YoYoGames / GameMaker-Bugs

Public tracking for GameMaker bugs
22 stars 8 forks source link

All Projects Segfault on iOS Simulators #7156

Closed gm-bug-reporter[bot] closed 1 month ago

gm-bug-reporter[bot] commented 1 month ago

Description

When attempting to run any game built in GM to an iOS simulator every project segfaults before the game can run. Building to real, physical devices does not cause this issue.

This issue is new to 2024.6, prior versions could build to simulators with no trouble. Please note I am using VM to test.

Steps To Reproduce

Open a blank project, do not add any code or assets. Select iOS as build target, GMS2 VM Select a simulator iOS device. Game will build successfully, then when attached to simulator the project will always segfault. If built to a real actual device the project will run successfully.

Which version of GameMaker are you reporting this issue for?

IDE v2024.6.2.162 Runtime v2024.6.1.208

Which operating system(s) are you seeing the problem on?

Mac 14.5

Which platform(s) are you seeing the problem on?

iOS, macOS

03848044-b780-49d2-bed9-1108af0c5fcb

YYDan commented 1 month ago

Duplicate of https://github.com/YoYoGames/GameMaker-Bugs/issues/6172

YYDan commented 1 month ago

The issue is the Xcode version, not the GM version, btw.

Although it's still in beta and so not really recommended for actual use, if you were to try Xcode 18 and its updated simulator you should find all is well again already.

shamusl commented 1 month ago

The issue is the Xcode version, not the GM version, btw.

Although it's still in beta and so not really recommended for actual use, if you were to try Xcode 18 and its updated simulator you should find all is well again already.

This may be true, but it is impossible to release builds on the App Store in this state. App Store review tests every app and game in a simulator and will not use Xcode 18 for the review process.

Currently all GM games cannot be reviewed by Apple, published, or updated. A month and a half is too long to wait for the entire iOS platform to be supported by GM again.

rwkay commented 1 month ago

We have had many games recently that have passed Apple submission without an issue - have you had actual problems with this?

shamusl commented 1 month ago

We have had many games recently that have passed Apple submission without an issue - have you had actual problems with this?

I haven’t absolutely confirmed an issue yet, but my game is stuck in App Store review now for a week. When this happens it has been my experience that it is not going to be approved. Usually approvals happen within 1 business day. If/when I get my rejection I will update this post.

Thank you

shamusl commented 2 weeks ago

We have had many games recently that have passed Apple submission without an issue - have you had actual problems with this?

I did indeed finally get approved by the App Store after about 3 weeks. Thank you for your help. I am sorry for my forceful and uncalled for insistence. I was frustrated with the wrong organization. You didn’t deserve the amount of pressure I put on you, here or on Discord. I read dismissiveness into your response when perhaps it wasn’t really there.

Thank you for your help. The newest (yet to be released) Xcode 16 version is tested working with all simulators?

Maybe it’s neither here nor there, but do you know what went wrong with simulators on the current Xcode version? I still do need to test on simulators for devices I don’t own sometimes, and I can confirm this is still a problem, unfortunately. I am usually reluctant to update to the very latest .0 update of any major software, from Xcode to macOS itself. Have you seen any other issues in your testing running the latest betas?

Separate of that:

I was under the impression that with interpreted languages like GML “if it segfaults, it’s not my fault”, is this fair? It is my understanding that a segfault is always GMs fault. Should I report future segfaults not caused by this issue?