不要选择Automatic也不要选择Metal,因为这个选项可能会导致app在Iphone6上出现crash。

一个类似的crash堆栈:

http://stackoverflow.com/questions/31803907/finding-cause-of-crash-sigabrt

Exception Type:  EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Triggered by Thread: Thread name: Dispatch queue: com.apple.main-thread
Thread Crashed:
libsystem_kernel.dylib 0x00000001964fb270 __pthread_kill +
libsystem_pthread.dylib 0x000000019659916c pthread_kill +
libsystem_c.dylib 0x0000000196472b14 abort +
libsystem_c.dylib 0x0000000196447a38 __assert_rtn +
Metal 0x0000000186b93b0c MTLReportFailure +
Metal 0x0000000186b6b24c validateWritePixels +
AGXMetal 0x0000000105994c44 0x10597c000 +
AGXMetal 0x00000001059bc084 0x10597c000 +
Metal 0x0000000186b6ce80 -[MTLIOAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] +
HitAndRescue 0x0000000100970208 TexturesMetal::UploadTextureSubData2D(TextureID, unsigned char const*, int, int, int, int, int, TextureFormat, TextureColorSpace) (TexturesMetal.mm:)
HitAndRescue 0x000000010096b4e0 GfxDeviceMetal::UploadTextureSubData2D(TextureID, unsigned char const*, int, int, int, int, int, int, TextureFormat, TextureColorSpace) (GfxDeviceMetal.mm:)
HitAndRescue 0x000000010091510c TextRenderingPrivate::Font::AddCharacterToTexture(unsigned int, int, unsigned int) (Font.cpp:)
HitAndRescue 0x000000010091564c TextRenderingPrivate::Font::CacheFontForText(unsigned short*, int, int, unsigned int, std::__1::vector<TextRenderingPrivate::TextFormatChange, std::__1::allocator<TextRenderingPrivate::TextFormatChange> >) (Font.cpp:)
HitAndRescue 0x0000000100922c54 TextRenderingPrivate::NativeTextGenerator::Setup() (TextGenerator.cpp:)
HitAndRescue 0x0000000100926db0 TextRenderingPrivate::TextMeshGenerator::Generate() (TextMeshGenerator.cpp:)
HitAndRescue 0x0000000100926c0c TextRenderingPrivate::TextMeshGenerator::Get(UTF16String const&, TextRenderingPrivate::Font*, TextAnchor, TextAlignment, float, float, float, bool, bool, ColorRGBA32, int, int) (TextMeshGenerator.cpp:)
HitAndRescue 0x0000000100911620 TextRenderingModule::TMGenGet(UTF16String const&, TextRendering::Font*, TextAnchor, TextAlignment, float, float, float, bool, bool, ColorRGBA32, int, int) const (TextRenderingModule.cpp:)
HitAndRescue 0x0000000100654798 IMGUI::GetGenerator(RectT<float> const&, GUIContent const&, TextRendering::Font*, TextAnchor, bool, bool, ColorRGBA32, int, int, ImagePosition) (IMGUIUtils.cpp:)
HitAndRescue 0x0000000100650db4 GUIStyle::GetGenerator(RectT<float> const&, GUIContent&) const (GUIStyle.cpp:)
