Unity iOS Crashes Every Other Launch
TrailRenderer causing crash in gleRunVertexSubmitARM- what's that?
App paused on Splashscreen. Getting EXC_BAD_ACCESS error
EXC_BAD_ACCESS on try/catch block
IOS EXC_BAD_ACCESS(code=1, address=0x0)
Help debugging crash on iOS EXC_BAD_ACCESS
Strange behavior while running in Xcode: error only when "Development Build" is unchecked
EXC_BAD_ACCESS IN X-CODE AT CODE LINE "RESOURCES.LOAD()"
When i build from unity to Xcode my build crashes how can i fix it
Occasionally fall cause when it starts in Xcode7.1
Program received signal : "EXC_BAD_ACCESS". + mi_cmd_stack_list_frames: Not enough frames in stack
Can someone help me out with this? I don't face any problems in Unity Remote. This happens when I export over to iPhone and only the button works but the rest doesnt.
The situation is as goes:
1) Player clicks on a button 2) The button then attaches a script to the camera 3) The script is trying to declare values to the variables.
This is probably where I think the error is coming from.
This is my code.
class Line extends MonoBehaviour
{
public var currentCamera : Camera;
var distance = 20;
var drawArray : ArrayList = new ArrayList();
var lineMat : Material;
function Line()
{
}
function Start()
{
var lineRenderer : LineRenderer = gameObject.AddComponent(LineRenderer);
currentCamera = Camera.main;
lineMat = Resources.Load("Trail", typeof(Material));
lineRenderer.material = lineMat;
}
function Update()
{
ProcessInput();
var lineRenderer : LineRenderer = GetComponent(LineRenderer);
lineRenderer.SetVertexCount(drawArray.Count);
for (var i : int = 0; i < drawArray.Count; i++)
{
lineRenderer.material = lineMat;
lineRenderer.SetWidth(2,2);
lineRenderer.SetPosition(i, drawArray[i]);
}
}
function ProcessInput()
{
for(var p : int = 0; p < Input.touchCount; p++)
{
var touchPoint : Vector3 = Input.GetTouch(p).position;
var screenPoint : Vector3 = new Vector3(touchPoint.x, touchPoint.y, distance);
var worldPoint : Vector3 = currentCamera.ScreenToWorldPoint(screenPoint);
if(Input.touchCount == 1)
{
if(Input.GetTouch(p).phase == TouchPhase.Began)
{
if(drawArray.Count == 0)
{
drawArray.Add(worldPoint);
}
else
{
}
}
if(Input.GetTouch(p).phase == TouchPhase.Moved)
{
drawArray.Add(worldPoint);
}
if(Input.GetTouch(p).phase == TouchPhase.Ended)
{
drawArray.Clear();
}
}
}
}
}
EDIT: I figured out this is what is causing the problem. But is there any other way to assign a material by script?
lineMat = Resources.Load("Trail", typeof(Material));
Xcode build & run "innocent" (?) problem
I am testing my game on my iPhone (3GS and UnityPro), so:
I build & run in Unity,
I build & run in Xcode,
Xcode Installs the app on my iphone and I get the message:
GDB: Program received signal: "EXC_BAD_ACCESS"
The game stays idle in the splash screen. However, if I terminate Xcode, it asks me:
Stop tasks before closing? Unity-iPhone Project:"Unity-iPhone.xcodeproj"Target:"Unity-iPhone",
I press OK and Xcode terminates. The game also terminates (from just displaying the splash screen actually) and If I start it manually from my iPhone, it runs without a problem.
I was wondering if this trouble is innocent or I should do something to stop it from occurring, even though It doesn't give me a real problem (from what I can tell till now).
EXC Bad Access In Xcode but runs fine in Unity. iPhone
I am working on an app which works fine in the editor and when I run it using Unity Remote it also works well. So when I build and run to see the app run locally on the iPhone it gives me this error EXC Bad Access, I dont know what that means. If you have a clue to point me in the right direction. Thank you.
EXEC_BAD_ACCESS question
Hello,
This is more of an iPhone based question. I build and run my game from unity and it will launch the XCode (which i should add all engines are at their latest version, my phone is also IOS4) but it will always give me an error on UnityPlayerLoop(); stating EXEC_BAD_ACCESS.
Anyone know or had any problems like this before?
For me to get this error, i am simply just pressing a button, or attempting too in a way.