Hi NIschal
I’ve found two crash reports that seems to indicate that it is not a real crash but a “simulated” one…
Here is an excerpt
Incident Identifier: AB727C6D-5310-461A-966C-BAC5E8C22997 CrashReporter Key: f25e6947152082da17d61d5716671fa47add6bf8 Hardware Model: iPhone4,1 Process: Spiky Fall [9335] Path: /var/mobile/Containers/Bundle/Application/5CA70619-2C61-4FA2-A068-B6570ECDB591/Spiky Fall.app/Spiky Fall Identifier: com.omgabird.spikyfall Version: 2016.02.211843 (1.0) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2016-03-01 20:40:54.54 +0100 Launch Time: 2016-03-01 20:40:34.34 +0100 OS Version: iOS 9.2.1 (13D15) Report Version: 104 Exception Type: 00000020 Exception Codes: 0x000000008badf00d Exception Note: SIMULATED (this is NOT a crash) Highlighted by Thread: 0 Application Specific Information: com.omgabird.spikyfall failed to scene-create after 17.57s (launch took 2.43s of total time limit 20.00s) Elapsed total CPU time (seconds): 36.900 (user 36.900, system 0.000), 92% CPU Elapsed application CPU time (seconds): 9.351, 23% CPU
It looks like there’s a time limit of 20 seconds in iOS for app launch time. If it takes too much the OS kills it.
Being my iPhone an old one, and certainly not so fast as new models, maybe your app’s init process is too intensive for it to get ready in time.
Are you performing all initialization in main.lua? If so you might think of jumping soon from main.lua to a first scene to be used just for init purposes (if you’re using composer). This way the app will fully start and show something to the users before the OS kills it.