I pretty much try to re-build my app using the daily build every day now (except for weekend) and hoping that one of the builds could fix the issue. This is quite frustrating. Using the latest build 3063, my app seems to crash on my test device again.
I doubt that daily builds is your solution. You likely have an error in your code. If you want, you can zip up your project and share a drop box or google drive link and we can take a quick look.
Have you tried to upload to iTunes Connect and setup a TestFlight beta test and then install the app from there?
Rob
Thank you Rob. Yes, I have tried TestFlight and the app does appear to crash immediately. Would you have a private email where I can send you my project as I don’t want everyone to download my app’s source code?
Thanks!
Lets start with sending me a testflight invitation so I can look at the console log and see if I can see what’s happening:
rob AT coronalabs DOT com.
Rob
Thanks Rob, invitation sent.
What kind of provisioning profile is this signed with?
Are you using any plugins? Perhaps share your build.settings.
Rob
Hi Rob,
I used the deployment provisioning profile to sign. No plugin was used.
This is my build.settings:
settings =
{
orientation =
{
default = “landscapeLeft”,
supported =
{
“landscapeLeft”, “landscapeRight”
},
},
iphone =
{
plist =
{
UIApplicationExitsOnSuspend = false,
CFBundleDisplayName = “Movie Biz Tycoon”,
CFBundleName = “com.superjumbodeals.moviebiztycoon”,
CFBundleShortVersionString = “1.3”,
CFBundleIconFiles = {
“Icon.png”,
“Icon@2x.png”,
“Icon-72.png”,
“Icon-76.png”,
“Icon-120.png”,
“Icon-152.png”,
“Icon-1024.png”,
},
UILaunchImages = {
{ – iPhone 4 Portrait
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default”,
[“UILaunchImageOrientation”] = “Portrait”,
[“UILaunchImageSize”] = “{320, 480}”
},
{ – iPhone 4 LandscapeLeft
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default”,
[“UILaunchImageOrientation”] = “LandscapeLeft”,
[“UILaunchImageSize”] = “{320, 480}”
},
{ – iPhone 4 LandscapeRight
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default”,
[“UILaunchImageOrientation”] = “LandscapeRight”,
[“UILaunchImageSize”] = “{320, 480}”
},
{ – iPhone 5 Portrait
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default-568h”,
[“UILaunchImageOrientation”] = “Portrait”,
[“UILaunchImageSize”] = “{320, 568}”
},
{ – iPhone 5 LandscapeLeft
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default-568h”,
[“UILaunchImageOrientation”] = “LandscapeLeft”,
[“UILaunchImageSize”] = “{320, 568}”
},
{ – iPhone 5 LandscapeRight
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default-568h”,
[“UILaunchImageOrientation”] = “LandscapeRight”,
[“UILaunchImageSize”] = “{320, 568}”
},
{ – iPad Portrait
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default-Portrait”,
[“UILaunchImageOrientation”] = “Portrait”,
[“UILaunchImageSize”] = “{768, 1024}”
},
{ – iPad LandscapeLeft
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default-Landscape”,
[“UILaunchImageOrientation”] = “LandscapeLeft”,
[“UILaunchImageSize”] = “{768, 1024}”
},
{ – iPad LandscapeRight
[“UILaunchImageMinimumOSVersion”] = “7.0”,
[“UILaunchImageName”] = “Default-Landscape”,
[“UILaunchImageOrientation”] = “LandscapeRight”,
[“UILaunchImageSize”] = “{768, 1024}”
},
{ – iPhone 6 Portrait
[“UILaunchImageMinimumOSVersion”] = “8.0”,
[“UILaunchImageName”] = “Default-667h”,
[“UILaunchImageOrientation”] = “Portrait”,
[“UILaunchImageSize”] = “{375, 667}”
},
{ – iPhone 6 LandscapeLeft
[“UILaunchImageMinimumOSVersion”] = “8.0”,
[“UILaunchImageName”] = “Default-667h”,
[“UILaunchImageOrientation”] = “LandscapeLeft”,
[“UILaunchImageSize”] = “{375, 667}”
},
{ – iPhone 6 LandscapeRight
[“UILaunchImageMinimumOSVersion”] = “8.0”,
[“UILaunchImageName”] = “Default-667h”,
[“UILaunchImageOrientation”] = “LandscapeRight”,
[“UILaunchImageSize”] = “{375, 667}”
},
{ – iPhone 6 Plus Portrait
[“UILaunchImageMinimumOSVersion”] = “8.0”,
[“UILaunchImageName”] = “Default-736h”,
[“UILaunchImageOrientation”] = “Portrait”,
[“UILaunchImageSize”] = “{414, 736}”
},
{ – iPhone 6 Plus LandscapeLeft
[“UILaunchImageMinimumOSVersion”] = “8.0”,
[“UILaunchImageName”] = “Default-Landscape-736h”,
[“UILaunchImageOrientation”] = “LandscapeLeft”,
[“UILaunchImageSize”] = “{414, 736}”
},
{ – iPhone 6 Plus LandscapeRight
[“UILaunchImageMinimumOSVersion”] = “8.0”,
[“UILaunchImageName”] = “Default-Landscape-736h”,
[“UILaunchImageOrientation”] = “LandscapeRight”,
[“UILaunchImageSize”] = “{414, 736}”
},
{ – iPad Pro Portrait
[“UILaunchImageMinimumOSVersion”] = “9.0”,
[“UILaunchImageName”] = “Default-Portrait-1366”,
[“UILaunchImageOrientation”] = “Portrait”,
[“UILaunchImageSize”] = “{1024, 1366}”
},
{ – iPad Pro Landscape Right
[“UILaunchImageMinimumOSVersion”] = “9.0”,
[“UILaunchImageName”] = “Default-Landscape-1366”,
[“UILaunchImageOrientation”] = “LandscapeRight”,
[“UILaunchImageSize”] = “{1024, 1366}”
},
{ – iPad Pro Landscape Left
[“UILaunchImageMinimumOSVersion”] = “9.0”,
