Unity 2022 LTS, Mac M1 Ventura, ARDK 3.1 , iPhone 11
How to reproduce: Create an empty project with ARDK 3.1 installed. Set-up the scene with an XR Origin and AR Session and build to to iOS. Build successful. Then in XCode build it to your phone.
Error message:
[Override_iOS load]
[UnityMemory] Configuration Parameters - Can be set up in boot.config
“memorysetup-allocator-temp-initial-block-size-main=262144”
“memorysetup-allocator-temp-initial-block-size-worker=262144”
“memorysetup-bucket-allocator-granularity=16”
“memorysetup-bucket-allocator-bucket-count=8”
“memorysetup-bucket-allocator-block-size=4194304”
“memorysetup-bucket-allocator-block-count=1”
“memorysetup-main-allocator-block-size=16777216”
“memorysetup-thread-allocator-block-size=16777216”
“memorysetup-gfx-main-allocator-block-size=16777216”
“memorysetup-gfx-thread-allocator-block-size=16777216”
“memorysetup-cache-allocator-block-size=4194304”
“memorysetup-typetree-allocator-block-size=2097152”
“memorysetup-profiler-bucket-allocator-granularity=16”
“memorysetup-profiler-bucket-allocator-bucket-count=8”
“memorysetup-profiler-bucket-allocator-block-size=4194304”
“memorysetup-profiler-bucket-allocator-block-count=1”
“memorysetup-profiler-allocator-block-size=16777216”
“memorysetup-profiler-editor-allocator-block-size=1048576”
“memorysetup-temp-allocator-size-main=4194304”
“memorysetup-job-temp-allocator-block-size=2097152”
“memorysetup-job-temp-allocator-block-size-background=1048576”
“memorysetup-job-temp-allocator-reduction-small-platforms=262144”
“memorysetup-temp-allocator-size-background-worker=32768”
“memorysetup-temp-allocator-size-job-worker=262144”
“memorysetup-temp-allocator-size-preload-manager=262144”
“memorysetup-temp-allocator-size-nav-mesh-worker=65536”
“memorysetup-temp-allocator-size-audio-worker=65536”
“memorysetup-temp-allocator-size-cloud-worker=32768”
“memorysetup-temp-allocator-size-gfx=262144”
Built from ‘2022.3/staging’ branch, Version ‘2022.3.14f1 (eff2de9070d8)’, Build type ‘Release’, Scripting Backend ‘il2cpp’
MemoryManager: Using ‘Default’ Allocator.
→ applicationDidFinishLaunching()
[Physics::Module] Initialized MultithreadedJobDispatcher with 5 workers.
[Subsystems] Discovering subsystems at path /private/var/containers/Bundle/Application/8AF396CC-8F51-4DC9-BADE-0095B20D74C6/Humming Havoc.app/Data/UnitySubsystems
[Subsystems] No descriptors matched for examples in UnitySubsystems/LightshipARDK/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘inputs’ descriptors matched in UnitySubsystems/LightshipARDK/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for displays in UnitySubsystems/LightshipARDK/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘meshings’ descriptors matched in UnitySubsystems/LightshipARDK/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for examples in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘inputs’ descriptors matched in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for displays in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘meshings’ descriptors matched in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json
GfxDevice: creating device client; threaded=1; jobified=0
Initializing Metal device caps: Apple A13 GPU
Initialize engine version: 2022.3.14f1 (eff2de9070d8)
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object ‘’) is missing!
XRGeneral Settings awakening…
UnityEngine.XR.Management.XRGeneralSettings:Awake()
libc++abi: terminating due to uncaught exception of type Il2CppExceptionWrapper
I also got these messages:
Assertion failed: (false && “compact unwind compressed function offset doesn’t fit in 24 bits”), function operator(), file Layout.cpp, line 5758.
Linker command failed with exit code 1 (use -v to see invocation)
Investigation further I also got this Error Message:
[12:57:51.062164 +01:00] [—E—] [argeo/ardk-next/unity/cc/user/meshing/meshing_provider_api.cc:19] [thread 77064] assertion failed: meshing_interface.IsValid()
I restarted my phone and my computer and I also created another new project. When I build an empty project to my phone anything works as expected, when I install Lightship I get the error messages above.
Update: I started another try , creating a blank 3D Project installing AR Foundation → Build → Everything worked perfectly on device. Then I installed ARDK 3.1, In editor testing worked fine with playback → Build succeeded but got the same Thread 1 error again.
I uploaded the whole project here:
https://drive.google.com/drive/folders/1KITHhSy2dTMkF0tzZnF0SY3Pzo4Ozx1v?usp=sharing
Thanks in advance!