Reputation: 105
The app successfully built to Google Play as well as WebGL. I've tried switching all kinds of build settings in Unity, which leads me to believe there's something wrong in Xcode.
I also get these: dyld`dyld_fatal_error: -> 0x1200ed088 <+0>: brk #0x3
dyld`_dyld_start:
0x1200ed000 <+0>: mov x28, sp
0x1200ed004 <+4>: and sp, x28, #0xfffffffffffffff0
0x1200ed008 <+8>: movz x0, #0
0x1200ed00c <+12>: movz x1, #0
0x1200ed010 <+16>: stp x1, x0, [sp, #-16]!
0x1200ed014 <+20>: mov x29, sp
0x1200ed018 <+24>: sub sp, sp, #16 ; =16
0x1200ed01c <+28>: ldr x0, [x28]
0x1200ed020 <+32>: ldr x1, [x28, #8]
0x1200ed024 <+36>: add x2, x28, #16 ; =16
0x1200ed028 <+40>: adrp x4, -1
0x1200ed02c <+44>: add x4, x4, #0 ; =0
0x1200ed030 <+48>: adrp x3, 48
0x1200ed034 <+52>: ldr x3, [x3, #3320]
0x1200ed038 <+56>: sub x3, x4, x3
0x1200ed03c <+60>: mov x5, sp
0x1200ed040 <+64>: bl 0x1200ed08c ; dyldbootstrap::start(macho_header const*, int, char const**, long, macho_header const*, unsigned long*)
`-> 0x1200ed044 <+68>: mov x16, x0
0x1200ed048 <+72>: ldr x1, [sp]
0x1200ed04c <+76>: cmp x1, #0 ; =0
0x1200ed050 <+80>: b.ne 0x1200ed05c ; <+92>
0x1200ed054 <+84>: add sp, x28, #8 ; =8
0x1200ed058 <+88>: br x16
0x1200ed05c <+92>: mov x30, x1
0x1200ed060 <+96>: ldr x0, [x28, #8]
0x1200ed064 <+100>: add x1, x28, #16 ; =16
0x1200ed068 <+104>: add x2, x1, x0, lsl #3
0x1200ed06c <+108>: add x2, x2, #8 ; =8
0x1200ed070 <+112>: mov x3, x2
0x1200ed074 <+116>: ldr x4, [x3]
0x1200ed078 <+120>: add x3, x3, #8 ; =8
0x1200ed07c <+124>: cmp x4, #0 ; =0
0x1200ed080 <+128>: b.ne 0x1200ed074 ; <+116>
0x1200ed084 <+132>: br x16
Any ideas what is the problem? All tutorials and guides I look at just fill in code signing and all that, and launch the project like nothing is wrong.
Upvotes: 0
Views: 528
Reputation: 105
This was fixed by changing scripting backend from Mono2x to IL2CPP in the Unity settings for iOS. Also set the architecture to universal. No idea why this works, but I won't complain.
Upvotes: 1