![]() ![]() I feel like it happen sooner when the application just got install. I tried to crash it a third time, but I ran it for more than 30 minutes as of now and still didn't crash. I selected my app in the filter and got report for memory usage, and the continuous message I got from the log cat pretty much was always the same : Problem is, I have nothing under the tag CRASH or Unity when it happen. I successfully made my app crash twice (one without zip, other with it). Do I just put the zip file in the same folder of the apk or is there anything else to do with it ? That being said, what I'm I suppose to do with the symbols.zip ? I tested with one build with the symbol and the other without, and the error message is the same. 16:27:17.799 25845 25872 Error Unity at ( enumerator, System.IntPtr returnValueAddress) in :0 16:27:17.799 25845 25872 Error Unity at SplashScreenManager.timeFormat (System.Single timeToFormat) in :0 16:27:17.799 25845 25872 Error Unity ArgumentOutOfRangeException: Index and length must refer to a location within the string. Here is the copy paste of the error log : I thought it was my trick to wait for the singleton to be active, but as I said the music is being called, so it can only be something after the loop. Is there something in dev mode that prevent the crash or something ? Because, if I can't replicate the crash, even if I manage to profile it, I will have a hard time knowing what is going on. I ran the app for more than an hour on the menu screen, I played it, and yeah, some hiccup here and there (some optimization that still need to be done), but It never crash. ![]() Now, for some reason I still haven't manage to connect the profiler to my app, but one thing I notice is that the crash just never happen anymore. ![]() So I decided to profile it and create a Development build. Then I just tested by just running the main menu who has really minimal amount of thing in it and it still crash randomly at the same rate. ![]() At first, I thought it was the gameplay and that the Garbage Collector was overwhelmed at some point, or that I had memory leak problem despite the fact that we have a Garbage Collector. Hello, I finished my app and when I test it on a release build, there is a sudden frame drop that lead to a permanent crash after 10 to 40 minutes (it really is random, happen anywhere in the game). Am trying to achieve the above checkout flow using stripe SDK in android using this documentation. ![]()
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