Unity3D Game Crashes in Xcode 9 - iOS 11 - iphone

Today I launched fully working Unity3D game in Xcode 9, iPhone 6 running iOS 11. Its crashing on launch.
Every time crashing in same function : SetupMetalFBO
Here is console log:
validateRenderPassDescriptor:487: failed assertion `Texture at colorAttachment[0] has usage (0x01) which doesn't specify MTLTextureUsageRenderTarget (0x04)'
Same code worked perfect with Xcode 8.3.3 iOS 10.
How to fix crash in Xcode 9 ?
UPDATES_SOLUTION :
Solution is simple, just goto Xcode->Product->Scheme->Edit Scheme, disable Metal API Validation. This fix crash.

The MTLTextureUsageRenderTarget in the error shows that this is a Apple's Metal issue.
Unity 4.6.9 is extremely old to work on iOS 11 and is no longer patched to fix issues on platforms like iOS. You should also worry about your latest app being rejected from the app store due to IPv6 compatibly issues.
You have three options:
1.Disable Metal API Validation in Xcode
2.Use OpenGLES instead of Metal.
First of all, disable Auto Graphics API then change iOS Graphics API to OpenGLES2 or OpenGLES3 in Unity's Player Settings.
3.Update to Unity to the latest version of Unity if #1 and #2 fail. If you update Unity and the problem is still there then you can file for bug report from the Editor. I expect this issue to be gone if you update Unity.

Related

UnityEngine.Social not working with IOS 8. Unsure how to resolve the issue

When running our game on any device that uses game center we get an error that is related to specifically the authentication/connection from the game to Game Center. Now this works on IOS 7 versions, just not with IOS 8.
We get this return from the authentication attempt,
Failed to authenticate local user The requested operation could not be completed because this application is not recognized by Game Centre.
Has anyone encountered this issue/problem? is this a unity related issue, or something from xCode and/or Apple and Game Centre?
Built from xCode v6.0.1, to IOS 8.

Does build made on xcode 3.2 runs on IOS 5

May be this will be silliest question but users are facing such problems.
Sorry for same.
I have made build on xcode 3.2 which has maximum IOS 4.3 and uploaded on itunes.
Now users which are downloading application having IOS 5.0 says that application is getting crashed or vanished.
So, just want to ask that build made on xcode 3.2 runs on IOS 5.0
Please help.....
Thanks a lot....
The short answer is that you have a bug in your app.
An app compiled for iOS 4.3 should work just fine. However, as with any update to the operating system, ambiguities in API calls are tightened, undocumented behaviours vanish and some APIs become deprecated. Deprecations won't cause problems (yet), though both of the others might.
For this reason you should be testing with new versions as they become available.

Xcode deployment target

If my deployment target is set to iOS 4.1 and submitted to apple, and they test the app on iOS 4.3, would that cause the app to malfunction? My app was rejected for a bug that I am unable to recreate on my iPhone 4. The exact same device model they tested the app on. I simply cannot find the bug or error in my code. Any advice would be greatly appreciated.
If you build your app to target iOS 4.1 it should run on iOS 4.3. It's possible that your app does something that works on 4.1 but causes a problem on 4.3; I had that myself with an app already in the store, and had to post an update so it worked correctly under a newer iOS release.
Note that you can tell the iOS Simulator what version iOS to simulate: on the Hardware menu, select Version, and subsequent runs will be tested against that version of the system libraries.
The simulator is not a perfect reproduction of a real device, but hopefully you can do this to reproduce the behavior that Apple has seen on their devices.
Did you test it on your iPhone 4 with iOS 4.3? There's two parts to the puzzle. If they rejected it for crashing under iPhone 4, you have to check all the different iOS versions you claim to support. The target iOS 4.1 should still make it work on 4.3, you just might have a crash (which apparently you do). Through testing with that actual software version on your iPhone, you'll find the bug and hopefully squash it. Good luck!

Adding Event Kit.Framework results in 1000+ Errors When Deployed to Device!

I need to add a calendar event to the user's Calendar when they click a button.
This works in the simulator, but when I attempt to deploy to my 3GS running iOS 4.01, XCODE throws 1000+ errors!
Any ideas?
Thanks!
Jason
I think that I solved this.
In Project > Edit Project Settings under the Architecture, I had the Base SDK set to iPhone 3.2. When I changed it to iPhone 4.0, it compiled and deployed to my iPhone 3GS running iOS 4.
I think that this is due to Event Kit being something that was added in iOS 4 and not available in earlier versions.
I was planning to target earlier devices. So, I guess it's back to the drawing board to come up with a solution to adding a reminder/event to the user's calendar.
Jason

Updating iPhone application from 3.0 to iOS4

I was just wondering if anyone knows of any articles relating to upgrading an iPhone application from 3.0 to iOS4. (Thanks for this iWasRobbed).
While the application still runs on iOS4, it will not run on the iPhone 4, but does on my iPhone 3G.
When I deploy the app on the iPhone 4, the Default screen loads and it will sit there hanging. The only inclination towards a problem I get is this warning:
warning: UUID mismatch detected with the loaded library - on disk is:
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.0.sdk/System/Library/Frameworks/UIKit.framework/UIKit
warning: UUID mismatch detected with the loaded library - on disk is:
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.0.sdk/System/Library/PrivateFrameworks/DataAccessExpress.framework/DataAccessExpress
Thanks
James
James,
Apple has provided this checklist: http://developer.apple.com/iphone/checklist/
It generally should not be that big of an issue. Typically, you just set the baseline SDK as 4.0 and the deployment target as either 4.0 or something 3.0+.
If it is not running on an iPhone 4, you may wish to explain further what specifically it is doing or not doing when you attempt to run it on that device. Keep in mind that all apps (for the most part) that were designed to run on 3.0 and above will typically run well on an iPhone 4.
There might be some issues with deprecated methods, so make sure you resolve those prior to installing and running the app. You should get a compiler warning for any of those, if not check your target settings and there should be a checkbox for it.
Other than that, I'm not sure what else would prevent you without understanding further details of your project.
As additional information, you should really look into the WWDC 2010 video called "Future Proofing Your Applications" (watching it now :)
That is most likely a mismatch between what iOS your iPhone 4 is running and what SDK you're using in Xcode. The UUIDs are mismatched because the iPhone 4 is using a different version SDK to what you've coded in.
Solution, install the latest SDK and make sure your iPhone matches this. The latest out is 4.1
I had the same problem and think I have solved it because the problem has gone away.
Firstly I deleted the build folder. Then I Installed the latest version of ios (4.1 in this case) onto my iphone through itunes. Afterwards i installed the latest xcode and iphone sdk package from the apple devlopers site.
This in itself probably fixed the problem but just to be sure I added a new provisioning profile for the phone on my computer and everything worked great afterwards.
Hope that helps