts:
    52
    I have also been getting a lot of these crashes below reported from players on iOS, mainly iPhone. I'm running Unity 5.3.2f1.

    Code (CSharp):
    1. Fatal Exception: NSInternalInconsistencyException
    2. 0  CoreFoundation                 0x183c5c1c0 __exceptionPreprocess
    3. 1  libobjc.A.dylib                0x18269455c objc_exception_throw
    4. 2  CoreFoundation                 0x183c5c094 +[NSException raise:format:]
    5. 3  Foundation                     0x1846e6898 -[NSAssertionHandler handleFailureInFunction:file:lineNumber:description:]
    6. 4  UIKit                          0x189d28b60 _prepareForCAFlush
    7. 5  UIKit                          0x189d491cc _beforeCACommitHandler
    8. 6  CoreFoundation                 0x183c097dc __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__
    9. 7  CoreFoundation                 0x183c0740c __CFRunLoopDoObservers
    10. 8  CoreFoundation                 0x183b36068 CFRunLoopRunSpecific
    11. 9  matchdragons                   0x10008c07c UnityRepaint (UnityAppController+Rendering.mm:248)
    12. 10 matchdragons                   0x100099334 -[UnityAppController applicationWillResignActive:] (UnityAppController.mm:309)
    13. 11 UIKit                          0x189b0d268 -[UIApplication _deactivateForReason:notify:]
    14. 12 UIKit                          0x189d2b470 __61-[UIApplication _sceneSettingsPreLifecycleEventDiffInspector]_block_invoke
    15. 13 FrontBoardServices             0x1857e65e8 __52-[FBSSettingsDiffInspector inspectDiff:withContext:]_block_invoke.27
    16. 14 Foundation                     0x1846f8824 __NSIndexSetEnumerate
    17. 15 BaseBoard                      0x18576122c -[BSSettingsDiff inspectChangesWithBlock:]
    18. 16 FrontBoardServices             0x1857e06a8 -[FBSSettingsDiff inspectOtherChangesWithBlock:]
    19. 17 FrontBoardServices             0x1857e63c4 -[FBSSettingsDiffInspector inspectDiff:withContext:]
    20. 18 UIKit                          0x189d2c8d8 __70-[UIApplication scene:didUpdateWithDiff:transitionContext:completion:]_block_invoke
    21. 19 UIKit                          0x189d2c57c -[UIApplication scene:didUpdateWithDiff:transitionContext:completion:]
    22. 20 UIKit                          0x18a05de44 -[UIApplicationSceneClientAgent scene:handleEvent:withCompletion:]
    23. 21 FrontBoardServices             0x1857cfb8c __80-[FBSSceneImpl updater:didUpdateSettings:withDiff:transitionContext:completion:]_block_invoke.376
    24. 22 FrontBoardServices             0x1857fd8bc __FBSSERIALQUEUE_IS_CALLING_OUT_TO_A_BLOCK__
    25. 23 FrontBoardServices             0x1857fd728 -[FBSSerialQueue _performNext]
    26. 24 FrontBoardServices             0x1857d5df4 -[FBSWorkspace synchronizeSystemAnimationFencesWithCleanUpBlock:]
    27. 25 UIKit                          0x189d2875c -[UIApplication _synchronizeSystemAnimationFencesWithSpinCleanUpBlock:]
    28. 26 UIKit                          0x189d7d168 __realPreCommitHandler_block_invoke
    29. 27 QuartzCore                     0x186f04478 CA::Transaction::Fence::run_callbacks() const
    30. 28 QuartzCore                     0x186edbd48 CA::Context::commit_transaction(CA::Transaction*)
    31. 29 QuartzCore                     0x186f030d0 CA::Transaction::commit()
    32. 30 QuartzCore                     0x186e5f598 CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long)
    33. 31 IOKit                          0x183ec8570 IODispatchCalloutFromCFMessage
    34. 32 CoreFoundation                 0x183bf256c __CFMachPortPerform
    35. 33 CoreFoundation                 0x183c0a934 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__
    36. 34 CoreFoundation                 0x183c0a0e8 __CFRunLoopDoSource1
    37. 35 CoreFoundation                 0x183c07bcc __CFRunLoopRun
    38. 36 CoreFoundation                 0x183b36048 CFRunLoopRunSpecific
    39. 37 matchdragons                   0x10008c07c UnityRepaint (UnityAppController+Rendering.mm:248)
    40. 38 matchdragons                   0x10008bdf0 -[UnityAppController(Rendering) repaintDisplayLink] (UnityAppController+Rendering.mm:54)
    41. 39 QuartzCore                     0x186e5f640 CA::Display::DisplayLinkItem::dispatch(unsigned long long)
    42. 40 QuartzCore                     0x186e5f4ec CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long)
    43. 41 IOKit                          0x183ec8570 IODispatchCalloutFromCFMessage
    44. 42 CoreFoundation                 0x183bf256c __CFMachPortPerform
    45. 43 CoreFoundation                 0x183c0a934 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__
    46. 44 CoreFoundation                 0x183c0a0e8 __CFRunLoopDoSource1
    47. 45 CoreFoundation                 0x183c07bcc __CFRunLoopRun
    48. 46 CoreFoundation                 0x183b36048 CFRunLoopRunSpecific
    49. 47 GraphicsServices               0x1855b9198 GSEventRunModal
    50. 48 UIKit                          0x189b10628 -[UIApplication _run]
    51. 49 UIKit                          0x189b0b360 UIApplicationMain
    52. 50 matchdragons                   0x10008607c main (main.mm:32)
    53. 51 libdispatch.dylib              0x182b185b8 (Missing)
     
