In desperate need of help - IOS app crash on launch
I have an app that is a 2D endless runner. It runs fine on the editor. I have managed to reduce the total amount of actors at any time to around 45.
I build the app fine for the IOS, and install it through the .ipa file. I have tried it on two different ipads, one is a mini ipad 2, the other is the first mini ipad. It's running on Scalable 3D or 2D, so all the heavy settings are disabled.
I have compared my project settings to that of Tappy Chicken, and most everything was the same, and what wasn't I copied accordingly.
One thing I have noticed is that Tappy Chicken basically has two blueprints, whereas I have 6 or 7 for the different objects on the game. Though I believe this shouldn't be a problem.
I also have a custom game mode basically to pick my own HUD and player character. Nothing else changed.
I add the floor where the player walks on through the level blueprint, through the Event Tick with a couple of delays to stop the continuous spawning, and in the past I have used the game mode blueprint to do the same. I wonder if any of these are problematic.
Lastly, I have a log file from the crash that happened on the mini ipad 2. It appears to me that it is a memory related crash. If so, how can I improve the memory handling? It's all a bunch of sprites and even at 45 actors present at the time, I thought it shouldn't be a problem.
Any help is appreciated. I have no idea how to move on from here.
asked Jun 24 '15 at 03:33 PM in Bug Reports
I think I may have figured out the problem. It's quite silly of me really, but I thought it wouldn't be a problem. Basically my artist buddy does his drawings and he has saved some of them with crazy resolutions like 1700 x 2800. So what i'm going to try to do is get him to reduce all the resolutions to something a bit more normal and to a power of 2, and see how it works.
To Josh: For some reason I'm having trouble running on a mobile preview, but once I'm able I'll check it out.
Thank you both for your efforts in helping me. Truly appreciate it.
answered Jun 25 '15 at 02:53 PM
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