App from AppStore crashes on iPad1 but NOT on iPod4/5, iPhone4/5 or iPad2/3

Hi,

we’ve got a very strange problem here:

We’re using corona build 2013.1134.

When building with a developer profile, our game runs on all devices iPod4 and up.

Today we released the app on the AppStore and the SD and HD version crashes on the iPad1 … and there ONLY!

The SD version runs on iPod4 and 5, on iPhone 4 and 5 and (in zoom mode) on iPad 2+3+mini.

The HD version runs on iPad 2+3 and mini.

So everything works EXCEPT on iPad1.

Is it the iOS version? I mean, the iPad1 is the only device in our reach that still has iOS5 (5.1.1) installed - all other devices run on iOS6 (or 7).

Crash-Reports say “EXC_BAD_ACCESS”, so I guess something is released too early or loaded too late.

But why is it running fine on iPad1 when building with a dev profile but crashing with the versions loaded from the AppStore?!

thanks in advance for any hints …

Hi @canupa,

This is a bit odd. As a first test, can you build and re-upload this app using Build 1137? Also, are you using any plugins?

Regards,

Brent

hey Brent,

no, we’re not using any plugins. But we use some of the unofficial OpenAL features to pitch the music down and up. But again, this is working absolutely fine on all devices when built with developer/adhoc profiles. It’s really puzzling.

Does anyone still have a device running on iOS5 and that is not an iPad1?

Would be interesting to see if it’s an issue of the iOS version or not.

Willingly testers get a promo code. Just drop us a line.

Well okay… I will reupload the app built with .1137 - also adding some meaningful log outputs to be able to see when exactly the game crashes… if it will crash… which it won’t hopefully…

PS:

Omicron (iPhone): https://itunes.apple.com/us/app/omicron/id383907288?l=de&ls=1&mt=8

Omicron HD (iPad): https://itunes.apple.com/us/app/omicron-hd/id386772379?l=de&ls=1&mt=8

Oh dear, I think I found the bug!

The “debug” version was approved after 3 days !

And now a warning came up: a texture was too big…

it didn’t load a lowres but a hires image that’s meant for retina devices and is bigger than 2048x2048.

so the bug was fixed by correcting a typo, hopefully *sigh*

But it is very strange that the game runs fine using ‘local’ builds (although mistakenly using the hires texture) but not when loaded from the AppStore.

well, I just uploaded the fixed version and hope that this now runs on iPad1/iOS5 when loaded from the AppStore…

finefin, @canupa

Hi @canupa,

This is a bit odd. As a first test, can you build and re-upload this app using Build 1137? Also, are you using any plugins?

Regards,

Brent

hey Brent,

no, we’re not using any plugins. But we use some of the unofficial OpenAL features to pitch the music down and up. But again, this is working absolutely fine on all devices when built with developer/adhoc profiles. It’s really puzzling.

Does anyone still have a device running on iOS5 and that is not an iPad1?

Would be interesting to see if it’s an issue of the iOS version or not.

Willingly testers get a promo code. Just drop us a line.

Well okay… I will reupload the app built with .1137 - also adding some meaningful log outputs to be able to see when exactly the game crashes… if it will crash… which it won’t hopefully…

PS:

Omicron (iPhone): https://itunes.apple.com/us/app/omicron/id383907288?l=de&ls=1&mt=8

Omicron HD (iPad): https://itunes.apple.com/us/app/omicron-hd/id386772379?l=de&ls=1&mt=8

Oh dear, I think I found the bug!

The “debug” version was approved after 3 days !

And now a warning came up: a texture was too big…

it didn’t load a lowres but a hires image that’s meant for retina devices and is bigger than 2048x2048.

so the bug was fixed by correcting a typo, hopefully *sigh*

But it is very strange that the game runs fine using ‘local’ builds (although mistakenly using the hires texture) but not when loaded from the AppStore.

well, I just uploaded the fixed version and hope that this now runs on iPad1/iOS5 when loaded from the AppStore…

finefin, @canupa

It will run fine in the simulator because that uses your computer memory and does not accurately reflect the memory usage of a device. Would be nice if the simulator can more accurately ‘simulate’ the actual devices in terms of memory usage and not just visual size. iPad 1 and for us iPod 4 always cause major issues due to them both having only 256MB compared to all newer devices with 512MB or more.

It might be a feature worth adding to be able to toggle on some debugging hints like this, so that the simulator will spit out a print the first time it encounters the use of a texture that would be too large for the device.  

It will run fine in the simulator because that uses your computer memory and does not accurately reflect the memory usage of a device. Would be nice if the simulator can more accurately ‘simulate’ the actual devices in terms of memory usage and not just visual size. iPad 1 and for us iPod 4 always cause major issues due to them both having only 256MB compared to all newer devices with 512MB or more.

It might be a feature worth adding to be able to toggle on some debugging hints like this, so that the simulator will spit out a print the first time it encounters the use of a texture that would be too large for the device.