HitAndRescue 0x000000010065108c GUIStyle::CalcSize(GUIContent&) const (GUIStyle.cpp:)
HitAndRescue 0x000000010095f604 GUIStyle_CUSTOM_Internal_CalcSize(void*, ScriptingObject*, Vector2fIcall*) (GUIStyleBindings.gen.cpp:)
HitAndRescue 0x0000000100238490 GUIStyle_CalcSize_m2752 (Bulk_UnityEngine_0.cpp:)
HitAndRescue 0x0000000100066c10 GUIHelper_GetSuggestedFontSizeFull_m1719 (Bulk_Assembly-CSharp_0.cpp:)
HitAndRescue 0x00000001000a8f84 SignupScreen_InitLayoutVariable_m2399 (Bulk_Assembly-CSharp_1.cpp:)
HitAndRescue 0x00000001000a5e2c SignupScreen__ctor_m2394 (Bulk_Assembly-CSharp_1.cpp:)
HitAndRescue 0x00000001000a5b70 LoginScreen_Start_m2349 (Bulk_Assembly-CSharp_1.cpp:)
HitAndRescue 0x00000001003c2da4 RuntimeInvoker_Void_t189(MethodInfo const*, void*, void**) (GeneratedInvokers.cpp:)
HitAndRescue 0x0000000100dd09e0 il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppObject**) (Runtime.cpp:)
HitAndRescue 0x00000001006d4f24 ScriptingInvocation::Invoke(ScriptingException**, bool) (ScriptingInvocation.cpp:)
HitAndRescue 0x00000001006cf1c4 MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodIl2Cpp, ScriptingObject*, ScriptingException**) (MonoBehaviour.cpp:)
HitAndRescue 0x00000001006cf710 MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodIl2Cpp, ScriptingObject*) (MonoBehaviour.cpp:)
HitAndRescue 0x00000001006ce6bc MonoBehaviour::DoGUI(MonoBehaviour::GUILayoutType, int) (MonoBehaviour.cpp:)
HitAndRescue 0x000000010064cd64 GUIManager::DoGUIEvent(InputEvent&, bool) (GUIManager.cpp:)
HitAndRescue 0x000000010064d2b4 GUIManager::SendQueuedEvents() (GUIManager.cpp:)
HitAndRescue 0x0000000100683d68 PlayerLoop(bool, bool, IHookEvent*) (Player.cpp:)
HitAndRescue 0x0000000100487024 UnityPlayerLoopImpl(bool) (LibEntryPoint.mm:)
HitAndRescue 0x000000010000b47c UnityRepaint (UnityAppController+Rendering.mm:)
HitAndRescue 0x000000010000b2e0 __51-[UnityAppController(Rendering) repaintDisplayLink]_block_invoke (UnityAppController+Rendering.mm:)
libdispatch.dylib 0x00000001963b5990 _dispatch_call_block_and_release +
libdispatch.dylib 0x00000001963b5950 _dispatch_client_callout +
libdispatch.dylib 0x00000001963ba208 _dispatch_main_queue_callback_4CF +
CoreFoundation 0x000000018411f7f4 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ +
CoreFoundation 0x000000018411d89c __CFRunLoopRun +
CoreFoundation 0x00000001840492d0 CFRunLoopRunSpecific +
GraphicsServices 0x000000018d9776f8 GSEventRunModal +
UIKit 0x0000000188c46f3c UIApplicationMain +
HitAndRescue 0x00000001000055d0 main (main.mm:)
libdyld.dylib 0x00000001963e2a04 start +

