iOS App Crashing on iPad Air iOS12

Hello,

iOS dev noob here.

I am working on the following: Unity 2019.4.34f1 WIndows 10 Build to iOS and transfer to macBook air on Monterey XCode 13.3

Crash Detail: App is crashing on one of our test devices an iPad Air Model MD785LL/B

  • The Unity Logo Splash works fine.
  • Then it loads my scene 1, which is just a splash page with a canvas and a single image, that loads fine.
  • After 1 second it calls SceneManager.LoadScene and opens up scene #1, main menu, and this is where it crashes. Main menu never loads, and app moves to background with a black screen.

I have eliminated anything on the Main Menu, by having my splash call another scene. No matter which scene it calls, the app crashes on this device after the basic splash ( our splash)

Previous versions of same app built with xcode worked fine, but that was xcode 11, 2 years ago. Nothing new has been added to the app since. Xcode reports no errors, and pushing to app store has no issues.

My app builds with no exceptions or errors for Android, PC, or iPhones, and iPads pro. It builds fine in Xcode and also in Unity. I have published several apps on IOS with no issues, with xcode 13 or previous version going back to xc10.

What I have tried:

I have tried all Unity forum, stack exchange, apple developer solutions for "Xcode ipad black screen crash" and "ios crash suggestd" and "libsystem_kernal.dylib" and many others to no avail.

Based on posts from @eskimo, it seems that this looks like an Objective C that was trapped, possible similar to his posts about calling UIKit on a second thread.

But my log shows this: Thread 1 crashed with ARM Thread State (64-bit)

But my app and C# code doesnt pick threads, so I have no clue how to resolve this. Any previous iOS crashes or bugs that I had affected all iOS builds equally, or would not build at all.

Last time, I had seen crashes after splash, it was usually due to some XCODE linked library needing to be added to Linked Binary with Libraries section on Build Phases. Or some asset plugin causing a library failures, but this app has no 3rd party assets.

Any help would be greatly appreciated.

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Replies

After trying all the suggestions on other forums, I removed everything in my app except the splash page, and a blank unity scene. I have 1 image and 1 line of code on splash scene, it just called SceneManager.LoadScene(1) to load the blank scene. The app is still crashing on what is basically a hello world app now. I have many other apps that work fine with my system setup and the identical iPad on iOS 12.

At this point I am thinking it has nothing to do with my app.

When building to device Xcode states it stopped due a memory error on Loading.PreloadManager: Loading.PreloadManager (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=700 MB, unused=0x0)

There is no way a 1gb iPad Air is out of memory on a Hello World app.

There is some build setting in my unity project that is causing the error. But I copied all the build settings from working apps to this one, and no change. So I think there is some new Xcode option that needs to be set, which is causing this crash.