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
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my first android game it's almost done, and I'm on the way to publish it on the play store.
Today I tested it on some friends phone and it worked on all except for a samung a5. On this phone the meshes flicker, apper and disapper and look deformed. This when playing game where I use a lot of frame buffer, in the main menu where there is a simpler animation everything look right.
The game is developed with libGdx and use some custom shader. I've tested it on 8 other different device without no issue (excepect for low frame rate on samsung galaxy tab s4).
I ask yours advise:
1) what should I start to check to find the problem with a5?
2) do you think I should delay the publication until the bug it's solved ora I should publish it excluding A5 ( or maybe all devices with similar GPU) from compatibility list?
My big problem is that at the moment I don't have the device with me (it's the personal phone of a friend of mine...) and probably I will have it for only a limited amount of time, so I want to be preparated to avoid to lock the device for too much time to my friend.
Thanks to all!
First, I'd make sure you don't have any OpenGL errors - add calls to glGetError and validate frame buffers and shader programs, you can do this without the device and adding extra asserts like this is always worthwhile (assuming you don't already have them). Next, try using the tools provided by the GPU manufacturer. In your case the snapdragon profiler. To minimize the time you'll be using your friends device, get the tools installed ahead of time and if you have access to another Qualcomm device, then use that to familiarize yourself with the software. With luck the cause of problem might become immediately obvious. If not, then it's just a binary search of disabling parts of your code until you narrow it down to a particular shader/draw call, then examine/tweak that to figure out what bit is going wrong.
That's a tough call. If it's a driver bug, then it might only occur on particular revisions. Some A5 devices might work if they're on different versions of Android from your friends device. That said, the A5 is relatively recent and Samsung/Qualcomm drivers tend to be pretty solid IME, so it's more likely an error in your code that happens to only be exposed on certain devices. Personally I would delay release unless your release strategy is timing sensitive, from the limited data you have, your game doesn't work on >10% of devices.
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.
I'm testing on an HTC Sensation, running android 4.0.3.
I'm publishing using FlashDevelop 4.0.3 and using the Air Mobile AS3 App template.
All the application does is display a Rectangle using:
this.graphics.beginFill(0x00FF00);
this.graphics.drawRect(0, 0, 100, 100);
Just so I can see that its actually publishing something.
The app runs correctly if I publish to the desktop, however when I switch to publishing it to the phone, the problem I'm facing is that the application publishes and runs on the phone, but only for a few seconds.. usually about 4 seconds and then it crashes out.
The really weird thing is that it was working fine about a week ago.. I'm not sure what's changed since then, but yeah it started happening this morning, I tried everything I could think of... including stripping everything out of the app and also doing a factory reset of my phone... nothing seems to have helped...
has anyone else had this problem? or have any ideas on what might be causing it or how to fix it? any help would be greatly appreciated.
Cheers
Update:
it seems changing the render mode to "auto" instead of "direct" stops the crashing, which is great, however if you need to use direct for stage3d content this doesn't really help. anyone else having this issue?
Can you post the source code of your application? I do too have HTC Sensation but my firmware version is 2.3.6. It would be interesting to test it.
I just updated my XPERIA ARC to ICS and now I'm having problems with AIR apps as well. Seems the app is not getting the Click/Touch interactions. Some InteractiveObjects like TextInput gets the click and focus as it should, but Buttons are not working. And I'm using latest Flex/AIR sdks...
But I'm pretty sure we are in Adobe/Apache hands until they update the AIR with a fix.
I have recently completed development on a game for Android smartphones.
It was designed using the android 2.1 sdk and runs no problem on my test devices a 2.1 samsung galaxy europa and a 2.2 samsung galaxy tab and seems to run fine in the emulator for 2.3.3.
Up until recently it ran fine on my friends HTC desire S but suddenly it stopped working, crashing on start.
It would appear that the error is caused by a resource not being found.
This code has not been touched for the past 2 months and ran no problem on my 2.1 and 2.2 devices but I must have done something. It seems that suddenly that some phones can't see the resources but unfortunately I cannot replicate this bug and my friend is not around enough and is getting quite pissed at me for pestering him for me to take his phone and keep trying to fix it.
Any help would be much appreciated as this is driving me mad especially as I cannot replicate this bug with any of my equipment. I haven't even got a confirmation that it works on 2.3.3 as the people who have downloaded my app aren't leaving any useful feedback or submitting many error reports. Hopefully it is just a bug with HTC's variant of android.
I sometimes have errors like this when I'm rapidly iterating (tweak/test) on the emulator. They're usually solved by doing an "ant clean" and then recompiling. You could try cleaning and then doing a fresh build, installing it on your friends device, and then seeing if you still get the error.
-Kurtis
Have you considered/researched whether or not this actually is a resource problem...meaning does this resource actually exist in the folder Android is trying to draw from?
I'm currently facing the crash in a production application and have found the problem. This crash is only happening on HTC devices. Seems like HTC changed the core Android method that decode a Resource.
The documentation of BitmapFactory.decodeResource says :
Returns
The decoded bitmap, or null if the image could not be decode.
But HTC version of that crashes :(
In my case, I had mis-placed the "xml" folder. It was on the root of the project, but just moved within "/res" folder and the error was gone.