[“UILaunchImageName”] = “Default-Landscape-1366”,
[“UILaunchImageOrientation”] = “LandscapeLeft”,
[“UILaunchImageSize”] = “{1024, 1366}”
}
},
UIApplicationExitsOnSuspend = true,
UIPrerenderedIcon = true,
UIStatusBarHidden = true,
ITSAppUsesNonExemptEncryption = false,
NSCalendarsUsageDescription = “Not used within app”,
NSPhotoLibraryUsageDescription = “Not used within app”,
NSCameraUsageDescription = “Not used within app”,
},
}
}
Try changing this:
UIApplicationExitsOnSuspend = true,
to false:
UIApplicationExitsOnSuspend = false,
in your build.settings. Also does it take a while for your app to start up? It appears that your app is showing its UILaunchImage and then about 20 seconds later iOS kills it because it’s taking too long to run.
Rob
Thanks Rob,
I have re-built it with the latest Corona. For some reason the Launch image appear for 20 seconds like you’ve mentioned and then it got killed when I’m copying the build directly from Corona but it is showing crashing like immediately when deploying to TestFlight to test.
Here’s what I get on startup. Is this your first screen or your UILaunchImage?
Hi Rob,
I just created a new build using the latest 3063 and copied to the device from Corona and the UILaunchImage is the same image but stretched to fit the entire screen.
Are you seeing a stretched version of your Icon or is it a stretched version of your Default-568h@2x.png?
It is the stretched version of Default-568h@2x.png. I remembered using an older build of Corona and it shows a non-stretched version.
Did you change the UIApplicationExitsOnSuspend to false?
How much work are you doing in your main.lua before the user gets to see the first screen?
Rob
Yes, I did change to false but it still crashed.
I’m using composer and my main.lua is only transitioning to another scene.
display.setStatusBar(display.HiddenStatusBar)
local composer = require(“composer”)
local scene = composer.newScene()
composer.gotoScene(“dbsetup”)
function scene:create( event )
local sceneGroup = self.view
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == “will” ) then
– Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == “did” ) then
--composer.gotoScene( “logo” )
– Called when the scene is now on screen.
– Insert code here to make the scene come alive.
– Example: start timers, begin animation, play audio, etc.
end
end
– “scene:hide()”
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == “will” ) then
– Called when the scene is on screen (but is about to go off screen).
– Insert code here to “pause” the scene.
– Example: stop timers, stop animation, stop audio, etc.
elseif ( phase == “did” ) then
– Called immediately after scene goes off screen.
end
end
– “scene:destroy()”
function scene:destroy( event )
local sceneGroup = self.view
– Called prior to the removal of scene’s view (“sceneGroup”).
– Insert code here to clean up the scene.
– Example: remove display objects, save state, etc.
end
– Listener setup
scene:addEventListener( “create”, scene )
scene:addEventListener( “show”, scene )
scene:addEventListener( “hide”, scene )
scene:addEventListener( “destroy”, scene )
return scene
Is all of that in main.lua?
You don’t need any of this:
function scene:create( event ) local sceneGroup = self.view end function scene:show( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then -- Called when the scene is still off screen (but is about to come on screen). elseif ( phase == "did" ) then --composer.gotoScene( "logo" ) -- Called when the scene is now on screen. -- Insert code here to make the scene come alive. -- Example: start timers, begin animation, play audio, etc. end end -- "scene:hide()" function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then -- Called when the scene is on screen (but is about to go off screen). -- Insert code here to "pause" the scene. -- Example: stop timers, stop animation, stop audio, etc. elseif ( phase == "did" ) then -- Called immediately after scene goes off screen. end end -- "scene:destroy()" function scene:destroy( event ) local sceneGroup = self.view -- Called prior to the removal of scene's view ("sceneGroup"). -- Insert code here to clean up the scene. -- Example: remove display objects, save state, etc. end -- Listener setup scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) return scene
in main.lua and that could be contributing to the problem.
Rob
Thanks Rob, I have removed all the other lines as you’ve suggested and create a new build using the latest daily build but I am experiencing the same thing. Stretched default screen that hangs for like 10 seconds that it just crashes and closes itself.
Would you mind zipping up your project and sharing it with me rob AT coronalabs DOT com?
Rob
Thanks Rob, I have sent you my project.
My English is not very good. I apologize.
The thing is, I have the same problem. When I upload a new app Apple returns it with an IPv6 problem.
I have read all forum but I have not found how to solve it.
I would appreciate some help.