Open TonSharp opened 2 weeks ago
Hey @TonSharp, thanks for reporting this in a brand new issue. Say, can you reproduce it yourself? Does it happen always or only some times? Any more information other than this stack trace and iOS versions?
Unfortunately I don't have an iOS device handy and can't reproduce this crash right now. I will ask the testers in my team to look at the build on a 7 iPhone and I will write you back soon
@gilzoide Hello again! I have been researching app crashes on iPhone 7 with my team for some time. I can say that they happen periodically. One of the steps that leads to a 100% crash is to start playing the lottie animation right after launch. If you wait about 5-7 seconds after startup, then everything as far as I can see works stably
One of the steps that leads to a 100% crash is to start playing the lottie animation right after launch.
Hmm, weird huh. But 100% reproductivity is good, makes it easier to debug.
Maybe there's some race condition in the code 🤔 I can see in ImageLottiePlayer
some places that should definitely complete the _renderJobHandle
just to make sure nothing is running concurrently.
Maybe there's some issue on low memory as well, if your app loads too much stuff right away and only releases afterwards in these 5~7s, I don't know. Did you see if you are receiving low memory messages in these devices?
By the way, are using the ImageLottiePlayer
component or running animations manually?
I don't receive the low memory message. I am using ImageLottiePlayer
with Auto Play
turned off, and at the right time through the code I call the Unpause()
method
I'm observing a several iOS crashes
This one is reproducible on iOS 15. Devices: iPhone 6s, 7, 7 Plus
And this one reproducible on iOS 14, 15 and iPadOS 16. Devices: iPhone 6s, 7, 7 Plus, iPad Pro