I 'm trying to use Unity as library and add that to native iOS application but am getting error at 0 MemoryManager::InitializeMemory() step. Tread 1: EXC_BREAKPOINT (code=1, subcode=0x10f783b20)
This is following the unity with Swift guide
I 'm trying to use Unity as library and add that to native iOS application but am getting error at 0 MemoryManager::InitializeMemory() step. Tread 1: EXC_BREAKPOINT (code=1, subcode=0x10f783b20)
This is following the unity with Swift guide
You have posted 4 different reports that illustrate 3 different issues:
Reports 1 and 4 are actual crash reports. I’ll cover those below.
Report 2 is a jetsam report. See Identifying high-memory use with jetsam event reports. If you need more help with this, I suggest that you start a new thread.
Report 3 is a diagnostic report, not a crash report. I wouldn’t worry about this until you’ve addressed your other issues.
With regards reports 1 and 4, the presence of a Last Exception Backtrace section indicates that your app crashed due to an unhandled language exception. The backtrace looks like this:
0 CoreFoundation … __exceptionPreprocess + 164
1 libobjc.A.dylib … objc_exception_throw + 60
2 Foundation … _userInfoForFileAndLine + 0
3 UIKitCore … +[UIStoryboard storyboardWithName:bundle:] + 448
4 UnityFramework … ShowSplashScreen(UIWindow*) + 764
5 UnityFramework … -[UnityAppController(ViewHandling) createUI] + 784
6 UnityFramework … -[UnityAppController application:didFinishLaunchingWithOptions:] + 1184
7 UnityFramework … -[UnityFramework runEmbeddedWithArgc:argv:appLaunchOpts:] + 348
8 Arcana … Unity.initWindow() + 696
…
In frame 8 your code is calling into the Unity framework. In frame 4 it tries to get a storyboard to show a splash screen. That storyboard doesn’t exist, so UIKit throws an exception.
Clearly you’re not using Unity framework correctly. This isn’t something that DTS maintains expertise in. I encourage you to escalate this via their support channel.
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Quinn “The Eskimo!” @ Developer Technical Support @ Apple
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