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Some scripts don't load in build

Discussion in 'iOS and tvOS' started by BeregAlto, Oct 25, 2019.

  1. BeregAlto

    BeregAlto

    Joined:
    Aug 5, 2018
    Posts:
    14
    Hi.
    Some scripts, especially GoMap asset not working on iOs build on some devices.
    For example, I see all my debug.logs when I launch app in IPhone SE, but there is no trace of some scripts on Iphone 7.
    Any ideas why its happening?
     
  2. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

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    May 2, 2017
    Posts:
    14,446
    We will need further information. So there is NO sign of Debug.Log statements? How are you debugging?
     
  3. BeregAlto

    BeregAlto

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    Aug 5, 2018
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    I build unity project on windows for ios, then open it in xcode and run to iphone. There is no proper messages in xcode console. i see some of my debug.logs, but not all of them. I think main cause is malfunction of GoMap asset. I only see GoMap.start command, but nothing more
     
  4. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

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  5. BeregAlto

    BeregAlto

    Joined:
    Aug 5, 2018
    Posts:
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  6. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

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    Please show where your debug log statements are showing, I'm not seeing them. Do the Debug.Log entries in your Start() function show? Please show the script that you are now using with the additional debug statements in your Start (or Awake) method. That is where you will want to begin to debug.
     
  7. BeregAlto

    BeregAlto

    Joined:
    Aug 5, 2018
    Posts:
    14
    Ok, finally figured it out.
    GoMap have script Location Manager. If you have Desired accuracy too small, then GPC can throw error " GPS is too weak" so GoMap can't use GRP service.
    upload_2019-10-29_16-55-10.png