I am receiving following log on unity app launch on Xcode.
2012-10-03 00:28:58.721 salah[1357:707] -> registered mono modules 0xe5d53c
-> applicationDidFinishLaunching()
Mono path[0] = '/var/mobile/Applications/6466AD40-4714-4F2A-A20F-5B6803CDC1ED/salah.app/Data/Managed'
Invalid serialized file version. File: "/var/mobile/Applications/6466AD40-4714-4F2A-A20F-5B6803CDC1ED/salah.app/Data/mainData". Expected version: 3.5.5f2. Actual version: 3.5.5f3.
(Filename: /Applications/buildAgent/work/14194e8ce88cdf47/Runtime/Serialize/SerializedFile.cpp Line: 709)
Failed to read file '/var/mobile/Applications/6466AD40-4714-4F2A-A20F-5B6803CDC1ED/salah.app/Data/mainData' because it is corrupted.
(Filename: /Applications/buildAgent/work/14194e8ce88cdf47/Runtime/Serialize/SerializedFile.cpp Line: 430)
PlayerInitEngineNoGraphics settings: Could not preload global game manager #0
engine intialization failed
This causes my unity 3d app to crash before first scene comes forward.
Anybody knows workaround?
App have been switch alot with different versions of unity.
Unity Crash while playing the game can occur due to various causes such as service situation, network environment, and PC specifications. If this problem frequently occurs, please check the following. 1. Please double check to see if your PC meets the minimum gaming requirements for our game.
Restoring crashed scene If you want to restore your crashed scene, you have to go to your project's directory (this is the folder that contains the Assets directory) then enter the Temp directory. You will find the __EditModeScene file within. This is your saved scene file.
log can be found here: Windows: C:\users\[yourusername]\AppData\Local\Unity\Editor\Editor. log. Mac: ~/Library/Logs/Unity/Editor.
It sends data to the developer if they're using Unity Cloud Diagnostics. It also captures the dump file of the crash game and writes it to disk, even the game developer hasn't configured anything (so you could send it to them manually).
"No GlobalGameManagers file was found, quitting player!" happens, at least sometimes, because some random problem prevents the editor from going all the way to the end of the build.
Usually, you should be able to see an error in console that is not a compile error and could be easily missed if you clean the console.
In my case it was a windows dll "NSpec.dll" that I needed for my tests, but by mistake was not under an Editor
path (and wasnot excluded from build, by the checkmark in the inspector) so during the build, Unity wanted to include it in my iOS build but then complained and stopped midway, while the half done project looked OK.
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