  12. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    735
  13. Peacewise

    Peacewise

    Joined:
    Feb 27, 2014
    Posts:
    52
  14. ignat84

    ignat84

    Joined:
    Oct 29, 2012
    Posts:
    1
    In Unity 5.4.3p3 the bug is still present. Are there any ideas how to fix it without waiting for a new patch version?
     
  15. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    735
    Hi @ignat84,
    Can you file a bug please? And please attach a reproduction project, this will ensure that we are able to fix it quickly.
    Cheers,
    Chris
     
  16. Vaidas_B

    Vaidas_B

    Unity Technologies

    Joined:
    Jun 17, 2016
    Posts:
    18
  17. GuyTidhar

    GuyTidhar

    Joined:
    Jun 24, 2009
    Posts:
    320
    If this is the same one, I have a partial fix for it. Our "UnityRepaint()" crashes dropped by about 60-70% following this. You need to attache this to any monobehaviour class you are sure is always present in your app.


    Code (CSharp):
    1. #if UNITY_IOS && !UNITY_EDITOR
    2.     IEnumerator OnApplicationFocus(bool hasFocus)
    3.     {
    4.         if ( !hasFocus )
    5.         {
    6.             Application.targetFrameRate = 30;
    7.         }
    8.         else
    9.         {
    10.             yield return null;
    11.  
    12.             Application.targetFrameRate = 60;
    13.         }
    14.  
    15.     }
    16. #endif
     
    naviln and maxrevilo like this.
  18. andymads

    andymads

    Joined:
    Jun 16, 2011
    Posts:
    1,614
    We're also seeing the FrontBoardServices crash on end user devices. This is in builds created with 5.5.0.

    Screen Shot 2017-02-13 at 10.57.09.png
     
  19. naviln

    naviln

    Joined:
    Oct 18, 2016
    Posts:
    32
    I'm having this issue on my game, and it is stopping me from getting an update out on iOS now. The Apple review team keep failing me due to this crash.

    Does anyone have any updates on this? I've tried going to Unity 2018.2.12f1 and still no luck.
    Symbolicated crash log from the Apple review team below:


