I am seeing many crashes on my Unity game on iOS, and when looking at the crash report, I see the cause as BaseBoard.
Here is a snapshot from the xCode organizer:
Can anyone point in some direction what might cause this? I don't recognize any of my code there..
What is BaseBoard class?
Related
I'm getting this strange crash with no indication from where it's going. I am not able to reproduce this on my devices. Any idea what could be wrong and where to look for the problem?
It looks it happens in autorelease pool cleaning in main loop, however I am not affecting it in my app - I am using ARC. The AppDelegate.swift line 21 is just declaration of AppDelagate class.
I am not able to reproduce this problem on any of my devices (I have about 8 of them), but this crash happens to about 10% of users of the new version, so that it is pretty frequent. I tried some build as the AppStore one.
Thanks,
Jindrich
So I have a number of apps that were working fine. Just recently I tried some of them out on an earlier iOS (13.5) in the simulator and they ALL crash when I load the advert (interstitial.load or banner.load). They were ALL working on earlier simulators previously (some of them are a few years old so iOS 14 didn't even exist).
The error is:
Thread 1: EXC_BREAKPOINT (code=EXC_I386_BPT, subcode=0x0)
I don't understand what this means but there is no other context so Ive been struggling to understand what the issue is. It always stops at the .load line.
I am using app tracking transparency but have tried removing it and still get the same behaviour.
Has anyone else experienced this??
I don't know if its on real devices or just the simulators...(I don't have a real device with an old iOS to test it on).
Ive a feeling it might be to do with all the new privacy stuff that's flying around.
Thanks for any help.
I noticed that since iOS 10 release I have couple of crashes refers to firebase library system monitoring.
Crashed: com.google.system-monitoring
SIGABRT ABORT 0x0000000186c58ff0
-[FCRSystemMetadata sampleMemoryStats] + 4300660144
I already updated to the latest version of firebase on my app, but is there any way I can fix this?
At this moment, Firebase does not work on iOS 10, neither a device nor a simulator. This is a work in progress, so please stay tuned for updates. You can follow general discussion on Firebase at the firebase-talk group, and the Firebase Blog will have announcements as they occur.
In my iOS app crash log I found this statement:
HW kbd Failed to set (null) as keyboard focus ios
Does anyone know what is this and how to resolve it?
I've just encountered this exception running a Xamarin app on the simulator. It started occurring after I toggled the software keyboard off while debugging the app. Given the exception mentioning the keyboard I think that's what caused it.
Uninstalling the app from the emulator, cleaning and rebuilding fixed the issue for me.
Unsure if this bug is on Apple's side or Xamarin's.
The only references I could find related to Xamarin was close, but the inverse of this - the app crashing on the simulator, but working on an actual device. The resolution in that forum post doesn't describe what the problem might be, but does suggest that cleaning the project and rebuilding may resolve it.
The specific message HW kbd Failed to set (null) as keyboard focus ios is related to the app crashing, but there's no additional information in the pastebin to really help pin down why it's crashing.
You might also consider adding logging statements in your code to see if you can isolate the issue.
I have built an App in Swift but with Cordova which is Obj C. I also use crashlytics. I'm seeing a crash in about 10% of users, previously I experienced it a lot myself when using the debugger but since iOS 8.3 I don't, but that doesn't seem to have reduced the problem in the wild.
The crash is EXC_BAD_ACCESS KERN_INVALID_ADDRESS in CA::release_objects(X::List<void const*>*) + 32, called when the autorelease pool is drained. The crash is always in the WebThread.
I can't seem to reproduce locally with Zombies profiling, so it is difficult to narrow down any further, but I can't see what would be causing this in my code. I do use Core Animation but only in swift, and this was happening before I added the CA code. I use UIView animations, but again it is all in Swift with Storyboards and I can't think where anything would be going wrong. Any suggestions?