Unity3D for iOS: Black Screen After Loading Screen on iPad 3, iOS 6

I’ve heard of this error happening when you accidentally have a sprite sheet set to about 2048 pixels in width or height.

This just started happening to me, after I upgraded my Mac OS from 10.6.8 to 10.7.5, running Unity 3.5.6f4 and upgraded to TexturePacker Pro 3.0.1.

The error didn’t show for me on iPhone 4S or iPad 2. As soon as I tried to load my dev .ipa onto an iPad 3 running iOS 6 via iTunes, I started seeing the black screen.

Then I opened Xcode and hit Run with my iPad 3 plugged in and here’s the error that came up in Xcode’s Console:

- Completed reload, in  0.212 seconds
-> applicationDidBecomeActive()
UI texture is being autoloaded and it doesn't exist. Cannot find texturePackerConfigName: imgSheet4x

(Filename: /Applications/buildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/iPhonePlayer-armv7/UnityEngineDebug.cpp Line: 43)


Saw this in Thread 1 too:

My_App_Name`UISpriteManager_loadTextureAndPrepareForUse + 260 at Assembly-CSharp-firstpass.dll.s:17293: <<<<<< Thread 1: EXC_BAD_ACCESS (code=1, address=0x0)

Now, I’m not using any 4x sprite sheets in this particular project due to file size constraints.

I just had my production machine upgraded from OS X 10.6.8 to OS X 10.7.5. Looks like this is what did it. 10.6 couldn’t really detect iPad3’s high res display, so stuff published out of Unity3D on 10.6 just auto scaled everything and used the 2x sprite sheet. Now that I’m on OS X 10.7, the OS suddenly allows iPad3 detection, UIToolkit responds by trying to load the 4x texture, which I don’t have due to .ipa file size constraints.

Changing the following in UI.cs:

	isHD = true;
				scaleFactor = 4; 
				hdExtension = "4x"; 

to this, by itself, just makes everything super tiny on iPad3’s display:

	isHD = true;
				scaleFactor = 2; //scaleFactor = 4
				hdExtension = "2x"; //hdExtension = "4x";

The quick fix here seems to be to republish from Unity installed on a machine w/ OS X 10.6.8. Your Unity license allows up to 2 installs per license. Remember, that operating system upgrades on the same machine count as “an install” in this case. If you’ve reached your limit, you can email Unity’s support and ask to deactivate one machine associated with your email address. They seem to be able to do it within a day or so. Then you can install on a new machine as needed. Not pretty, but an option.

Long term, you have to either add a 4x sprite sheet or update code to auto scale your UI.

Unity3D for iOS: TexturePacker Atlases > 2048×2048 for UIToolkit Sprites Get Distorted

Not sure what’s doing it but if my Texture Atlas .png get bigger than 2048×2048 a lot of my graphics start looking pixelated, like Unity or UIToolkit is sizing the .PNG down before rendering and then using the scaled up smaller version to render as 100% (or scale = 1).

UPDATE: Posted it on the UIToolkit thread. Prime31 reminded me that “many devices do not support textures that large” (4096×4096).

To do: break the texture atlas up into two, at 2048×2048 each.