    Code (CSharp):
    1. Exception Type:  EXC_BREAKPOINT (SIGTRAP)
    2. Date/Time:           2018-10-22 11:24:35.4354 +0900
    3. Launch Time:         2018-10-22 11:22:41.1456 +0900
    4. OS Version:          iPhone OS 12.0.1 (16A404)
    5. Baseband Version:    5.10.00
    6. Report Version:      104
    7.  
    8. Exception Codes: 0x0000000000000001, 0x00000001025de388
    9. Termination Signal: Trace/BPT trap: 5
    10. Termination Reason: Namespace SIGNAL, Code 0x5
    11. Terminating Process: exc handler [1791]
    12. Triggered by Thread:  0
    13.  
    14. Thread 0 name:  Dispatch queue: com.apple.main-thread
    15. Thread 0 Crashed:
    16. 0   kusc                              0x00000001025de388 CrashedCheckBelowForHintsWhy() + 91016 (CrashReporter.mm:92)
    17. 1   kusc                              0x000000010300e6e4 il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 10774244 (Runtime.cpp:521)
    18. 2   kusc                              0x000000010300f37c il2cpp::vm::Runtime::CallUnhandledExceptionDelegate(Il2CppDomain*, Il2CppDelegate*, Il2CppException*) + 10777468 (Runtime.cpp:752)
    19. 3   kusc                              0x000000010300f294 il2cpp::vm::Runtime::UnhandledException(Il2CppException*) + 10777236 (Runtime.cpp:614)
    20. 4   kusc                              0x0000000102a93a64 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 5028452 (ScriptingInvocation.cpp:356)
    21. 5   kusc                              0x0000000102a972f8 Coroutine::InvokeMoveNext(ScriptingExceptionPtr*) + 5042936 (Coroutine.cpp:232)
    22. 6   kusc                              0x0000000102a96ecc Coroutine::Run(bool*) + 5041868 (Coroutine.cpp:257)
    23. 7   kusc                              0x00000001029217f4 DelayedCallManager::Update(int) + 3512308 (CallDelayed.cpp:177)
    24. 8   kusc                              0x00000001029d53b4 ExecutePlayerLoop(NativePlayerLoopSystem*) + 4248500 (PlayerLoop.cpp:340)
    25. 9   kusc                              0x00000001029d53dc ExecutePlayerLoop(NativePlayerLoopSystem*) + 4248540 (PlayerLoop.cpp:357)
    26. 10  kusc                              0x00000001029d5538 PlayerLoop() + 4248888 (PlayerLoop.cpp:411)
    27. 11  kusc                              0x0000000102805560 UnityPlayerLoopImpl(bool) + 2348384 (LibEntryPoint.mm:299)
    28. 12  kusc                              0x00000001025d42cc UnityRepaint + 49868 (UnityAppController+Rendering.mm:280)
    29. 13  kusc                              0x00000001025d41b8 -[UnityAppController(Rendering) repaintDisplayLink] + 49592 (UnityAppController+Rendering.mm:77)
    30. 14  QuartzCore                        0x0000000224099574 0x224089000 + 66932
    31. 15  IOKit                             0x000000021fe4358c 0x21fe3e000 + 21900
    32. 16  CoreFoundation                    0x000000021fb4b3e4 0x21fac6000 + 545764
    33. 17  CoreFoundation                    0x000000021fb72c30 0x21fac6000 + 707632
    34. 18  CoreFoundation                    0x000000021fb7237c 0x21fac6000 + 705404
    35. 19  CoreFoundation                    0x000000021fb6d134 0x21fac6000 + 684340
    36. 20  CoreFoundation                    0x000000021fb6c5b8 0x21fac6000 + 681400
    37. 21  GraphicsServices                  0x0000000221de0584 0x221dd5000 + 46468
    38. 22  UIKitCore                         0x000000024c9e8bc8 0x24c105000 + 9321416
    39. 23  kusc                              0x00000001025cd200 main + 20992 (main.mm:33)
    40. 24  libdyld.dylib                     0x000000021f62cb94 0x21f62c000 + 2964
     
    Last edited: Oct 23, 2018
  20. naviln

    naviln

    Joined:
    Oct 18, 2016
    Posts:
    32
    I'm going to try this, see if it helps. Thanks
     
  21. chengyingzhilian

    chengyingzhilian

    Joined:
    Oct 6, 2018
    Posts:
    8
    i also having this issue on my game, it happened on ios 12. only on ios 12 happend . did you sloved the question?
     
  22. naviln

    naviln

    Joined:
    Oct 18, 2016
    Posts:
    32
    Hi buddy,

    Yes, I did manage to get my app past Apple review.

    I tried changing two things from the iOS player settings window -
    • Turned the Multithread rendering tick box option to off (unticked it), and
    • I changed the Script optimization from "Fast" to "Safe and Slow".
    This seemed to stop the crashing, and Apple finally made my app available on iOS.
    Do you want to try that and see how you go?

    Cheers
    Navil
     
  23. iizhiyi

    iizhiyi

    Joined:
    May 19, 2016
    Posts:
    1
    Is there anyone could explain why Multithread rendering and Script optimization may cause this issue?