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Question by AbyssEnt · Apr 03, 2018 at 06:12 PM · androidioscrash

iOS and Android game crash after splash screen

Hi all,

Coming here as a last resort. Really struggling with working out the reasoning behind the game crashes. We've been working on our game for the past 6 months or so, and we're coming to our on-device testing stage.

The basic problem is, the game crashes after the splash screen. I've tried to debug the issue on android, although can't really see any errors or problems being thrown.
I managed to find an error on iPhone, relating to 'System.Reflection.MonoProperty::GetterAdapterFrame', but that doesn't seem to be being thrown anymore. I've just run the game on my iPhone to test, and now I'm getting the following issue relating to: 'UnityGfxDeviceWorker (18): signal SIGABRT'

Building the game to android, seems to work most of the time, however on one android device I built the game too, it crashed straight after the splash screen as well.

I've tried researching the problem, and the problem has been talked about before, across various versions, but I still can't find the issue.
I've tried various versions of Unity (The game was built primarily on Unity 2017, however now I am on a beta build 2018, hoping it might fix the issue).

Has anyone else experienced this issue. If so, what did you do, or how did you go about diagnosing the issue to try and fix it.

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Answer by AbyssEnt · Apr 04, 2018 at 12:42 PM

I believe I have found the problem with this error.

I think my game pulls to much memory on game start. This would explain why the game works perfectly fine on higher end Android devices (Sony Xperia and Razer Phone), but not on lower end devices like the Samsung Galaxy A2 or whatever phone my mum has lol.

Game also didn't start on my iPhone 7, which is interesting. Logcat and xCode didn't ever give me an error to say that it had ran out of memory, which is frustrating.

I believe I found the error by slowly recreating the game in a new project and building it, one part at a time until it stopped working.

I think I was referencing too many prefabs.

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