The Application is stuck in the Splash screen, only in IOS. But when i tried with Android, it is working fine. Please help. Thank you.
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IOS Stuck in the Splash Screen
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Crash on iOS when app terminates. Please help to find the problem
We have experienced a lot of crash reports from Frabic Crashlytics. LIke 25% users affected by this crash.
Could anybody help to identify the problem? Thanks
It occurs in all iOS devices and OS versions.
Crash on iOS when app terminates. Please help to find the problem
Could anybody help to identify the problem? Thanks
It occurs in all iOS devices and OS versions.
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Native crash - InvokeGameCenterCallback
Hello,
One of the apps I'm working on shows the following exception occasionally in the cloud build reporting window:
Native Crash - il2cpp::vm::Runtime::RaiseExecutionEngineExceptionIfMethodIsNotFound(MethodInfo const*) (Unknown File)
Thread 0 (crashed)
0 projectname il2cpp::vm::Runtime::RaiseExecutionEngineExceptionIfMethodIsNotFound(MethodInfo const*)
1 projectname...
Native crash - InvokeGameCenterCallback
One of the apps I'm working on shows the following exception occasionally in the cloud build reporting window:
Native Crash - il2cpp::vm::Runtime::RaiseExecutionEngineExceptionIfMethodIsNotFound(MethodInfo const*) (Unknown File)
Thread 0 (crashed)
0 projectname il2cpp::vm::Runtime::RaiseExecutionEngineExceptionIfMethodIsNotFound(MethodInfo const*)
1 projectname...
Native crash - InvokeGameCenterCallback
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iOS: Crashed: BackgroundWorker > DownloadHandlerAssetBundle::Prepare()
We're getting this crash report on many devices mostly iPhone
Crashed: BackgroundWorker
DownloadHandlerAssetBundle.Prepare() (DownloadHandlerAssetBundle.cpp:197)
UnityWebRequestProto<TransportiPhone, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, HeaderHelper, AsyncOperation>.Prepare() (WebRequestProto.h:387)
iOS: Crashed: BackgroundWorker > DownloadHandlerAssetBundle:
repare()
Crashed: BackgroundWorker
DownloadHandlerAssetBundle.Prepare() (DownloadHandlerAssetBundle.cpp:197)
UnityWebRequestProto<TransportiPhone, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, HeaderHelper, AsyncOperation>.Prepare() (WebRequestProto.h:387)
0x10191dcc8 DownloadHandlerAssetBundle.Prepare() (DownloadHandlerAssetBundle.cpp:197)
0x101920d1c...
0x101920d1c...
iOS: Crashed: BackgroundWorker > DownloadHandlerAssetBundle:

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Native Plugin Interface (UnityPluginLoad Never Called) [Solved]
Hey all,
I've been using this repo (https://bitbucket.org/Unity-Technol...etalNativeRenderingPlugin/Assets/?at=2017-dev) as an example to follow.
However, when I call UnityRegisterRenderingPluginV5(&UnityPluginLoad, &UnityPluginUnload), nothing seems to happen and my plugin is never loaded. Is this a bug or have I just missed something? I believe I have also followed the manual on the subject as well...
Native Plugin Interface (UnityPluginLoad Never Called) [Solved]
I've been using this repo (https://bitbucket.org/Unity-Technol...etalNativeRenderingPlugin/Assets/?at=2017-dev) as an example to follow.
However, when I call UnityRegisterRenderingPluginV5(&UnityPluginLoad, &UnityPluginUnload), nothing seems to happen and my plugin is never loaded. Is this a bug or have I just missed something? I believe I have also followed the manual on the subject as well...
