IL2CPP app freezing on iOS 9.1/9.2 (Unity 4.6.9p2, 4.7.0)
Hi. I'm developing on Unity3d pro 4.6.9f1, 4.6.9p2, 4.7.0 When I checked backend scripts using by 'IL2CPP'. app freezing with GC_LOCK when call the 'LoadLevel'. i don't know why. cause. it is well running before. and it is strange. that when i choose backend scripts 'mono 2.x' it run well on device. no freeze !
my application called 'Application.LoadLevel' in coroutine method.
My Testing iOS Version is 9.1,9.2. below is my log. after that log it is freezing. and, when i debug stack. that show me . 'GC_LOCK' last trace of stack.
============================================================ LOG ============================================================ 2015-12-18 21:37:45.253 loadevtest[1793:694646] -> registered mono modules 0x101405dd0 -> applicationDidFinishLaunching() -> applicationDidBecomeActive() Requesting Resolution: 1334x750 Init: screen size 1334x750 Initializing Metal device caps Initialize engine version: 4.7.0f1 (9c73fd3cda99) UnloadTime: 6.725333 ms Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 662 unused Assets to reduce memory usage. Loaded Objects now: 1131. Total: 15.516417 ms (FindLiveObjects: 0.092416 ms CreateObjectMapping: 0.133583 ms MarkObjects: 0.916791 ms DeleteObjects: 14.206583 ms)
UnloadTime: 32.123333 ms
I need your help as soon as possible u can... thanks.
Did this work with IL2CPP in earlier versions of Unity? If so, which version worked correctly?
Answer by lkp0907 · Dec 22, 2015 at 01:17 AM
4.6.9 f . worked correctly but, after add some resources and scripts it doesn't work !
Do you know what scripts changed? That might help us track down the cause.
Add new prefabs
After that.
In Coroutine, where i 'm calling that method 'Application.loadLevel()' It loaded scene but, all scripts which are on the next scene don't call the 'Start()' $$anonymous$$ethods. but, they are called 'Awake()'
and Just when i checked in xcode that show me logs. gc_lock
I'm not sure why this would cause a problem. It certainly should not. Can you submit a bug report?
Enqueued from com.apple.main-thread (Thread 1)Queue : com.apple.main-thread (serial) #0 0x02a01628 in dispatch_barrier_async_f_slow () #1 0x029f5e62 in dispatch_async () #2 0x000ac4c6 in -[UnityAppController(Rendering) repaintDisplayLink] at /Users/buildpc/Build/iOS/LOA/Classes/UnityAppController+Rendering.mm:52 #3 0x02964b4c in -[DYDisplayLinkInterposer forwardDisplayLinkCallback:] () #4 0x22eee82e in CA::Display::DisplayLinkItem::dispatch() () #5 0x22eee67e in CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) () #6 0x225d158a in IO$$anonymous$$obileFramebufferVsyncNotifyFunc () #7 0x20e8125c in IODispatchCalloutFromCF$$anonymous$$essage () #8 0x20be35e8 in CF$$anonymous$$achPortPerform () #9 0x20bf5a0a in CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFOR$$anonymous$$FUNCTION () #10 0x20bf511e in __CFRunLoopDoSource1 () #11 0x20bf3530 in __CFRunLoopRun () #12 0x20b45bb8 in CFRunLoopRunSpecific () #13 0x20b459ac in CFRunLoopRunIn$$anonymous$$ode () #14 0x21dbfaf8 in GSEventRun$$anonymous$$odal () #15 0x24e31fb4 in UIApplication$$anonymous$$ain () #16 0x000a63da in main at /Users/buildpc/Build/iOS/LOA/Classes/main.mm:37 #17 0x000a62f8 in start ()
I'm not sure about the cause here, but I do think that you should submit a bug report so that we can look at the issue more closely.
Answer by madorca · Dec 29, 2015 at 11:16 AM
We've sent bug report through our PC on last week and would you please check what's going on there?
Can you let me know the bug report number? I'll have a look at its status.
Sorry but we would not save its issue number, but I guess you can search by my email
Thanks, I've found it. The bug number is 756912. I'll ask our QA to to look at it.
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