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IOS app not initialising
Hi I am having an issue with my IOS app. It was working as it should and then it has suddenly stopped working. The app builds correctly in XCode and installs onto the device but when the splash screen is displayed and Unity starts to Initialize the app freezes at an external call is made to AllocateRenderBufferStorageFromEAGLLayer within the Unity > EAGLContextHelper.mm.
I have tried compiling just one scene with just a camera and that didn't work either. I have also tried re-importing all of my assets. I have upgraded to Unity 5 and upgraded and downgraded XCode.
Below is the traces from XCode:
2015-07-06 09:33:02.427 EWAY[462:51126] -> registered mono modules 0x101564180
applicationDidFinishLaunching()
PlayerConnection initialized from /private/var/mobile/Containers/Bundle/Application/950EF9DB-CE99-4C33-884B-2BC35B81DEBB/EWAY.app/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55000
Multi-casting "[IP] 10.24.4.11 [Port] 55000 [Flags] 2 [Guid] 3108451978 [EditorId] 1032578721 [Version] 1048832 [Id] iPhonePlayer(Chriss-iPhone-6):56000 [Debug] 0" to [225.0.0.222:54997]...
applicationDidBecomeActive()
Requesting Resolution: 1334x750 Renderer: Apple A8 GPU Vendor: Apple Inc. Version: OpenGL ES 3.0 Apple A8 GPU - 53.13
GL_OES_standard_derivatives GL_KHR_texture_compression_astc_ldr GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_texture_filter_anisotropic GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_texture_compression_pvrtc
Creating OpenGL ES 3.0 graphics device Device Type 11 Device 00000000
Here is the Native Stack Trace:
thread #1: tid = 0xf0c5, 0x00000001037fdbac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id) + 180, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x11f0) frame #0: 0x00000001037fdbac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id) + 180 frame #1: 0x0000000100060da8 EWAY`AllocateRenderBufferStorageFromEAGLLayer(eaglContext=0x000000017003b700, eaglLayer=0x0000000000000000) + 64 at EAGLContextHelper.mm:11 frame #2: 0x0000000100061790 EWAY`CreateSystemRenderingSurfaceGLES(surface=0x000000013ed09d40) + 472 at GlesHelper.mm:75 frame #3: 0x0000000100068ec8 EWAY`CreateSystemRenderingSurface(surface=0x000000013ed09d40) + 60 at UnityRendering.h:225 frame #4: 0x000000010006765c EWAY`-[DisplayConnection recreateSurface:](self=0x00000001740b5120, _cmd=0x00000001015383f4, params=RenderingSurfaceParams at 0x000000016fdad750) + 1528 at DisplayManager.mm:186 frame #5: 0x000000010006d9fc EWAY`-[UnityView recreateGLESSurface](self=0x000000013ee78e20, cmd=0x0000000101537352) + 180 at UnityView.mm:148 frame #6: 0x000000010005d0ac EWAY`-[UnityAppController(self=0x00000001700938d0, cmd=0x0000000101537380) callbackGfxInited] + 220 at UnityAppController+Rendering.mm:80 frame #7: 0x000000010005d5c8 EWAY`GfxInited_UnityCallback + 28 at UnityAppController+Rendering.mm:124 frame #8: 0x0000000100cfa6a4 EWAY`UnityInitApplicationGraphics + 24 at LibEntryPoint.mm:218 frame #9: 0x000000010006e088 EWAY`-[UnityAppController startUnity:](self=0x00000001700938d0, cmd=0x0000000101539000, application=0x000000013ee2c8b0) + 232 at UnityAppController.mm:93 frame #10: 0x0000000185668180 Foundation`NSFireDelayedPerform + 424 frame #11: 0x000000018472c12c CoreFoundation`CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION + 28 frame #12: 0x000000018472bddc CoreFoundation`CFRunLoopDoTimer + 888 frame #13: 0x0000000184729828 CoreFoundation`_CFRunLoopRun + 1372 frame #14: 0x00000001846552d4 CoreFoundation`CFRunLoopRunSpecific + 396 frame #15: 0x000000018de6b6fc GraphicsServices`GSEventRunModal + 168 frame #16: 0x000000018921afac UIKit`UIApplicationMain + 1488 frame #17: 0x0000000100057284 EWAY`main(argc=1, argv=0x000000016fdafa00) + 244 at main.mm:37 frame #18: 0x0000000196616a08 libdyld.dylib`start + 4
thread #3: tid = 0xf10e, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992
