ios - SceneKit crash in unknown (internal?) method -


i'm trying integrate third-party scenekit code app, , i'm experiencing mysterious crash. oddly, crash gives no error or log in xcode, , stack trace "uiapplicationmain". no helpful info there.

the code works in third-party app got , i've copied wholesale, know must delegate call or framework haven't included, etc. first experience scenekit i'm having trouble closing in on be.

the crash happens during event user taps on screen , new 3d object added scene. i've breakpointed associated methods, , crash seems happening in in-between time, presumably internal scenekit functionality, can't pinpoint it.

my crashlytics report, though, did pick info, have included here:

thread : crashed: com.apple.main-thread 0  libobjc.a.dylib                0x00981ea8 _objc_empty_cache 1  scenekit                       0x015e0273 __28-[scnphysicsbody _setowner:]_block_invoke + 214 2  scenekit                       0x016b05b5 c3dtransactionflush + 2014 3  corefoundation                 0x00bff86e __cfrunloop_is_calling_out_to_an_observer_callback_function__ + 30 4  corefoundation                 0x00bff7b0 __cfrunloopdoobservers + 400 5  corefoundation                 0x00bf51ea __cfrunlooprun + 1226 6  corefoundation                 0x00bf4a5b cfrunlooprunspecific + 443 7  corefoundation                 0x00bf488b cfrunloopruninmode + 123 8  graphicsservices               0x043042c9 gseventrunmodal + 192 9  graphicsservices               0x04304106 gseventrun + 104 10 uikit                          0x01b99106 uiapplicationmain + 1526 11 sw livesheet                   0x0007888a main (main.m:14) 12 libdyld.dylib                  0x04e61ac9 start + 1 

a search of project finds no examples of scnphysicsbody _setowner:, i'm assuming internal scenekit method?

does know might causing crash this? i'll include methods might relevant (if tell me might be), series of methods create object long, didn't seem productive blindly copy here. plus, said, crash seems happening "between methods" anyway.

does recognize error? or there common "getting started scenekit" mistakes might making, lead this? know code works because works in other project, it's matter of got lost in translation. also, scene load before tap begins process of adding new object.

can point me in right direction? idea of investigate appreciated.

thanks helping out scenekit newbie!

weirdly, answer ended being running app on device. never figure out wrong in simulator, tried running on device, worked without changing anything!

frustrating, try hunt down solution such weird thing, experiences similar.

if you're doing scenekit , you're getting bizarre error this, try running on device before tear of hair out.


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