Quantcast
Channel: Questions in topic: "exc_bad_access"
Viewing all 46 articles
Browse latest View live

Unity iOS Crashes Every Other Launch

$
0
0
When I first launch my Unity iOS app, everything is fine. If I hit the home button and then tap the app again, it crashes; tapping again launches normally. I did notice that UnityCleanup() gives an EXC_BAD_ACCESS error in XCode, but I'm not sure what the definite problem is. I am using Unity 3.3 and XCode 4.2 on Snow Leopard.

TrailRenderer causing crash in gleRunVertexSubmitARM- what's that?

$
0
0
I have a TrailRenderer using a custom shader that lerps between two colors based on the mesh's UV x coordinate. (Which I made as a workaround for the fact that you still can't access a TrailRenderer's colors via script, SOMEONE FIX THIS DAMMIT!) Anyway, it crashes with an EXC_BAD_ACCESS gleRunVertexSubmitARM as soon as the object with the trail appears. But only when I build and run on the iPhone- in the editor, the multi-colored trail shows up just fine- and I can't figure out why this would happen. Any guesses?

App paused on Splashscreen. Getting EXC_BAD_ACCESS error

$
0
0
Hi all Firstly, I am very knew to development so I am working my way through xcode and apologies for my lack of knowledge. I am close to releasing an app and keep getting this error in xcode. I build and run from xcode and it pauses on the splash screen. All I can see in terms of errors are: Thread1: EXC_BAD_ACCESS(code=1, address=0xc). Also in the debugger I have this as the last entry before it pauses: Loading /var/mobile/Applications/D7E40D40-7721-4423-993F-08BC86EC64E9/itraintaekwondo.app/Data/Managed/uSequencerRuntime.dll into Unity Child Domain - Completed reload, in 0.191 seconds -> applicationDidBecomeActive() 2013-03-28 15:20:06:074 itraintaekwondo[505:2311] TestFlight: Team Token is recognized The referenced script on this Behaviour is missing! (Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/Mono/MonoBehaviour.cpp Line: 1591) What's really strange is if I stop the build running in xcode and load directly on the ipad it works fine. Also when downloading and installing from testflight there is no problem, app fires up and gets past the splashscreen. I have cleaned the build, created a fresh build from unity but still get this problem. Any help appreciated as I am totally stumped. thanks Matt

EXC_BAD_ACCESS on try/catch block

$
0
0
Hi. I'm getting EXC_BAD_ACCESS error on XCode, when I'm trying to catch an exception. try { hit.transform.root.GetComponent().TakeDamage(damage); external.ui.CreateText(hit.point,"+" + damage.ToString("#"), Color.red); } catch (System.NullReferenceException) { external.gameManager.ShootMissed(); }; It's pretty annoying, because the exception is successfully catched in game (when running on iPad not connected to XCode), but xcode freezes the game exec, so i can't debug it. Any ideas how to get rid of it?

IOS EXC_BAD_ACCESS(code=1, address=0x0)

$
0
0
Hi :) I am trying to make an IOS game and I get this weird error in x-code every time I make a build. ![alt text][1] And what I have found on the subject of EXC_BAD_ACCESS is that it is likely to be a null reference. However I have debugged a lot and the object I try to move does not seem to be null. The code that causes the error is this(at line 76): ![alt text][2] If I remove that line of code it works fine. What really breaks my head in this problem is that when I stop the build in x-code and I then start the application on my iPhone it works perfectly. Does anyone have any idea of why this is? If I'm not specific enough please let me know and I will try to give more information. Thanks in advance :) [1]: /storage/temp/13279-screen+shot+2013-07-19+at+4.20.00+pm.png [2]: /storage/temp/13281-screen+shot+2013-07-19+at+4.22.48+pm.png

