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Question by edrogersiv · Apr 04, 2019 at 11:39 PM · iosinstantiatebugcrashcrashing

Game Crashes on iOS occasionally when instantiating/destroying objects, and sometimes when enabling/disabling objects

Our game is somewhat-sporadically crashing during gameplay, and I’m having trouble identifying why. The crash occasionally occurs during an event which includes instantiating and destroying objects, so perhaps it has something to do with garbage collection? I don’t know. On rarer occasions it occurs when enabling and disabling objects. I'm having trouble consistently reproducing the crash, but it will always happen during an attempt to do a full play through. I’ve checked the console in Xcode to identify the issue, but have had no success. Here's a screenshot of the last thing Xcode had to say before it crashed. (No snippet sorry).

alt text

I'd appreciate any help or direction anyone can provide and will be glad to provide more information. Just let me know. =)

screen-shot-2019-03-21-at-114741-pm.png (138.5 kB)
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avatar image Vollmondum · Apr 05, 2019 at 07:11 AM 0
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A crash can happen because of one spare comma in a script. I'd check scripts ins$$anonymous$$d of accusing collections. Debug.Log is your helper

avatar image edrogersiv Vollmondum · Apr 05, 2019 at 07:14 AM 0
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Hmm. If that were the case the crash should happen consistently though, shouldn't it?

avatar image Vollmondum edrogersiv · Apr 05, 2019 at 07:24 AM 0
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Not necessarily. You're not using Touch in Editor. And considering your logScreen, Touch stuff is the issue

avatar image Chris333 · Apr 05, 2019 at 07:16 AM 0
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Could you also reproduce the crash in the unity editor in test mode or does it only happen on iOS?

avatar image edrogersiv Chris333 · Apr 05, 2019 at 07:18 AM 0
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It only happens on iOS. It never happens in the Editor, or on PC/$$anonymous$$ac.

avatar image Chris333 · Apr 05, 2019 at 11:11 AM 0
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Does the debugger throw any exceptions?

avatar image edrogersiv Chris333 · Apr 16, 2019 at 05:37 PM 0
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No, though there have been memory warnings.

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Answer by surfuay · Apr 05, 2019 at 03:06 PM

yeah i've noticed the editor is very willing to "let things go" this would happen a lot to me in the early stages of an android game. It wasn't consistent either. It would require a very specific set of occurences in the full play and I couldn't trace it to any one thing. It turned out to be little things in my code that needed rewritten for hierarchical purposes or just altogether written to throw the method as much as it was. ie I had to change a few items from Update to being called in certain instances.

your code is "fine" cause it runs, it may just be an issue of cleaning up some of the more RAM intensive parts

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