Below is the Error I get, and I literally cannot move on because I can't test on my devices.
The game will build to the phone, but then just won't open, crashes on start.
I am not sure if it is even related to this error though as the build was working yesterday, and today it just stopped. All my Provisioning Profiles are up to date and active!
And it makes no sense that all my games stopped working at the same time, please help ASAP
2016-06-25 18:19:36.140 COLOR4MEN[2650:1180300] -> registered mono modules 0x13d93c0
-> applicationDidFinishLaunching()
-> applicationDidBecomeActive()
Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-124.1
GLES: 2
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp
ression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level ; Context handle 376054288
Initialize engine version: 5.4.0b19 (0df597686c75)
OnLevelWasLoaded was found on DOTweenComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.onSceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 375)
OnLevelWasLoaded was found on ShowcaseGUI
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.onSceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 375)
OnLevelWasLoaded was found on PlayMakerFSM
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.onSceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 375)
-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)
+ _ZBufferParams.y))));
highp vec4 tmpvar_4;
tmpvar_4 = (_PreviousVP * (unity_CameraToWorld * tmpvar_3));
highp vec2 tmpvar_5;
tmpvar_5 = (((tmpvar_4.xy / tmpvar_4.w) + 1.0) / 2.0);
tmpvar_2 = (xlv_TEXCOORD0 - tmpvar_5);
mediump vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 1.0);
tmpvar_6.xy = tmpvar_2;
gl_FragDepthEXT = tmpvar_1.x;
gl_FragData[0] = tmpvar_6;
}
-------- failed compiling:
fragment evaluation shader
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:31: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
UnloadTime: 5.886416 ms
FSM not Preprocessed: Game Over Manager : FSM
AddEventHandlerComponent: PlayMakerFixedUpdate
FSM not Preprocessed: Controls : FSM
AddEventHandlerComponent: PlayMakerFixedUpdate
FSM not Preprocessed: Ball : FSM
AddEventHandlerComponent: PlayMakerFixedUpdate
FSM not Preprocessed: Ball : FSM
2016-06-25 18:19:40.800 COLOR4MEN[2650:1180300] Initializing Unity Ads version 1506 (Unity 5.4.0b19) with gameId 117496
GetBanner shoudl be called only after Init function. Call ignored
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
2016-06-25 18:19:40.970 COLOR4MEN[2650:1180300] google ad Inited
2016-06-25 18:19:40.970 COLOR4MEN[2650:1180300] ad unity id: ca-app-pub-4516703388804383/9412377955
2016-06-25 18:19:40.970 COLOR4MEN[2650:1180300] ChangeInterstisialsUnitID
2016-06-25 18:19:40.971 COLOR4MEN[2650:1180300] interstitial ad unity id: ca-app-pub-4516703388804383/9240594357
2016-06-25 18:19:40.972 COLOR4MEN[2650:1180300] GAD: CreateBanner
2016-06-25 18:19:40.972 COLOR4MEN[2650:1180300] GAD: InitBanner
2016-06-25 18:19:41.249 COLOR4MEN[2650:1180300] IOS 8 detected
2016-06-25 18:19:41.250 COLOR4MEN[2650:1180300] GAD: StartBannerRequest
2016-06-25 18:19:41.280 COLOR4MEN[2650:1180360] To get test ads on this device, call: request.testDevices = @[ @"9095064911c32483c4128817cec17a86" ];
Setting up 1 worker threads for Enlighten.
Thread -> id: 416f1000 -> priority: 1
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