Help debugging crash on iOS EXC_BAD_ACCESS

$
0
0
Hi, I know this was asked a lot with different causes. I have read all that I could find on the subject, but I am still stuck - so any help would be greatly appreciated. Here is the story: 1. Upgraded Unity from 3.5.7 to 4.2. 2. Successfully upgraded my project (all the `SetActive` stuff mostly) 3. The project runs in the Editor, no errors. 4. The project used to run with Unity 3.5.7 on the device with no problems. 5. I am now getting a crash with `EXC_BAD_ACCESS` when I load my third scene. 6. I have [enabled NSZombies][1] in Xcode to try and better understand whats going on, its still cryptic for me. 7. I have tried [attaching MonoDevelop][2] debugger, but I didn't see anything I can use (I am not usually using MonoDevelop so I could be missing some debug technique). 8. The exact same thing happened to me with another project, when upgraded to an older Unity 4 version (and this was the reason I avoided upgrading for so long). 9. UPDATE: Managed to get it to not crash in the simulator, still crashing on the device. 10. UPDATE: I have created an "export package" for my entire project, and reloaded it into a new blank project. At first, it seemed to be working, but then I realized it still crashes, only at a different place now... 11. UPDATE: I since managed to eliminate the crash, it is **caused by a bug in Unity 4.2** where DewviceID is not retained. I have learned it from [this forum thread][3], and I am waiting for either Unity support or a more advanced user to post an authoritative fix for us to implement in the DeviceSettings.mm file (for DeviceID, VendorID, and ADID) Finally, here are two screenshots: One, without NSZombies (generating `EXC_BAD_ACCESS`) and one with NSZombies (generating `EXC_BREAKPOINT` - needless to say, I did not place any breakpoint...) **Without NSZombies:** ![alt text][4] **With NSZombies:** ![alt text][5] [1]: http://www.touch-code-magazine.com/how-to-debug-exc_bad_access/ [2]: http://docs.unity3d.com/Documentation/Manual/Debugger.html [3]: http://forum.unity3d.com/threads/192113-Unity-4-2-Seeing-Crash-on-iOS-Device-when-using-SystemInfo-deviceUniqueIdentifier [4]: /storage/temp/14880-crash.png [5]: /storage/temp/14881-crash2.png

Strange behavior while running in Xcode: error only when "Development Build" is unchecked

$
0
0
My game runs smoothly on editor and on device (iPhone/iPod), but when I debug in Xcode I got EXC_BAD_ACCESS exceptions only if "Development Build" option in Build Settings of Unity is unchecked. I don't understand what is the real effect of "Development Build" option in this scenario. I got errors in Xcode even in handled exception inside a try/catch, but only if "Development Build" option is off. Example: //NOTE: gL object is NULL and so the code will raise an exception void Start () { try { GameLevel gL = ApplicationData.AllLevels.Find(delegate(GameLevel obj) {return obj.Level == 1000;}); // gL = null string test = gL.LevelName; } catch(Exception ex) { Debug.Log(ex.ToString()); } } In the console output as expected I have: System.NullReferenceException: Object reference not set to an instance of an object … But when this code runs in Xcode debugger, with "Development Build" option unchecked, it seems like the exception simply is not handled and I got an EXC_BAD_ACCESS. I highlight that this happens only when "Development Build" is unchecked. Any idea about why this happens and how to avoid it? I use Unity 4.3.4 and Xcode 5.1.1

EXC_BAD_ACCESS IN X-CODE AT CODE LINE "RESOURCES.LOAD()"

$
0
0
I have add @2x pictures to my project and change player settings for ios (Target OS version, stripping lvl, Script call optimization) after that I was trying to run the Game on Ipad and... "EXC_BAD_ACCESS". Everything works fine in Unity. I was trying to go back to oldest player settings - and still nothing. By using Debug.log i track the line where bug was: "Resources.load(path)" i check the path, it was correct, I was trying to use "Resources.load(path,typeof(TextAsset) as TextAsset" - still nothing. So... i just erase that line and... next bug at line "Startcoroutine(Function)" Propably in this "Function" is more "Resources.Load<>()" cals... I have no idea what is going on, please help -_- EDIT: (Here is first bug) string[] str = Resources.Load("Localization/loc "+language+"/localizable").text.Split(";"); the path is good - it works fine in unity.

When i build from unity to Xcode my build crashes how can i fix it

$
0
0
Im testing on an iphone 5C an iPhone5S and an Iphone6, but it only happens on iphone 5c. It crashes in this part of my code: extern "C" bool AllocateRenderBufferStorageFromEAGLLayer(void* eaglContext, void* eaglLayer) { return [(__bridge EAGLContext*)eaglContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:(__bridge CAEAGLLayer*)eaglLayer]; } and it says EXC_BAD_ACCESS can someone tell me how can i fix it?

