I have a free and paid version of the same android app.
Some users (always using Samsung tablets) reported that the camera preview was stretched with one of the apps, and OK with the other.
I managed to find a Samsung Tab A6 to reproduce the problem.
I first realized that the difference was that one of the app was using a different display density, width and height.
Then, using "adb logcat", I saw logs about requests to https://service.game-mode.net/gamemode/v3/packages/ with my app pakage name as a parameter. Other logs for same PID indicated: "SELinux : SELinux: seapp_context_lookup: seinfo=platform, level=s0:c512,c768, pkgname=com.enhance.gameservice". From what I saw on the net, "com.enhance.gameservice" is a Samsung Game Optimization service.
So far, I have found 3 ways to fix the problem, but none of them can be a solution for my users. The problem disappears if:
I change the applicationId in the app/build.gradle file (the app becomes unknown to com.enhance.gameservice)
I switch off all internet access during the installation through USB of the apk
I remove the service with command "adb shell cmd package uninstall -k –user 0 com.enhance.gameservice" (the package comes back automatically after some times)
My problem looks related to Galaxy Note 5: Density Reduced Automatically. Unfortunately, Game Tuner app which is mentioned in the accepted answer, is not available on all Samsung tablets (it is not available on my Galaxy Tab A6).
Is there a way to get rid of the interactions with the Samsung Game Optimization service? Note that my app is not a game.
I answer my own question.
I used the contact email from Game Tuner (https://play.google.com/store/apps/details?id=com.samsung.android.gametuner.thin) hoping they could do something about my issue. A few hours later, I got an answer indicating that my app was wrongly categorized as a game and that they changed it but that I needed to wait 1-3 days before all devices are updated. One day later, I could check that I got category_code":"non-game" in the response from https://service.game-mode.net/gamemode/v3/packages, and that my issue was fixed.
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I have a problem with Unity3D. I created a game with Unity 4.6.2f1. My problem is, game crashes after splash screen(Like trying to open itself constantly). The weird part is, game works on my phones and my tablets perfectly. I have Nexus 5(With Android 5.1.1) , Iocean X7S(With Android 4.2.2) , PolyPad tablet(Android 4.2.2) , Teclast X98(Android 4.4.4). I had some beta testers which have LG G2 , Samsung S5660 , Sony Xperia Z3 , HTC M8. From these 4 phones only Samsung make it run while others failed. I first though that this is because display bits. So I unchecked 32 and 24 bits Display buffer. Same result. Then I triend to change forcing Open GL ES version. I tried to build it with "Automatic" section - I don't know if its failed or not but It started to fade to black after a time even in my devices so I guess It's not an option for fixing. Then I tried to force it to use Open GL ES 3.0 , failed again. Then I read in somewhere that my AdMob plugin might be the reason , so I removed the components of AdMob from scenes and deleted all AdMob Plugin files. Same result. Since the crashed phones are not under my control , Its really hard to detect real problem easily because I really need to beg to my friends for every test since my testers are my friends and they have their own personal life, according to them its more important than testing my game whole day. By the way , I would like to add this too , like a month ago , everything were alright. It was running normal on my friends phone(The one who has G2). I'm getting suspicious from signing the apk. Because before signing it , while I was sending it without sign , It was working. That might be wrong idea of course. I'm not an expert so Im here for your helps. I really would like to know why this is happening and I want to fix this. Thanks!
Okay , I found the solution. It turns out that one of my script was responsible for this problem. So I deleted it and rewrite another script that do the same job. I assume, script was trying to use RAM over and over , so because of that, Adreno 330 type processors try to block the App's Open GL for preventing phone from total crash. This is only assumption of course. But If you are having a problem like I had , especially in Adreno 330 processors, try to check your codes first for any overloading.
I have faced similar issues, sometimes the problem was the memory of the device, null reference etc. also you could try forcing Open GL ES 2.0
srry can't make comments
We are evaluating Delphi XE5 specifically to see how easy it is to develop mobile apps. We have developed a simple Android app that scrolls through a TClientDataset using a DBNavigator. The application comprises a few input fields, labels and slider controls (TSwitch).
Everything works ok and sliders (animations) are responsive, except on a Google Nexus 10 (Android 4.3) where everything happens in slow motion. It is like the app is still running in emulator mode. (A sliding button takes over 2 seconds to move from left to right!)
