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Question by DoktorAce · Jan 09, 2012 at 03:58 PM · iosdynamic batchingopengl es2.0

Dynamic Batching crashes our iOS App!

We have an universal iOS app out on the App Store. We're getting ready to post a new update to it, but we're having a huge problem with the Dynamic Batching.

When Dynamic Batching is turned off the game runs fine. But when it is turned on, it crashes as soon as certain geometry enters the view. From what I can gather, the geometry in question is pieces of floor that are created through code.

This crash only occurs on OpenGL ES2.0 and not in 1.1 for some reason.

Maybe some one knows about this, and or maybe someone can help me interpret the crash log.

 #0  0x005785ac in TransformVertices_Strided_XYZ_3_Loop ()
 #1  0x0063f148 in TransformStrided [inlined] () at :196
 Cannot access memory at address 0x14
 #2  0x0063f148 in TransformSubmeshToWorldSpace (vbPtr=@0x3f44c4c5, ibPtr=@0x3f3ababb, batchVertexCount=@0x24, batchIndexCount=@0xc, xform=) at /Applications/buildAgent/work/b0bcff80449a48aa/Runtime/GfxDevice/BatchRendering.cpp:297

Thanks!

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avatar image jackpile · Mar 13, 2012 at 04:04 AM 0
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Did you make any progress with this? I'm getting this too! It's incredibly frustrating. And I didn't realize until your post that it could be related to dynamic batching. What's the solution!? I'd hate to turn off DB or downgrade to GLES1.1. Thanks.

avatar image jackpile · Mar 13, 2012 at 04:56 AM 0
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In my case, I deter$$anonymous$$ed that (a) turning off dynamic batching did fix my problem, and (b) removing daylight water meshes using FX/water (simple) shaders with dynamic batching re-enabled also fixed my problem. There's another more recent post (http://forum.unity3d.com/threads/122926-Dynamic-batching-causes-my-app-to-crash) that mentions other shaders that seem to cause trouble with dynamic batching. Add FX/water(simple) to the list. I am still using Unity 3.4.2f2.

avatar image DoktorAce · Mar 13, 2012 at 06:52 AM 0
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No, we never did find a solution. I never tied our problems to a specific shader. I know we tested several, without any results. Our "solution" was to make sure the problematic geometry is not eligible for dynamic batching (more than 300 vertices)

I would be happy to solve this, since I'm talking about our live iOS-game.

A side note. Upgrading to 3.5 did not help. Oh and this is also an issue with the android build of the same game.

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