**The Problem :**
Silent crash on iOs builds deployed to iPhones below iPhone 5S. 5S and above the build runs perfectly. There is absolutely no errors thrown just the standard startup information as seen below. Once the app passes the splash screen is closes and returns to the home screen.
Is this a known issue. There has been very little change between our builds, we did introduce a custom splash screen and disabled the unity splash ( yes we do have iOS pro ).
**More Info :**
- Unity 5.0.1f3
- iOS 8.1.1
- iPhone 5 and
below crashes
- iPhone 5S and above no
issues
**The Log :**
> 2015-06-09 16:08:30.036> dazzleships[4654:1358231] ->> registered mono modules 0x24f7340> -> applicationDidFinishLaunching() PlayerConnection initialized from> /private/var/mobile/Containers/Bundle/Application/8AC5DB87-8D4B-4D32-9BE2-07AB237FC077/dazzleships.app/Data> (debug = 0) PlayerConnection> initialized network socket : 0.0.0.0> 55000 Multi-casting "[IP]> 10.145.93.208 [Port] 55000 [Flags] 3 [Guid] 2864923899 [EditorId]> 3625223755 [Version] 1048832 [Id]> iPhonePlayer(Michaels-iPhone):56000> [Debug] 1" to [225.0.0.222:54997]...> Waiting for connection from host on> [10.145.93.208:55000]... Timed out.> Continuing without host connection.> -> applicationDidBecomeActive() Requesting Resolution: 640x960> Renderer: PowerVR SGX 543 Vendor: > Imagination Technologies Version: > OpenGL ES 2.0 IMGSGX543-113.3 GLES: > 2 GL_OES_depth_texture GL_OES_depth24> GL_OES_element_index_uint> GL_OES_fbo_render_mipmap> GL_OES_mapbuffer> GL_OES_packed_depth_stencil> GL_OES_rgb8_rgba8> GL_OES_standard_derivatives> GL_OES_texture_float> GL_OES_texture_half_float> GL_OES_texture_half_float_linear> GL_OES_vertex_array_object> GL_EXT_blend_minmax> GL_EXT_color_buffer_half_float> GL_EXT_debug_label GL_EXT_debug_marker> GL_EXT_discard_framebuffer> GL_EXT_draw_instanced> GL_EXT_instanced_arrays> GL_EXT_map_buffer_range> GL_EXT_occlusion_query_boolean> 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_sRGB> GL_EXT_texture_filter_anisotropic> GL_EXT_texture_rg> GL_EXT_texture_storage> GL_APPLE_clip_distance> GL_APPLE_color_buffer_packed_float> GL_APPLE_copy_texture_levels> GL_APPLE_framebuffer_multisample> GL_APPLE_rgb_422 GL_APPLE_sync> GL_APPLE_texture_format_BGRA8888> GL_APPLE_texture_max_level> GL_APPLE_texture_packed_float> GL_IMG_read_format GL_IMG_texture_comp> ression_pvrtc OPENGL LOG: Creating> OpenGL ES 2.0 graphics device> Initialize engine version: 5.1.0f3> (ec70b008569d)
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