虽然并不能100%确定是这个原因造成的(待验证,验证后再来补充),但是保险起见,还是选ES2.0比较好。

另外Android不开多线程渲染之前说过的。

Unity IOS Build的Graphics API最好是固定Opengl ES 2.0的更多相关文章

  1. OpenGL ES 3.0 Graphics Pipeline

    一:OpenGL ES 3.0 Graphics Pipeline  渲染管道如下图 1.Vertex Buffer/Arrays Objects的数据由应用程序传进来 2.由上图可以看到Textur ...

  2. iOS实现图形编程可以使用三种API(UIKIT、Core Graphics、OpenGL ES及GLKit)

    这些api包含的绘制操作都在一个图形环境中进行绘制.一个图形环境包含绘制参数和所有的绘制需要的设备特定信息,包括屏幕图形环境.offscreen 位图环境和PDF图形环境,用来在屏幕表面.一个位图或一 ...

  3. iOS图像处理之Core Graphics和OpenGL ES初见

    http://www.jianshu.com/p/f66a7ca326dd iOS支持两套图形API族:Core Graphics/QuartZ 2D 和OpenGL ES.OpenGL ES是跨平台 ...

  4. iOS 平台开发OpenGL ES程序注意事项

    本人最近从Android平台的OpenGL ES开发转到iOS平台的OpenGL ES开发,由于平台不同,所以开发中会有一些区别,再次列出需要注意的几点. 1.首先需要了解iOS主要开发框架,再次仅介 ...

  5. IOS 中openGL使用教程1(openGL ES 入门篇 | 搭建openGL环境)

    OpenGL版本 iOS系统默认支持OpenGl ES1.0.ES2.0以及ES3.0 3个版本,三者之间并不是简单的版本升级,设计理念甚至完全不同,在开发OpenGL项目前,需要根据业务需求选择合适 ...

  6. OpenGL ES应用开发实践指南:iOS卷

    <OpenGL ES应用开发实践指南:iOS卷> 基本信息 原书名:Learning OpenGL ES for iOS:A Hands-On Guide to Modern 3D Gra ...

  7. OpenGL ES: (4) EGL API详解 (转)

    上一节我们初步学习了 OpenGL ES.EGL.GLSL 的相关概念,了解了它们的功能,以及它们之间的关联.我们知道了 EGL 是绘制 API(比如 OpenGL ES)与 底层平台窗口系统之间的接 ...

  8. Unity iOS混合开发界面切换思路

    Unity iOS混合开发界面切换思路 最近有很多博友QQ 私信 或则 留言联系我,请教iOS和Unity界面之前相互切换的问题,源代码就不私下发你们了,界面跳转功能的代码我直接贴到下面好了,顺带说i ...

  9. iOS 图形处理 Core Graphics Quartz2D 教程

    Core Graphics Framework是一套基于C的API框架,使用了Quartz作为绘图引擎.它提供了低级别.轻量级.高保真度的2D渲染.该框架可以用于基于路径的 绘图.变换.颜色管理.脱屏 ...

随机推荐

  1. tyvj1468 清理垃圾

    背景 聚会结束,留下许多垃圾.Candy:"好多垃圾啊,飘飘乎居士,我们一起处理垃圾吧!" 描述     Candy家里总共有n个垃圾等待处理,每个垃圾对于Candy和飘飘乎居士处 ...

  2. Kinect开发资源汇总

    Kinect开发资源汇总   转自: http://www.sigvc.org/bbs/forum.php?mod=viewthread&tid=254&highlight=kinec ...

  3. ASP.NET知识总结 (未完) 本人新手

    1:HTTP的工作方式是什么?1)客户端提交表单请求处理 Request2)服务器端处理程序进行处理 Handle3)服务端相应 Response 2:1)get(默认值)是通过地址栏的URL显式地传 ...

  4. html5 json的新用法

    <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8&quo ...

  5. Mac下配置Apache + Php + Mysql环境

    Apache与PHP的配置 Mavericks同以往的OSX一样自带了apache2.2.24和php5.4.17,但默认情况下没有开启,打开终端 sudo apachectl start 这时在浏览 ...

  6. DevExpress 创建EXCEL

    添加库引用:DevExpress.Data.v13.1.dll. DevExpress.Docs.v13.1.dll.DevExpress.Office.v13.1.Core.dll. DevExpr ...

  7. java复杂枚举

    枚举以红绿灯为例,红灯30s后为绿灯,绿灯45s后为黄灯,黄灯5s后为红灯.具体的枚举代码如下: public enum TrafficLamp{ RED(30){ public TrafficLam ...

  8. marquee实现文字移动效果;js+div实现文字无缝移动效果

    1.marquee实现文字移动: <marquee width="220px;" scrollamount="5" onmouseover="t ...

  9. SqlServer 2008登录时报错

    登录SQLServer2008R2时提示如下错误: 在与 SQL Server 建立连接时出现与网络相关的或特定于实例的错误.未找到或无法访问服务器.请验证实例名称是否正确并且 SQL Server ...

  10. mybatis 配置连接池

    <!-- 配置数据源 --> <bean id="dataSource" class="com.alibaba.druid.pool.DruidData ...