thread #4: tid = 0xf10f, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992
thread #5: tid = 0xf114, 0x0000000196714c24 libsystem_kernel.dylib`kevent64 + 8, queue = 'com.apple.libdispatch-manager' frame #0: 0x0000000196714c24 libsystem_kernel.dylib`kevent64 + 8 frame #1: 0x00000001038d2588 libdispatch.dylib`_dispatch_mgr_invoke + 276 frame #2: 0x00000001038c309c libdispatch.dylib`_dispatch_mgr_thread + 52
thread #6: tid = 0xf119, 0x000000019672f570 libsystem_kernel.dylib`__semwait_signal + 8, name = 'gputools.smt_poll.0x174231680' frame #0: 0x000000019672f570 libsystem_kernel.dylib`__semwait_signal + 8 frame #1: 0x0000000196651930 libsystem_c.dylib`nanosleep + 216 frame #2: 0x000000019665184c libsystem_c.dylib`usleep + 68 frame #3: 0x0000000103918914 GPUToolsCore`smt_poll_thread_entry(void*) + 144 frame #4: 0x00000001967cbdc8 libsystem_pthread.dylib`_pthread_body + 164 frame #5: 0x00000001967cbd24 libsystem_pthread.dylib`_pthread_start + 160
thread #7: tid = 0xf11f, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992
thread #8: tid = 0xf120, 0x0000000196714e48 libsystem_kernel.dylib`semaphore_wait_trap + 8, queue = 'FBSSerialQueue' frame #0: 0x0000000196714e48 libsystem_kernel.dylib`semaphore_wait_trap + 8 frame #1: 0x00000001038d0544 libdispatch.dylib`dispatch_semaphore_wait_slow + 256 frame #2: 0x000000018cf7d388 FrontBoardServices`_31-[FBSSerialQueue performAsync:]_block_invoke + 156 frame #3: 0x00000001038c0fd4 libdispatch.dylib`_dispatch_call_block_and_release + 24 frame #4: 0x00000001038c0f94 libdispatch.dylib`_dispatch_client_callout + 16 frame #5: 0x00000001038cbdb8 libdispatch.dylib`_dispatch_queue_drain + 780 frame #6: 0x00000001038c42c4 libdispatch.dylib`_dispatch_queue_invoke + 132 frame #7: 0x00000001038ce5d4 libdispatch.dylib`_dispatch_root_queue_drain + 772 frame #8: 0x00000001038d0248 libdispatch.dylib`_dispatch_worker_thread3 + 132 frame #9: 0x00000001967c922c libsystem_pthread.dylib`_pthread_wqthread + 816
thread #9: tid = 0xf144, 0x000000019672f078 libsystem_kernel.dylib`__psynch_cvwait + 8, name = 'GC Finalizer' frame #0: 0x000000019672f078 libsystem_kernel.dylib`__psynch_cvwait + 8 frame #1: 0x00000001967caf2c libsystem_pthread.dylib`_pthread_cond_wait + 624 frame #2: 0x0000000101427e3c EWAY`il2cpp::eek:s::posix::posixWaitObject::Wait(this=0x0000000103ae0080, timeoutMS=4294967295, interruptible=false) + 292 at PosixWaitObject.cpp:128 frame #3: 0x0000000101402520 EWAY`GC_default_print_heap_obj_proc [inlined] GC_find_header(h=) + 63568 at headers.c:40 frame #4: 0x0000000101422168 EWAY`Thread::RunThreadWrapper(ptr=) + 4620224 at Thread.cpp:44 frame #5: 0x000000010142b820 EWAY`il2cpp::eek:s::ThreadImpl::ThreadStartWrapper(void*) + 44 frame #6: 0x00000001967cbdc8 libsystem_pthread.dylib`_pthread_body + 164 frame #7: 0x00000001967cbd24 libsystem_pthread.dylib`_pthread_start + 160
thread #10: tid = 0xf146, 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #0: 0x000000019672fc78 libsystem_kernel.dylib`__workq_kernreturn + 8 frame #1: 0x00000001967c92dc libsystem_pthread.dylib`_pthread_wqthread + 992
This has been tested on a number of IOS devices and has all failed at the same point.
I am running Unity 4.6.7f1 and XCode 6.3.2.
Thanks
I am having the exact same problem. I did a test with an empty scene. In XCode the app builds successfully, but when running it gets stopped at AllocateRenderBufferStorageFromEAGLLayer
The same app builds and runs successfully on Android Only happened recently
Answer by Abacab · Jul 07, 2015 at 07:28 PM
Updating my iPhone from iOS 8.3 to iOS 8.4 fixed the problem.
This may have fixed the problem but what about others that are running 8.3 and may not be able to upgrade? It seems more people are having this issue. It would be great to have an answer from Unity!
I'm having an identical problem on an iPad 2 iOS 8.3. I agree with c_andrews--this isn't a real solution since our customers might have iOS 8.3. Very unfortunate...
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