Black screen on ios 12 - HelloAR - works in unity editor and android phone

0 votes
asked Nov 30 by freiddy (140 points)

Hi there,

I'm using unity 2018.1.5 and the HelloAR example with a custom picture.

It works fine on editor, on builted android, but on iphone i got a blackscreen.

Do you have any advice ?

Thanks in advance

Here is  what's displayed within xCode when i launch the app :

2018-11-30 18:32:03.967579+0100 helloar[266:5636] [DYMTLInitPlatform] platform initialization successful

2018-11-30 18:32:04.000360+0100 helloar[266:5458] Built from '2018.1/release' branch, Version '2018.1.5f1 (732dbf75922d)', Build type 'Release', Scripting Backend 'il2cpp'

2018-11-30 18:32:04.002093+0100 helloar[266:5458] -> registered mono modules 0x101f4fa40

-> applicationDidFinishLaunching()

2018-11-30 18:32:04.177663+0100 helloar[266:5458] Metal GPU Frame Capture Enabled

2018-11-30 18:32:04.180832+0100 helloar[266:5458] Metal API Validation Disabled

2018-11-30 18:32:04.273634+0100 helloar[266:5458] [Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture recognizer - this is unsupported and will have undesired side effects

-> applicationDidBecomeActive()

Renderer: Apple A10 GPU

Vendor:   Apple Inc.

Version:  OpenGL ES 2.0 Metal - 58.4

GLES:     2

GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_r

ead_format GL_IMG_texture_compression_pvrtc 

OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level  <OpenGL ES 2.0> ; Context handle -2081380704

Initialize engine version: 2018.1.5f1 (732dbf75922d)

UnloadTime: 1.692083 ms

Require Initialize!






(Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)

Failed to load target on start


(Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)

Failed to load target on start


(Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)

Failed to load target on start


(Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)

-> applicationWillResignActive()

-> applicationDidEnterBackground()

1 Answer

0 votes
answered Dec 3 by zhnagjian (1,200 points)

I'm sorry for not replying you in time and there are a few things  you should pay attention to:

First, you need to set the content at Graphics to OpenGLes2 in Unity.

Second, you should add Privacy-Camera Usage Description at info in xcode

Finally, you need to set Yes to No at Enable Bitcode in build setting of xcode  

I hope these points will help you solve the problem.

Thank you!
commented Dec 3 by freiddy (140 points)
Hi Zhnagjian,

Thanks a lot for your answer.
I did forgot to allow the camera.
+ i think that i needed to change the targets.json file because i changed an asset.
Anyway it works now  OH YEAH :)
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