I’m not sure… so far all my attempts to isolate the code have failed, so I might be barking up the wrong tree. Using a painful mixture of printline debugging and bloodymindedness I’ve narrowed it down to one particular transitions. However I’ve tried recreating an isolated version of the transition and it works fine in its own codebase.
It seems to be a probabilistic bug, and I think it’s dependent on the frame rate and more likely to happen if something intense is going on. So when I used to transition into a huge blur effect the simulator would segfault 50% - 30% of the time. Originally I just assumed that the blur effect was WIP and had issues, but removing the blur effect and going for something less ridiculous reduced the chance of the segfault happening, but didn’t eliminate it.
Again I had a bloom effect, I think removing that had an effect too.
It seems to happen when I’m running two transitions in sync. But I can’t work out whether it’s happening during the transition or when the transition completes.
As it’s a segfault and I can’t make any sense of the reports this is all my best guess - maybe I’m just doing something intensely stupid. I’m happy to send you the entire project if that’s helpful, or if there’s someway of using the crash reports to narrow things down I could look into that.
Also I’ve not tried it in the last week on any of the new Graphics 2 builds, so I’ll give that a go too.