I've made a game that uses OpenGL 1.0 on Android. It works fine on my Android 2.3 phone but displays a black screen on my nexus 7 (now Android 4.4). The music and sound seem to be working fine just the display is black. I'm wondering what the possible issues could be. This is hard to debug because there are no error messages that I can see. Any suggestions on how to debug this?
Maybe too old question. But I met same issue on Nexus 7 first generation.
I rescaled all textures to size power of 2 like 128x128, 256x256, 512x512 etc. and problem got solved.
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I am using 2D sprite sheet to show an animation. It's working correct in editor and many Android devices except a specific Android (Nexus 5, Android 6) where the images looks jagged.
The sprite sheet size is 3115 x 4361. Here are the sprite settings:
I tried Filter Mode to Point as well but the result is the same.
Here are the screenshots:
What could be the reason? It only happens on Nexus 5 (tested on more than 10 physical Android devices and Unity Editor).
Turning on Generate Mip Maps for the specific sprite solved the problem.
I have a really strange problem that I can't find the solution for. I am new to Unity and only had about a week experience with Vuforia. My problem is that I have a target which I am overlaying with a 3D object and then I compile to Android. My phone is a Galaxy S7. When I come up close and the target is detected everything is fine however as soon as I start backing out the material slowly disappears off of the game object. This only happens on my phone. I tested with 4 other phones (ZTE Blade, Pixel 1 & 2, HTC ONE) on which it works perfectly fine.
Has anyone experienced this before?
Images:
Close-up:
Initial state, close up
Starting to back out:
Material starts to disappear, seems like an invisible sphere around it
Material disappeared off of the object:
Material is gone
The screen in my Android phone is cut in half diagonally.
(Click image to enlarge)
I'm using Unity 3D game engine. After building it and installing it in my phone which is running Android Lollipop, the screen of the game I created is cut in half diagonally. I tried to install it in another phone running Android Jelly Bean, and it works properly.
I've searched many forums already. I hope someone can help me.
It is a Z position problem. you can either move all objects to -1(or less), or you can move the Quad(if that what you are using, to 1 (or greater), that will fix it
I this application, which is a simple game, it loads texture file from the resources.
The texture is not fully displayed on device [Allwinner a13 9 inch, Android 4.0]
However, in another device [Nexus 7, Android 4.2.1], it works perfectly.
Just wondering what is this problem could be. Thanks!!
BTW: I am using cocos2d-x
resolution of allwinner is less than nexus so i think that this difference made the mess and you should use retina desplay and other options in cocos2d-x for doing the job.
I'm currently developing an application that was originally meant to be run solely on Nexus 7 and Android 4.2. However, there was a change of plans and now it is meant to run on the Galaxy Tab 2, Android 4.1.1 instead.
I am using a custom font that rendered great on the Nexus 7. However, when downgrading the version of Android and switching to the Galaxy Tab 2, the font kerning got completely messed up and looks terrible. Spacing is way off from what it should be.
Any tips to point me in the right direction for fixing this issue? I don't have the slightest idea how to fix this, except for switching to a different font, which is less than ideal.
Sounds like you may have run across the kerning problem described here: Android Custom View code stopped working correctly in Jelly Bean 4.2
It is possible to work around it.