Native Plugin Interface (UnityPluginLoad Never Called) [Solved]
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Canvas scaler issues with iPhone X
Our game uses a Canvas Scaler to accommodate most common device resolutions/aspect ratios (16:9 and 4:3). Unfortunately, with the advent of the iPhone X, it's throwing our scaler out of whack. Here are our settings:
Canvas scaler issues with iPhone X
- UI Scale Mode: Scale With Screen Size
- Reference Resolution: 1334 x 750 (iPhone 6/7 resolution)
- Screen Match Mode: Match Width or Height
- Match: 0
- Reference Pixels Per Unit: 100
Canvas scaler issues with iPhone X
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Can't install iOS Build Support
Hi,
I'm trying to get a Unity project onto my iPhone. I went to Build Settings and tried to switch the project to the iOS platform, but it says there is no iOS module loaded. I opened the Unity Download Assistant and tried to download only the iOS Build Support, but I got an error.
"An error occurred while running scripts from the package “UnitySetup-iOS-Support-for-Editor-5.3.4f1.pkg”."
Please tell me how I can load the iOS module. I'm trying to make a virtual reality environment in...
Can't install iOS Build Support
I'm trying to get a Unity project onto my iPhone. I went to Build Settings and tried to switch the project to the iOS platform, but it says there is no iOS module loaded. I opened the Unity Download Assistant and tried to download only the iOS Build Support, but I got an error.
"An error occurred while running scripts from the package “UnitySetup-iOS-Support-for-Editor-5.3.4f1.pkg”."
Please tell me how I can load the iOS module. I'm trying to make a virtual reality environment in...
Can't install iOS Build Support
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iPhone X Letterboxing
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Do you need to supply contact information/website to submit to app store?
I've finally finished a small puzzle game and soon going to submit to the iOs app store for ipad and iphone. In the Apple docs it says you have to supply "contact information" which customers can use to contact you, and that this information has to be made available in your general meta data in your app listing, but also inside your app.
In some articles I read about this (not many) there was suggestion of having a website with some way to contact you like a contact form or email address...
Do you need to supply contact information/website to submit to app store?
In some articles I read about this (not many) there was suggestion of having a website with some way to contact you like a contact form or email address...
Do you need to supply contact information/website to submit to app store?
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IOS - Testflight always 'Missing Export Compliance Information'
Hi All,
Every time I upload a build to Apple Testflight, the build has a warning of 'Missing Export Compliance Information' and it truly is a tedious, gruelling task to click through all the popups to make it go away and unlock the build.
Is there a way to automate the inclusion of this export compliance information when building in unity or xcode - whether it be through a Post Build script that automates editing the Info.Plist or project settings.. I must be missing something really...
IOS - Testflight always 'Missing Export Compliance Information'
Every time I upload a build to Apple Testflight, the build has a warning of 'Missing Export Compliance Information' and it truly is a tedious, gruelling task to click through all the popups to make it go away and unlock the build.
Is there a way to automate the inclusion of this export compliance information when building in unity or xcode - whether it be through a Post Build script that automates editing the Info.Plist or project settings.. I must be missing something really...
IOS - Testflight always 'Missing Export Compliance Information'
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Mathf.Approximately
I don't know in which update this happened, but Mathf.Approximately is returning false results to me on some situations it was working before (on iOS il2cpp builds).
Someone else had problem? If you need I can try to figure out the exact values where the result is now different than before.
Thanks
Someone else had problem? If you need I can try to figure out the exact values where the result is now different than before.
Thanks
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[5.2.1p3] Mono.Cecil.AssemblyResolutionException UnityEngine.UI.dll
Hi,
I am getting this error on Unity 5.2.1p3. Basically, Unity is failing to resolve UnityEngine.UI.
Any idea what could be causing this?
Thanks.
[5.2.1p3] Mono.Cecil.AssemblyResolutionException UnityEngine.UI.dll
I am getting this error on Unity 5.2.1p3. Basically, Unity is failing to resolve UnityEngine.UI.
Any idea what could be causing this?
Thanks.
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iOS missing images/textures
I'm still learning...
I have a project w/ some basic textures on some game objects. In the Unity preview, you can see the images (below), but when I build for iOS and run that project on my iPhone, the images/textures are missing. Thoughts?
The water waves have the same shape which makes me wonder if the image is there, but somehow only in "shape" and not color or anything??? Washed out somehow???
