Unity Windows Phone Bug Blues
So I've got one of those bugs that just makes you excited about life in all the wrong ways!
Compiling for window phone 8 either through Unity or Visual Studio, on Application.Load() of our main level the app crashes. The super annoying part is that this doesn't happen in debug mode. I've created a stripped down level, which works - but then the weird begins: If you load the stripped down level before the buggy level then the buggy level works just fine.
I'm fairly happy I've eliminated memory as a source of the crash, so now I'm investigating runtime weirdness with the flavour of CLR that win phone uses. Anyone else have an intuition as to what might be happening? Still trying to isolate exactly what triggers a crash but mostly clutching at straws right now.
Compiling for window phone 8 either through Unity or Visual Studio, on Application.Load() of our main level the app crashes. The super annoying part is that this doesn't happen in debug mode. I've created a stripped down level, which works - but then the weird begins: If you load the stripped down level before the buggy level then the buggy level works just fine.
I'm fairly happy I've eliminated memory as a source of the crash, so now I'm investigating runtime weirdness with the flavour of CLR that win phone uses. Anyone else have an intuition as to what might be happening? Still trying to isolate exactly what triggers a crash but mostly clutching at straws right now.
Comments
Maybe that's an idea? I'll trade you a crazy Unity bug later if this helps ;)
Though I feel like it's definitely something behind the curtain going crazy. I've heard that some JS features are unsupported, like Array(). But I'm struggling to find anything deterministic about when it decides to work and not work. Literally just had and instance where a scene worked, recreate another scene that's identical - dies. Funzies!
Had a cached transform lookup I created in the start function:
Then in the update loop this line killed it:
Totally benign code. If I replace trans with a dynamic lookup ( transform.rotation = rot;) it works. Bug report submitted to Unity. Le sigh. And this kids is why I don't like living on the bleeding edge. Also screw bugs that only present in the release version!
What happened if you put the initial line in Awake instead, still crashed?