We got a crash with this callstack (NGUI 3.5.6). Any ideas?:
1 libsystem_kernel.dylib __pthread_kill + 8
2 libsystem_pthread.dylib pthread_kill + 108
3 libsystem_c.dylib abort + 108
4 cb GC_stop_world (darwin_stop_world.c:569)
5 cb GC_stopped_mark (alloc.c:611)
6 cb GC_try_to_collect_inner (alloc.c:460)
7 cb GC_collect_or_expand (alloc.c:1264)
8 cb GC_allocobj (alloc.c:1353)
9 cb GC_generic_malloc_inner (malloc.c:133)
10 cb GC_generic_malloc (malloc.c:182)
11 cb GC_malloc (malloc.c:287)
12 cb il2cpp::vm::Object::Clone(Il2CppObject*) + 40
13 cb MulticastDelegate_RemoveImpl_m22652 (GeneratedVirtualInvokers.h:20)
14 cb UIAnchor_OnDestroy_m10577 (Bulk_Assembly-CSharp_9.cpp:4076)
15 cb RuntimeInvoker_Void_t471(MethodInfo*, void*, void**) (GeneratedInvokers.cpp:12)
16 cb il2cpp::vm::Runtime::Invoke(MethodInfo*, void*, void**, Il2CppObject**) + 64
17 cb ScriptingInvocation::Invoke(ScriptingException**, bool) (ScriptingInvocation.cpp:128)
18 cb ScriptingInvocationNoArgs::InvokeChecked() (ScriptingInvocationNoArgs.cpp:83)
19 cb MonoBehaviour::CallMethodInactive(ScriptingMethodIl2Cpp) (MonoBehaviour.cpp:370)
20 cb Unity::GameObject::WillDestroyGameObject() (GameObject.cpp:84)
21 cb PreDestroyRecursive(Unity::GameObject&, unsigned long*) (GameObjectUtility.cpp:1222)
22 cb DestroyGameObjectHierarchy(Unity::GameObject&) (GameObjectUtility.cpp:1287)
23 cb DestroyObjectHighLevel(Object*, bool) (GameObjectUtility.cpp:1447)
24 cb CleanupAllObjects(bool) (SaveAndLoadHelper.cpp:298)
25 cb CleanupEngine() (SaveAndLoadHelper.cpp:450)
26 cb PlayerCleanup(bool, bool) (Player.cpp:1162)
27 cb UnityCleanup (LibEntryPoint.mm:237)
28 UIKit -[UIApplication _terminateWithStatus:] + 192
This was on IOS. The crash involved UIAnchor_OnDestroy (although I'm not certain ngui was the culprit). Thanks.