View attachment 42038
Images missing:
View attachment 42037
I have a project w/ some basic textures on some game objects. In the Unity preview, you can see the images (below), but when I build for iOS and run that project on my iPhone, the images/textures are missing. Thoughts?
The water waves have the same shape which makes me wonder if the image is there, but somehow only in "shape" and not color or anything??? Washed out somehow???
View attachment 42038
Images missing:
View attachment 42037
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iOS crashes in CreateMetalShaderShaderLab
We just upgraded our project to use Untiy 5.6.3p2 and we are seeing a high number of these crashes. These happen pretty early in the game, we assume at the point where the game loads assets from an asset bundle.
I could not find any reported by similar to this. Has anyone else seen this kind of crashes ? how can we resolve it ?
iOS crashes in CreateMetalShaderShaderLab
I could not find any reported by similar to this. Has anyone else seen this kind of crashes ? how can we resolve it ?
Code (CSharp):
- 0 coinmaster CreateMetalShaderShaderLab(ShaderGpuProgramType, dynamic_array<unsigned char, 1ul> const&) (in coinmaster)...
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UnityGfxDeviceWorker - ExtractMaterialShaderBlobDesc - EXC_BAD_ACCESS
I get the title error in xcode running on iOS. It could be from loading an asset with a shader blob that does not contain metal shader?
Whatever it really should not crash so anyone aware of an issue here?
(fine on android/standalone)
Whatever it really should not crash so anyone aware of an issue here?
(fine on android/standalone)
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CanvasHelper resizes a RectTransform to iPhone X's safe area
Hey everyone,
I though it would be nice to share this thing I wrote! CanvasHelper will resize a child RectTransform named "SafeArea" to fit Screen.safeArea. You may also register events to onOrientationChange and onResolutionChange, as Unity itself doesn't have a way for you register to those events. This component should be attached to a Canvas GameObject in every scene in your game.
![]()
CanvasHelper resizes a RectTransform to iPhone X's safe area
I though it would be nice to share this thing I wrote! CanvasHelper will resize a child RectTransform named "SafeArea" to fit Screen.safeArea. You may also register events to onOrientationChange and onResolutionChange, as Unity itself doesn't have a way for you register to those events. This component should be attached to a Canvas GameObject in every scene in your game.

Code (CSharp):
- using System.Collections;
- using...
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Missing required icon file
Hi, i have the following error when i'm trying to upload my ipa to itunes connect :
I don't know how to load new icon in my xcode project and it's the first time i see we need 167*167px icon.
It's the new icon resolution for iPad Pro.
Thanks
It's the new icon resolution for iPad Pro.
Thanks
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WIP - Flight Control style path drawing for iOS
I've started work on a path drawing game and I was wondering if anyone would be interested in me releasing the code for the path calculation. It would be free if I get a mention in your games credits screen. Maybe with a small fee if you don't want to credit me ![Smile :) :)]()
Of course I have probably reinvented the wheel as I'm sure this has been done many a time, but ahh well, I had fun doing it.
Youtube of current progress:
http://www.youtube.com/watch?v=kNN69YCyNtU...
WIP - Flight Control style path drawing for iOS

Of course I have probably reinvented the wheel as I'm sure this has been done many a time, but ahh well, I had fun doing it.
Youtube of current progress:
http://www.youtube.com/watch?v=kNN69YCyNtU...
WIP - Flight Control style path drawing for iOS
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How to set and count Time and save record
I would like to set a timer when game level starts, when the player wins the game level, the timer stops.
The time period will be recorded and display everytime when game finishes.
So, the lowest time to complete a game level is the best result. Just like Pool Ninja.
How can I code it?
The time period will be recorded and display everytime when game finishes.
So, the lowest time to complete a game level is the best result. Just like Pool Ninja.
How can I code it?
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Password autofill like native apps
Who knows how to make password autofill like in Safari or native apps? I mean - how to open keyboard with additional saved credentials selection and read selected data from it. Thanks
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