Freezes - iOS app with Unity - ios

Sometimes one of my app freezes, out of nowhere (apparently).
I have to kill the app to restart it.
It happens 1/50 times and it does not happen when I do something specific.
I really have a hard time recreating the issue for debugging.
Does someone have this kind of issue? If no, what would you advise for debugging purposes?
I'm on iPad Air 2 with iOS 10.3.
I dev it in Unity 5.5.0
Have a good one,

Related

Xcode stuck with loading wheel after adding Apple Watch Extension

I have recently added an Apple Watch App and Extension to my app. Since then my Xcode regularly (every 2-3minutes) freezes with the colored loading indicaton for about 10 seconds.
This is extremely annoying and I cannot find any indication as to why it is happening. It just gets stuck when looking at source code or scrolling.
Did anyone experience a similar issues after integrating Apple Watch and knows how to solve this? I have a feeling it could be related to trying to connect to the Apple Watch, as I have setup wireless debugging for my phone.
Unfortunately this is just an expected behavior when doing wireless debugging with an Apple Watch. Developing for watchOS can be fun, but you’ll have to pack a good amount of patience. In my own experience I’ve had to deal with randomly cut off connections, Xcode freezing, and all sorts of instability. You may have better luck with the watchOS simulator, if it can satisfy your use case.

Build lags for a full minute on "Performing Install Actions"

Today, my builds suddenly started taking a long time to install & launch on my iPad (using XCode 7). During the "Performing Install Actions" phase, it hangs for about a minute, and then when the launch screen shows on the device, it takes about another minute for the app to launch. After the app launches, it runs normally without any issues.
I've restarted Xcode, cleaned the app, deleted build folders, deleted DerivedData, restarted OSX, restarted iOS, deleted the app from my iPad, and even upgraded iOS on the iPad to 9.0.2.
Edit: This issue originally seemed to be specific to the iPad Mini 3 I was using; it didn't happen on the iPhones I'm testing with. Now, after the weekend, it's happening on an iOS 8.4 iPhone 5s that I'm also developing on.
Edit 2: This was happening sporadically yesterday and it now seems to have cleared itself up, on all my devices. Still no idea what steps to take to fix this if it happens, though.
Edit 3: It continues to happen, but much more rarely.
I've been dealing with this same thing, but connecting the phone to WiFi seems to unblock my installs. Who knows why... but give that a shot if you're still running into this issue.
I recently ran into this problem and resolved it by restarting the device. I have no idea of what the cause is so I am reticent to suggest this is a universal solution but it did work for me once in a row.
Fix : Turn off iPhone wifi. restart it and install the app now. Now you turn on the wifi. and it works. Fixed.
I had a similar problem, but for me the app wouldn't launch at all. This might have been happening because I was connected to a WiFi that didn't have internet access. Changing to a WiFi with internet access solved the problem for me. It started happening suddenly for me as well, so not sure what triggers it. I've now changed back to the WiFi without internet access, and it seems to work again.
I met this problem in Company, but not at home, when debugging on device.
So if you are working under a company WIFI, just Changing WiFi to Internet Access will solve the problem.
I had the same problem just now.
What does NOT work for me:
Restart Xcode
Clean the project
Unpair and reconnect the device
(Re)connect to wifi
What DOES work for me:
Restart the device and build again
Another possible cause is low disk space on your Mac. Make sure your mac has enough space - I was running with 13mB space remaining... This will impact cacheing etc. and will cause delays on your build.
I have this issue when my Apple Watch are on me. Maybe some problems with paired devices.