We have successfully tested the app on a Samsung Galaxy S3 (Android 4.1.2) and a HTC One (4.2.2) and the UI is as responsive as one would expect.
Update.
We asked the question at Code Rage 8 and they are referring it to the R&D Department. Will update when or if we get an answer.
I see mention of the screen resolution in comments. Has it actually been determined that it is the screen resolution that is the issue here?
Can you go into the developer options on the Nexus and try anything there that forces GPU usage or whatever might potentially help things along graphics-wise?
And is there anything clue-like in logcat? Run monitor.bat in the Android SDK tools directory or, if the path to it has spaces in, then that won't work so run ddms.bat instead from the same location (DDMS doesn't abort due to spaces in the path).
It would be good to get more evidence on the problem, rather than (educated) guesswork.
If it turns out to be screen size, well that will be interesting for Embo.
I made a game for the first time and had just finish the dev. So I sent my game to some friends for beta testing, The apk work well for every tester exept for one using a Samsung Galaxy note 2.
The game crash when he pressed the "play" button. But when I made an emulator with the same carac, the game work well (exept for a switch between 2 activities, but without crashing).
I can't get the note 2 cause my friend is far, so I can't use the LogCat to see whats happened.
My emulator is :
Galaxy note 2
720x1280 large xhdpi
Keyboard = off
skin = on
android 4.1.2 (the same he have)
Proc: MIPS(mips)
Ram 748
vm heap 32
Storage 1Gb
I really don't understand what happend and that make me mad >,<
You can ask your friend to send you the LogCat.
There maybe some issue specific to his device(conflicts from other apps, etc). Get someone else with a Note 2 to test as well to confirm.
Or I can help you with beta-testing if you want. I'll send the LogCat.
A week ago,I developed a app and published to google play.
App Link
This app use camera and activity-alias . It works fine in my phones(S1,S2,New One,Sony Xperia v). But after i published to google play , i found many problems,like HTC one x camera or HTC butterfly activity-alias not working in my app . I dont have these phones ,so its hard to debug .
Is there a good way to solve this situation ? I used some test websites like appThwack and Keynote. But it only response me error message, I am hard to debug too,because it need to upload apk to test(spend long time).
I have found that with Android getting feedback from users on their specific device in inevitable, and unless you have those devices to test on beforehand you won't know until someone tells you.
Android is on so many devices with so many different screen sizes and hardware manufacturers it can be very difficult to get it working correctly 100% across the board. Knowing what devices have the issue helps point in the right direction, but nothing beats testing on the actual device.
Try to use Android Studio. You can preview your app for all screen resolution in one shot. For specific screen relotions and density, create an AVD. I think for independent developers, this is the best way (Considering your app runs on Emulator :-))
I am developing an app in Android that I hope to release. I've got most of my GUI done, but it does not look even close to correct on the device when installed and opened. I have a screenshot of how it looks, and a screengrab of how it should look (taken from the Emulator in Eclipse) at the links at the bottom of this post. It's best to take a look at the two images rather than me try to describe how screwed up the app becomes on my device.
I had a friend with the exact same device, including hardware and Android version, and his loads up just fine. Does anyone have any idea what's going on here? Both devices are Galaxy Nexuses, running Android 4.0.2, GSM on AT&T (unlocked).
Installed on my device: http://i.stack.imgur.com/x66Jo.png
In the emulator: http://i.stack.imgur.com/qE0J6.png
I've seen this occur in some Galaxy Nexus' and I put it down to a bug/glitch in the OS on that Galaxy Nexus. Try a Factory Reset of your Galaxy Nexus, if that fails, try reinstalling the current OS version you have (if you can get your hands on it), if that fails, get it fixed under warranty.
Does your app use multiple activities?
Can you compare on your two devices if this setting is the same?
Settings > Developer Options > Don't keep activities checkbox.
I realise this is an old question now but I was having the same problem as you and stumbled across a solution. I didn't particularly want to factory reset my phone as per straya's instructions, so I started playing around options in the Settings > Developer Options menu.
As it turns out, this problem occurs for some applications if you have the Force GPU rendering option checked. Disable this (I'm not sure why it was enabled anyway) and everything displays as it should.