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If I run the app using Xcode I have no problems. Incident Identifier: 457D137B-4C71-4234-B00C-A7FCFB54B83E CrashReporter Key: 8209fa6a3cb483ad2e2f83c4080e8b5156eec66d Hardware Model: iPhone11,8 Process: city [744] Path: /private/var/containers/Bundle/Application/BB8D479E-0C9F-4A22-ABB0-6E4371CA3CA3/city.app/city Identifier: com.myapp.app Version: 836 (0.97) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd [1] Coalition: com.myapp.app [572] Date/Time: 2020-11-04 17:38:27.4634 +0100 Launch Time: 2020-11-04 17:38:07.3599 +0100 OS Version: iPhone OS 14.2 (18B91) Release Type: User Baseband Version: 3.01.01 Report Version: 104 Exception Type: EXCCRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXCCORPSENOTIFY Termination Reason: Namespace SPRINGBOARD, Code 0x8badf00d Termination Description: SPRINGBOARD, <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:process-launch watchdog transgression: application<com.myapp.app>:744 exhausted real (wall clock) time allowance of 20.00 seconds | ProcessVisibility: Foreground | ProcessState: Running | WatchdogEvent: process-launch | WatchdogVisibility: Foreground | WatchdogCPUStatistics: ( | "Elapsed total CPU time (seconds): 9.720 (user 9.720, system 0.000), 8% CPU", | "Elapsed application CPU time (seconds): 0.105, 0% CPU" | ) reportType:CrashLog maxTerminationResistance:Interactive> Triggered by Thread: 0 Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 libsystemkernel.dylib 0x00000001d217bf5c _ulockwait + 8 1 libdispatch.dylib 0x00000001a4e71794 dlockwait + 56 2 libdispatch.dylib 0x00000001a4e716c0 dispatchoncewait + 124 3 UIKitCore 0x00000001a782c430 -[UIApplicationConfigurationLoader loadInitializationContext] + 152 4 UIKitCore 0x00000001a782c77c -[UIApplicationConfigurationLoader applicationInitializationContext] + 32 5 UIKitCore 0x00000001a7813394 -[UIScreenInitialDisplayConfigurationLoader initialDisplayContext] + 180 6 UIKitCore 0x00000001a7813680 +[UIScreen initialize] + 128 7 libobjc.A.dylib 0x00000001b97cdc58 CALLINGSOME+initializeMETHOD + 24 8 libobjc.A.dylib 0x00000001b97d4318 initializeNonMetaClass + 716 9 libobjc.A.dylib 0x00000001b97d5910 initializeAndMaybeRelock+ 39184 (objcclass*, objcobject*, mutextt<false>&, bool) + 280 10 libobjc.A.dylib 0x00000001b97e4498 lookUpImpOrForward + 956 11 libobjc.A.dylib 0x00000001b97ce524 objcmsgSenduncached + 68 12 UIKitCore 0x00000001a782cc80 UIGetCurrentFallbackTraitCollection + 100 13 UIKitCore 0x00000001a78299d8 +[UITraitCollection currentTraitCollectionWithFallback:markFallback:] + 176 14 UIKitCore 0x00000001a7831454 UICurrentImageTraitCollection + 28 15 UIKitCore 0x00000001a78310f4 +[UIImageConfiguration completeConfiguration:fromConfiguration:] + 164 16 UIKitCore 0x00000001a77dfad0 +[UIImage imageNamed:inBundle:withConfiguration:] + 180 17 UnityFramework 0x00000001059fbb38 +[LUTheme initialize] + 10468152 (LUTheme.m:150) 18 libobjc.A.dylib 0x00000001b97cdc58 CALLINGSOME+initializeMETHOD + 24 19 libobjc.A.dylib 0x00000001b97d4318 initializeNonMetaClass + 716 20 libobjc.A.dylib 0x00000001b97d5910 initializeAndMaybeRelock+ 39184 (objcclass*, objcobject*, mutextt<false>&, bool) + 280 21 libobjc.A.dylib 0x00000001b97e4498 lookUpImpOrForward + 956 22 libobjc.A.dylib 0x00000001b97ce524 objcmsgSenduncached + 68 23 UnityFramework 0x00000001059ddd00 +[LUConsoleLogEntry load] + 10345728 (LUConsoleLogEntry.m:44) 24 libobjc.A.dylib 0x00000001b97dd21c loadimages + 928 25 libdyld.dylib 0x00000001a4ec1840 invocation function for block in dyld3::AllImages::runInitialzersBottomUp+ 71744 (dyld3::closure::Image const*) + 224 26 libdyld.dylib 0x00000001a4eb318c dyld3::closure::Image::forEachImageToInitBefore(void + 12684 (unsigned int, bool&) blockpointer) const + 104 27 libdyld.dylib 0x00000001a4ec2344 dyld3::AllImages::loadImage+ 74564 (Diagnostics&, char const*, unsigned int, dyld3::closure::DlopenClosure const*, bool, bool, bool, bool, void const*) + 828 28 libdyld.dylib 0x00000001a4ec1e2c dyld3::AllImages::dlopen+ 73260 (Diagnostics&, char const*, bool, bool, bool, bool, bool, void const*, bool) + 904 29 libdyld.dylib 0x00000001a4ec3d14 dyld3::dlopeninternal+ 81172 (char const*, int, void*) + 372 30 libdyld.dylib 0x00000001a4eb5d44 dlopeninternal+ 23876 (char const*, int, void*) + 112 31 CoreFoundation 0x00000001a51d2124 CFBundleDlfcnLoadFramework + 140 32 CoreFoundation 0x00000001a51a1e10 _CFBundleLoadExecutableAndReturnError + 384 33 Foundation 0x00000001a64d1908 -[NSBundle loadAndReturnError:] + 336 34 city 0x0000000102533cb0 UnityFrameworkLoad() + 31920 (main.mm:12) 35 city 0x0000000102533db4 main + 32180 (main.mm:25) 36 libdyld.dylib 0x00000001a4eb16c0 start + 4
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by pistoleta.
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iOS 14 devices are not able fetch games saved on, previous iOS versions (tested with iOS 13 and 12), no matter how much you wait or how many times you try, or even if you restart the device. Tested more than 20 times, it simply doesn't work. It works the other way around, games saved on iOS 12 and 13 are fetched without problems among them and on iOS 14. By the way the app container in device (iCloud settings>Storage management) appears, and even shows the size of the save file. But still, it won't fetch. Anybody else?
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by pistoleta.
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My game has several SavedGames and they are retrieved succesfully using FetchSavedGames except when I run the game for first time after install, no exceptions, no errors, just shows 0 saved games.Once I'm inside the game I call the method again and shows the correct results.This call is one of the first actions the game algorythm makes, just in case has something to do.Any idea why this might happen?Thanks,pistoleta.EDIT: More people with same problem, no sollutions:https://stackoverflow.com/questions/40992442/gklocalplayer-fetchsavedgameswithcompletionhandler-returns-0-games-on-installati/60728584#60728584
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Hello all, we are working on a game for iOs using Unity.We have been able to save our game data using the iCloud KVS, but when i used a tool to explore the iPhone content (iExplorer) i found the dictionary with all our values. We dont want users to tamper with the savefiles so I would like to know if there's any way of avoiding this data to be found, or if its available some kind of encryption, or simply we shuld encrypt it ourselves before saving.Thanks a lot!pistoleta
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