unity在关闭时总是发生崩溃,有崩溃日志,求大神帮助解决下~ [version: unity ios 崩溃5.3.5p3_4c1fbb057dc3]

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For that, try looking at the Editor.log file after unity crashes which can be found here:
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Unity3D引擎崩溃、异常、警告、BUG与提示总结及解决方法
时间: 14:23 来源:Unity之家 作者:unity.jb51.net 浏览:
1.Unity3D经常莫名奇妙崩溃。一般是由于空异常造成的,多多检查自己的引用是否空指针。2.编码切换警告提示。警告提示:Some are Mac OS X (UNIX) and some are Windows.This might lead to incorrect line numbers in stacktraces andcompiler errors. Many text editors can fix this using Convert LineEndings menu commands.编码格式问题,VS的话直接高级保存方案里面修改,一般我选的是UNICODE(UTF8代签名)MACINTOSH(CR),WINDOW下的可以选WINDOWS的格式,两边都要用的话,推荐选CR。3.中文界面解决问题。monodevelop中文显示解决方法:/bbs/read.php?tid-78563.html中文Mac系统下MonoDevelop乱码解决: http://blog.csdn.net/ssihc0/article/details/6796118 4.安装空项目报错不知道怎么地,在IOS试过一次空项目也在错误提示。大概是说什么“找不到需要的方法”。重装一下就好了,估计是UNITY文件损坏或者安装不完全出错了。错误提示:MissingMethodException:&Cannot&find&the&requestedmethod.估计是破解Unity3D造成的,该破解文件可能是不支持WIN7下的。解决方法:换正版或换个破解文件。5.平台编译错误或库引用缺失错误提示:error&CS1061:&Type&`System.IO.FileInfo'&does&not&containa&definition&for&`Delete'&and&no&extension&method&`Delete'&of&type`System.IO.FileInfo'&could&be&found&(are&you&missing&a&usingdirective&or&an&assembly&reference?)出了这个错误一般有两个原因了。&&&&1.没有引用相关的库。&&&&2.选错编译平台。(BuildSetting里面的Platform)&&&&错误提示:Could not startcompilationWin32Exception:ApplicationName=“XXXX\mono.exe”,……&&&&解决方式:重装UNITY3D。6.内存资源加载错误问题错误提示:Trying to reload asset from disk that is not stored ondisk个人是在加载多个ASSETBUNDLE时,用了释放镜像之后,发生了下面的BUG。这个警告它并没有对游戏流程有任何影响,不过一直跳出来很烦人。我们项目中是因为用Dictionary删除的时候没有删除完整导致的。解决方案参考:.cn/s/blog_5b6cbipi.html个人认为比较大可能是下面的原因:还没释放完镜像再次加载就出BUG了。将所有ASSETBUNDLE加载完后再同一释放,这样就没问题了。Unity will only allow you to have a single instance of aparticular AssetBundle loaded at one time in your application.&Whatthis means is that you can't retrieve an AssetBundle from a WWWobject if the same one has been loaded previously and has not beenunloaded.&In practical terms it means that when you try to access apreviously loaded AssetBundle like this:(BY:/Documentation/Manual/keepingtrackofloadedassetbundles.html)国外论坛的讨论:/threads/49298-Trying-to-reload-asset-from-disk-that-is-not-stored-on-disk貌似老外也没完全确切搞定这个。错误提示:Deletingpersistent object without writing it first不论如何你都不应该直接修改一个从assetbundle加载进来的最初数据,一般都要先实例化出来再对其修改。但是引用的东西(例如mesh),这些也不能修改它。若要修改的话,则先复制一份出来。复制一份模型出来重新复制,以免直接修改被引用的镜像模型。如下: Mesh&temp&=&Mesh.Instantiate(smr.sharedMesh)&as&M&&&&
  myMesh.sharedMesh&=&
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