I have 4 scenes that crash when entered on iOS, each of which has a VideoPlayer component on an empty GameObject and some UI which plays an animation. After some testing, disabling the GameObject with the VideoPlayer component is the only way to enter the scene without iOS crashing.
It's worth noting that the VideoPlayer components aren't set to playOnAwake and the game crashes immediately on attempting to SceneManager.LoadScene(sceneIndex); but only for those cinematic scenes, it is also worth noting that removing the video files from the project and leaving the VideoPlayer Url/Clip field as empty also removes the crash.
The clips themselves are .mp4 files and I have tried a few different .mp4 files which all come back crashing.
I have 0 experience with reading or debuging iOS related crashes so I'm hoping someone will be able to translate these crash logs to me...
The crash only appears in iOS build on device, does not occur on Android nor in Unity Editor, be it on Mac or on Windows.
Exception Codes: 0x0000000000000000, 0x0000000000000000
Triggered by Thread: 0
Kernel Triage:
VM - pmap_enter retried due to resource shortage
VM - pmap_enter retried due to resource shortage
VM - pmap_enter retried due to resource shortage
VM - pmap_enter retried due to resource shortage
Thread 0 name:
Thread 0 Crashed:
0 libsystem_kernel.dylib 0x00000001d3a23160 __pthread_kill + 8
1 libsystem_pthread.dylib 0x00000001e41401ac pthread_kill + 268 (pthread.c:1670)
2 libsystem_c.dylib 0x000000019d729060 raise + 32 (raise.c:30)
3 UnityFramework 0x00000001063b2468 DebugStringToFilePostprocessedStacktrace(DebugStringToFileData const&) + 1172 (LogAssert.cpp:1014)
4 UnityFramework 0x00000001063b2918 DebugStringToFile(DebugStringToFileData const&) + 592 (LogAssert.cpp:1078)
5 UnityFramework 0x0000000105ec33c0 DebugStringToFile<core::basic_string<char, core::StringStorageDefault<char> > > + 80 (LogAssert.h:139)
6 UnityFramework 0x0000000105ec33c0 CachedReader::OutOfBoundsError(unsigned long, unsigned long) + 396 (CachedReader.cpp:220)
7 UnityFramework 0x0000000105ec36fc CachedReader::UpdateReadCache(void*, unsigned long) + 60 (CachedReader.cpp:165)
8 UnityFramework 0x00000001063d8914 Read<int> + 32 (CachedReader.h:138)
9 UnityFramework 0x00000001063d8914 TransferBasicData<int> + 32 (StreamedBinaryRead.h:135)
10 UnityFramework 0x00000001063d8914 Transfer<StreamedBinaryRead> + 32 (SerializeTraitsBase.h:35)
11 UnityFramework 0x00000001063d8914 Transfer<int> + 32 (StreamedBinaryRead.h:119)
12 UnityFramework 0x00000001063d8914 void StreamedBinaryRead::TransferSTLStyleArray<dynamic_array<ShaderLab::SerializedProperty, 0ul> >(dynamic_array<ShaderLab::SerializedProperty, 0ul>&, TransferMetaFlags) + 60 (StreamedBinaryRead.h:67)
13 UnityFramework 0x00000001063d87bc Transfer<StreamedBinaryRead> + 16 (SerializeTraits.h:486)