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Add fabric plugin cause ios simulator crash [works fine on android, and real iphone]

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Hey! I have very strange problem with fabric plug-in I created new unity project, added text to it, and the fabric plug-in. ![alt text][1] very simple unity project. when I try to build it to ios, with simulator configuration and run by xcode on simulator I get this: ![alt text][2] More detailed: 2017-10-25 06:34:54.996 EmptyFabric2[17324:36785197] -> registered mono modules 0x10f45cf40 2017-10-25 06:34:55.670 EmptyFabric2[17324:36785197] You've implemented -[ application:didReceiveRemoteNotification:fetchCompletionHandler:], but you still need to add "remote-notification" to the list of your supported UIBackgroundModes in your Info.plist. -> applicationDidFinishLaunching() PlayerConnection initialized from /Users/userName/Library/Developer/CoreSimulator/Devices/*******361EBB770FD7/data/Containers/Bundle/Application/******/EmptyFabric2.app/Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55000 Multi-casting "[IP] (someip) [Port] 55000 [Flags] 2 [Guid] 4136895845 [EditorId] 4294967295 [Version] 1048832 [Id] iPhonePlayer(***.local):56000 [Debug] 0" to [225.0.0.222:54997]... Started listening to [0.0.0.0:55000] Player data archive not found at `/Users/username/Library/Developer/CoreSimulator/Devices-BAE3651FB202/EmptyFabric2.app/Data/data.unity3d`, using local filesystem-> applicationDidBecomeActive() Renderer: Apple Software Renderer Vendor: Apple Inc. Version: OpenGL ES 2.0 APPLE-14.0.15 GLES: 2 GL_OES_depth_texture GL_OES_depth_texture_cube_map 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_r ead_format GL_IMG_texture_compression_pvrtc OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level ; Context handle 220000 Initialize engine version: 5.6.1f1 (2860b30f0b54) 2017-10-25 06:34:57.394122-0400 EmptyFabric2[17324:36785550] [aqme] 254: AQDefaultDevice (1): skipping input stream 0 0 0x0 -------- Shader compilation failed #version 100 #extension GL_EXT_frag_depth : enable precision highp float; uniform highp vec4 _ProjectionParams; uniform highp vec4 _ZBufferParams; uniform highp mat4 unity_CameraToWorld; uniform highp mat4 _NonJitteredVP; uniform highp mat4 _PreviousVP; uniform highp sampler2D _CameraDepthTexture; varying highp vec2 xlv_TEXCOORD0; varying highp vec3 xlv_TEXCOORD1; void main () { highp vec4 tmpvar_1; tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0); mediump vec2 tmpvar_2; highp vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/(( (_ZBufferParams.x * tmpvar_1.x) + _ZBufferParams.y)))); highp vec4 tmpvar_4; tmpvar_4 = (unity_CameraToWorld * tmpvar_3); highp vec4 tmpvar_5; tmpvar_5 = (_PreviousVP * tmpvar_4); highp vec4 tmpvar_6; tmpvar_6 = (_NonJitteredVP * tmpvar_4); highp vec2 tmpvar_7; tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0); highp vec2 tmpvar_8; tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0); tmpvar_2 = (tmpvar_8 - tmpvar_7); mediump vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 1.0); tmpvar_9.xy = tmpvar_2; gl_FragDepthEXT = tmpvar_1.x; gl_FragData[0] = tmpvar_9; } -------- failed compiling: fragment evaluation shader WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT' Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed. WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader. 2017-10-25 06:34:59.395496-0400 EmptyFabric2[17324:36785550] [aqme] 254: AQDefaultDevice (170): skipping input stream 0 0 0x0 UnloadTime: 1.025455 ms dyld: lazy symbol binding failed: Symbol not found: _CLUIsInitialized Referenced from: /Users/username/Library/Developer/CoreSimulator/Devices/BAE3651FB202/EmptyFabric2.app/EmptyFabric2 Expected in: flat namespace dyld: Symbol not found: _CLUIsInitialized Referenced from: /Users/username/Library/Developer/CoreSimulator/Devices/C69E6449-E817-48A0-A83F-361EBB770FD7/data/Containers/Bundle/Application/C8783D9C-3D95-42D8-93AD-BAE3651FB202/EmptyFabric2.app/EmptyFabric2 Expected in: flat namespace (lldb) Before I added the fabric plug-in, my app run on the xcode simulator with no problems! Important to say that even after adding the fabric plug-in, the app run on android, and on real iphone. **the problem is just after adding the fabric plug-in, and just in xcode simulator!** Unity5.6.1f1 xcode 8.3.3 What could be the problem?? [1]: /storage/temp/104411-1.png [2]: /storage/temp/104412-2.png

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