Search Issue Tracker
Fixed in 2018.2.X
Votes
0
Found in
5.6.3p4
Issue ID
960871
Regression
No
[iOS] iPad Pro10.5 2017 hangs when app is started with an URL
On iPad Pro 10.5'' (iOS 10.3.2), when the game launched via a URL rendering stops on the first frame. The game keeps running on the background; music plays, etc. but the frame remains frozen.
When issue is happening, there's abnormal order of events logged in the device console:
- applicationDidBecomeActive
- applicationWillResignActive
- applicationDidBecomeActive
i.e. main view may somehow lose focus and then get it back. In cases where the issue is not reproduced only one applicationDidBecomeActive event is logged, as it should.
Steps:
1. Download Xcode project from the Own Cloud ("zbs.zip") and open it
2. In Xcode, edit script so it would always "return true;"
3. Run on iPad Pro 10.5 2017
4. In device press: (wait...) > Ignore > (wait...) > Restart > (wait...)
5. Check Xcode console
Expected:
- applicationDidBecomeActive
[...]
- applicationWillResignActive
Actual:
- applicationDidBecomeActive
[...]
- applicationWillResignActive
[...]
- applicationDidBecomeActive
Test results:
iPad Pro 10.5 2017 | iOS10.3.3 | reproducible
iPad Air 2 | iOS9.2 | not reproducible
Important notes:
- Reproduced on both OpenGL ES 2 and Metal.
- No other (slower) device exhibit this issue.
- Setting breakpoints in Xcode prevents the issue from happening.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment