I'm aware that having a large initial level in Unity causes the iPhone/iPad to shut down the app before it is done loading. The solution, I thought, would be a loading level that yields for 1 or 2 frames and then proceeds to load the next level.
functon Start()
{
yield;
Application.LoadLevel(1);
}
This doesn't seem to work for some reason. Both scenes are setup correctly in the build window of Unity, and in Xcode no errors occur.
Anyone have any suggestions that I may persue?