Occasionally fall cause when it starts in Xcode7.1

$
0
0
The reason I asked the question to Unity Forum, because I want to know is occasionally fall cause when it starts in Xcode7.1. Development environment is as follows. Unity 4.6.3f1 Xcode 7.1 Mac OS 10.10.5 iPhone5, iPhone6 Also, I have attached a screen shot when occasionally fell on startup. Please can anyone help me with this issue? ![alt text][1] [1]: /storage/temp/57271-スクリーンショット-2015-10-30-214637.png

Program received signal : "EXC_BAD_ACCESS". + mi_cmd_stack_list_frames: Not enough frames in stack

$
0
0

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

$
0
0

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

$
0
0

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

$
0
0

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.

Bad access at launch (iPhone)

$
0
0
When I want to run my game on the iPhone via Xcode, it will give a EXC_BAD_ACCESS error and will freeze, even before the first scene has loaded, at the spash screen. It happens even if I disable all my code (which isn't that much, as it hasn't worked never), so it will probably be not because of a null exception in my own code. Have I forgotten a setting? I don't have any plugins installed at the moment.

Unity iOS Crashes Every Other Launch

$
0
0
When I first launch my Unity iOS app, everything is fine. If I hit the home button and then tap the app again, it crashes; tapping again launches normally. I did notice that UnityCleanup() gives an EXC_BAD_ACCESS error in XCode, but I'm not sure what the definite problem is. I am using Unity 3.3 and XCode 4.2 on Snow Leopard.

TrailRenderer causing crash in gleRunVertexSubmitARM- what's that?

$
0
0
I have a TrailRenderer using a custom shader that lerps between two colors based on the mesh's UV x coordinate. (Which I made as a workaround for the fact that you still can't access a TrailRenderer's colors via script, SOMEONE FIX THIS DAMMIT!) Anyway, it crashes with an EXC_BAD_ACCESS gleRunVertexSubmitARM as soon as the object with the trail appears. But only when I build and run on the iPhone- in the editor, the multi-colored trail shows up just fine- and I can't figure out why this would happen. Any guesses?

App paused on Splashscreen. Getting EXC_BAD_ACCESS error

$
0
0
Hi all Firstly, I am very knew to development so I am working my way through xcode and apologies for my lack of knowledge. I am close to releasing an app and keep getting this error in xcode. I build and run from xcode and it pauses on the splash screen. All I can see in terms of errors are: Thread1: EXC_BAD_ACCESS(code=1, address=0xc). Also in the debugger I have this as the last entry before it pauses: Loading /var/mobile/Applications/D7E40D40-7721-4423-993F-08BC86EC64E9/itraintaekwondo.app/Data/Managed/uSequencerRuntime.dll into Unity Child Domain - Completed reload, in 0.191 seconds -> applicationDidBecomeActive() 2013-03-28 15:20:06:074 itraintaekwondo[505:2311] TestFlight: Team Token is recognized The referenced script on this Behaviour is missing! (Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/Mono/MonoBehaviour.cpp Line: 1591) What's really strange is if I stop the build running in xcode and load directly on the ipad it works fine. Also when downloading and installing from testflight there is no problem, app fires up and gets past the splashscreen. I have cleaned the build, created a fresh build from unity but still get this problem. Any help appreciated as I am totally stumped. thanks Matt

EXC_BAD_ACCESS on try/catch block

$
0
0
Hi. I'm getting EXC_BAD_ACCESS error on XCode, when I'm trying to catch an exception. try { hit.transform.root.GetComponent().TakeDamage(damage); external.ui.CreateText(hit.point,"+" + damage.ToString("#"), Color.red); } catch (System.NullReferenceException) { external.gameManager.ShootMissed(); }; It's pretty annoying, because the exception is successfully catched in game (when running on iPad not connected to XCode), but xcode freezes the game exec, so i can't debug it. Any ideas how to get rid of it?

IOS EXC_BAD_ACCESS(code=1, address=0x0)

$
0
0
Hi :) I am trying to make an IOS game and I get this weird error in x-code every time I make a build. ![alt text][1] And what I have found on the subject of EXC_BAD_ACCESS is that it is likely to be a null reference. However I have debugged a lot and the object I try to move does not seem to be null. The code that causes the error is this(at line 76): ![alt text][2] If I remove that line of code it works fine. What really breaks my head in this problem is that when I stop the build in x-code and I then start the application on my iPhone it works perfectly. Does anyone have any idea of why this is? If I'm not specific enough please let me know and I will try to give more information. Thanks in advance :) [1]: /storage/temp/13279-screen+shot+2013-07-19+at+4.20.00+pm.png [2]: /storage/temp/13281-screen+shot+2013-07-19+at+4.22.48+pm.png
Viewing all 46 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>