Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2018.4.0f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1160341
Regression
No
[iOS] Profiler doesn't connect to a device if Native iOS script plugin is enabled in the project
To reproduce:
1. Open attached project "iOSRemoteProfilerReproduction.zip"
2. Open "SampleScene.unity" scene
3. Select Assets > Plugins > iOS > Override_C++.mm and make sure that in Select platform for plugin iOS is selected
4. Build for iOS with Development Build and Autoconnect Profiler enabled
5. Deploy the Xcode project to an iOS device
6. In Editor open Profiler window
7. On the top Profiler menu bar change from Editor to an iPhone device that is connected to your machine
Expected result: the device is connected to the Profiler window
Actual result: getting connection errors in the console
Reproduced on:
2017.4.0f1 2018.4.2f1 2019.1.7f1 2019.3.0a6
Notes:
- Doesn't reproduce on MacOS Standalone, Android device:
VLNQA00093, Samsung Galaxy S6 edge (SM-G925F), Android 7.0, CPU: Exynos 7 Octa 7420, GPU: Mali-T760
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
Resolution Note:
The issue is caused by the code in plugin. If function names match those in static library, then they are used instead of those from library. Thus some function names should be avoided, i.e. "bind" is a function name from BSD socket library.