Since iOS updated to 26.4 I am seeing a massive increase in native crashes - the jump is obvious.
And another game - same pattern
These are all on iPads (iPhone is unaffected - I assume because it has more available memory) and all relate to allocating texture memory. Xcode reports this…
Exception Type: EXC_CRASH (SIGABRT)
Termination Reason: SIGNAL 6 Abort trap: 6
Triggered by Thread: 0
libGFXShared.dylib gfxAllocateTextureLevel
GLEngine glTexImage2D_Exec
OpenGLES glTexImage2D
Rtt::GLTexture::Create(Rtt::CPUResource*)
Rtt::Renderer::Swap()
Rtt::Scene::Render(...)
Rtt::Display::Render()
Rtt::Runtime::operator()()
-[CoronaView drawRect:]
Lua itself doesn’t crash or report any errors, yet on the next frame the devices crash. iPad 9th gen seems particularly affected. Seems they deallocated available memory per process a lot?
So a few questions…
- Any idea what changed in the latest iOS update with regard to allocating texture memory?
- Why is Solar quick to point out when a param is not correct yet quite happy to let app crash with no safeguarding around texture memory allocation?
- Seen as no error is surfaced to lua code - what can developers possibly do to handle this situation and avoid the crashes and players complaining?
Seems this is also affecting other games - https://www.reddit.com/r/ipad/comments/1t1s9ep/game_crashing_after_ios_2642_update/