Cannot start Meteor app in iOS simulator

I have started a project in meteor. a simple counter. I cannot mange to run it on iOS simulator.
I have once managed it to run on the iOS simulator, but not now.
It has proved to be a headache long hours ago, so, I have felt it could be a good idea to ask it here. This situation is inconsistent.
I can view it from my desktop browser and with iOS simulator's safari. But most of the time when app launched, the simulator only shows the meteor splash screen with the spinner. Some times Terminal exists the command with saying it could not started app on simulator and suggesting running --verbose. I do so but nothing changes. In those most cases it serves the web app to the browser. On the other hand I can successfully start my app with android simulator.
I feel confused. After fourth time of writing same piece of this app It is here.
I do not have server code can that be the problem?
Try running with the --verbose option, with this option the full Cordova/Phonegap builds will be logged on console, also work for me when i cannot start the app on the simulator.

How to test for iOS devices I will never have access to

I recently released an app. It passed well through its testing phase with ten or so users running it day to day on a variety of devices. The app is not really intended for iPad but it works.
On release day a small number of users pitched up saying that the app crashed or that the layout on their iPad was weird. All the complainants were using iPhone 5 or better or recent iPads. I have a pretty new iPhone5, and I went out and bought a new iPad mini. Everything tests perfectly.
So here is my question(s):
What is the strategy for debugging a bug I can't see and I can't test, and when I have no error to work from?
Are there known bugs in these newer devices that I need to be looking at?
Ask users that are experiencing the issue and giving you feedback for sending you screenshots. This would help you to narrow issues with weird layout.
Add a crash reporting SDK to your project like HockeyApp or Crashlytics to get the crash logs. Then, when you symbolicate them, you will get the detailed information about which line of your code is crashing the app.

App crashes on iPhone 5S but not on iPhone 4S.

I have an iPhone app that I have developed and tested on my iPhone 4S. The app is released on the market and some users claim that the app is unusable as it crashes on start up.
I have done exactly the same things as the users have to their devices, running the same version of the app on my iPhone 4S and I cannot get it to crash.
I have been to the houses of users and plugged their phones into my computer to get the log read out and when I do, I get errors that I am not getting on my phone and my mac.
I am completely at a loss as to how I start to find the solution to a problem like this. Does anyone have even the faintest ideas?
A good start will be to integrate a crash log collecting, crash reporting SDK in your app like HockeyApp, TestFlight, Crittercism or QuincyKit.
This will send you the crash logs to you so you don't have to collect them manually. These tools can also automatically symbolicate the crash logs for you so you can find the source of the crash in your code.
You should test a release build before you ship it. Archive a release build and distribute it as an Ad-Hoc build. You can load a saved IPA file to your iDevice using iTunes or Organizer. The thing is that you can test a release build which is the same you would ship to the App Store (they are signed differently but the build configuration is the same unless you changed that).
iPhone 5S ships with 64-bit A7 processor. Your iPhone 4 is a 32-bit device. Most likely processor architecture is not the case but as Apple says: Before you distribute your app, you must test it on actual hardware. Some of the runtime changes can be detected only when the app is running on a device. I recommend you updating your set of test devices with different models. I still own an old iPhone 3GS which is great for spotting performance issues.
The general comments others have posted are correct. Add crash logging into your app with a pre-made SDK and test on an actual device. I can't add much more to those points, but I will tell a short story about a similar bug that I found in one of my apps in the hopes it helps you with your issue.
Our app was predominately iPad2 users. When the iPad4 was released, waves of our users upgraded and they started experiencing an issue that was not present on iPad2. Two network requests were fired off at the same time and the result from one of them was crashing. We eventually found out it was a concurrency bug. The result of the first request was being processed "too quickly" and the code was getting to a critical section of code that was not thread-safe with the other request handler.
While this bug was still possible on the iPad2 if the network latency fluctuated just right, it never happened that way. The iPad4 made it happen almost every time.
You can use https://github.com/CocoaLumberjack/CocoaLumberjack lib to collect crash data logs from users.
Have you considered installing a crash logger in your app? There are plenty out there (Flurry, TestFlight, Crittercism, Hockey App, etc).
Most are fairly straightforward to install - add a framework and a couple of lines of code. Once you've done this, you'll (hopefully) be able to see exactly where your app is crashing on the users' devices, without having physical access to them.

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