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Question by ceminal · Jan 31, 2013 at 01:48 AM · ioscrashapplememory leak

App Store Rejection - Crashes

iOS App Store Rejection

I don't know if I should be on the iOS developer website asking this question, or here.

I had a developer help me with a really simple Unity App. The app works fine on all the iOS simulators.

It was rejected by Apple.

I'm trying to get a better understanding of why it was rejected. Here is the rejection:

alt text


We found that your app crashed on the iPhone 5 and the 3rd generation iPad running iOS 6.1, which is not in compliance with the App Store Review Guidelines.

Specifically, your app crashed on launch.

This occurred when your app was used:

  • On Wi-Fi

  • On cellular network

Please see the attached crash logs for more information.


One of the crash logs - I can't attach all 3 because of Unity's attachment max. I have changed the name of the app in the logs.

Crash Log

I have Unity 4.0.1 and Xcode 4.5.2

The iOS simulators all had my app working fine.

Is this a problem with settings I made in Xcode? Or is something wrong with the scripts from Unity? Which program is the culprit? It mentions memory leaks. So is that Xcode or Unity? Or is it scripts the developer made in Unity?

The app was never intended or built for iPad, so i'm not sure why Apple tested it on iPad. In Unity and Xcode, it was all specified for iphone, checked twice and redouble-checked (was NOT universal), and Project and Targets were both iphoneos, and the build from Unity was for iphone only. Was Apple wrong to test it on an ipad?

Why doesn't the App crash the iOS simulators if it's crashing for Apple? Are the simulators not accurate for testing?

Secondly, if you don't own an iPad 3 with 6.1, how would you know it works without owning one -- the simulators only go up to 6.0.

Any help appreciated.

tempzuwnpyckcrash.txt (31.0 kB)
unity_app_rejection.gif (79.7 kB)
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avatar image Eric5h5 · Jan 31, 2013 at 03:30 AM 0
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All iOS applications can be run on an iPad regardless of whether it was written specifically for one or not. Apple certainly wasn't wrong to test it.

avatar image infinitypbr · Jan 31, 2013 at 03:44 AM 0
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Regardless of the lameness of a fart app, you should probably test the app on a device, rather than the simulators, before sending them to Apple.

avatar image ceminal · Jan 31, 2013 at 04:58 AM 0
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Thanks for the comment Eric5h5. $$anonymous$$y app was made "low res" for iphone, and didn't have the higher resolution details for the ipad.

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Answer by temporaryman1 · Jan 31, 2013 at 03:27 AM

Sometimes they just find a reason to reject fart apps. I would create a constructive application and see what they say about that. Fart applications are actually written in their guildelines as an application they will reject because of ow many there are anyway,

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avatar image ceminal · Jan 31, 2013 at 04:52 AM 0
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Hi there, thanks for your reply. It's actually not a fartapp. But its' the easiest way of describing it. Their rejection said nothing about the content.

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Answer by ShinyTaco · Jan 31, 2013 at 04:07 AM

Always try on the actual device if you can. Just because your app runs on the simulator does not mean that it will run on the physical device.

Without seeing the actual crash logs there is no way of knowing why your app crashed.

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avatar image ceminal · Jan 31, 2013 at 04:51 AM 0
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Are those the 3 links they have at the bottom of the review? I can post those, but I don't know how that's going to help.

avatar image Julien-Lynge · Jan 31, 2013 at 05:21 AM 0
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Please post them, or a link to them. That would go a long way towards understanding the problem. Also, have you talked to the developer, and shown her or him the error logs? What did they say about it?

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