@Laxus “Working fine for me” still doesn’t address the crash I reported.
You made the dylib, but the relevant part is what the crash actually shows.
I checked the IPA and the device crash report.
The app is not dying because of signing, a missing framework, or because iGG itself won’t run. iGG works on the same device (iPhone 17 Pro Max iOS 26.6.1).
The app gets into runtime and stays alive for ~14 seconds before it crashes with:
EXC_BAD_ACCESS
SIGBUS
EXC_ARM_DA_ALIGN
CPU then tries to execute:
0x11a2712a2
That is not a valid ARM64-aligned instruction address.
This crash pattern points to an invalid function/hook, or some other incompatibility in the .dylib on this game/device/iOS combination.
So yes, it may be “working fine for you.”
That does not mean your build is currently "fine" universally, and it doesn’t make the crash nonexistent.
I’m not saying I’ve isolated the exact hook inside your code yet. I am saying the actual crash evidence points very strongly at the custom dylib/hook path rather than iGG or a generic sideloading issue or my Device.
A more useful response than “works for me” would be acknowledging that it’s reproducibly crashing in another environment and checking the hook compatibility.