Same as before, I've managed to isolate the issue, sometime back, yall messed with the UI
Crash type: EXC_BAD_ACCESS / SIGSEGV, KERN_INVALID_ADDRESS at 0x3ff800
Where: Main thread, during UILabel allocation inside our own code path (frame just above the crash is in our binary, calling into -[UILabel initWithFrame:] → objc_retain on a garbage pointer).
Likely cause: Use of a dangling/over-released object — something is retaining a UI object (probably a label or its data source) after it's already been deallocated, or an uninitialized object reference is being passed where a valid one is expected.
Suspect area: Given the dozen+ AssetGarbageCollectorHelper and Unity background threads active at crash time, this smells like a race condition — a UI element being torn down on one thread while still referenced/rebuilt on the main thread. Recommend running with Zombie Objects and Address Sanitizer / Thread Sanitizer enabled in a debug build to catch the over-release or race at its actual origin, not just where it surfaces.
Repro context: Happened on macOS (Apple Silicon, M1) running through PlayCover's iOS compatibility layer — worth checking if this also repros on real iOS hardware, since PlayCover's UIKit-to-AppKit translation can sometimes surface latent races that iOS's threading model usually gets away with by luck of timing. If it doesn't repro on real iOS, the bug is still real, just timing-sensitive — PlayCover made it easier to hit, not the cause of it.
Can you just reset the UI please and thank you because I've been waiting for like 6 months now