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4.6 and Lollipop - Customer Complain!

Discussion in 'Android' started by MrEsquire, Dec 6, 2014.

  1. MrEsquire

    MrEsquire

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    Hi Unity,

    I have built a game with Unity 4.6 and to my shock got a flood of negative reviews claiming lollipop not supported? Are you aware of the issue? What seems to be the problem?
     
  2. bitter

    bitter

    Unity Technologies

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    Right now the only issue we are aware of is that Asian fonts are not rendered properly on some Android devices. If you are experiencing other problems please file a bug report so we can look into the issue.
     
  3. elmar1028

    elmar1028

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    I have buttons implemented into my Android L. Works perfectly fine. I am using even older version of 4.6.
     
  4. MrEsquire

    MrEsquire

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    I cannot reproduce the error, tested on Nexus 9 with Lollipop, problem is do not have the customers device and there setup just little detail they have put inside there review. It does seem that 4.6 patch 1 sorts a few Android issues therefore I will quickly build using this and upload new .apk and monitor customers responses.
     
  5. bitter

    bitter

    Unity Technologies

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    Okay, please let us know if you get more information on the problem.
     
  6. MrEsquire

    MrEsquire

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    I'm using 4.6 P1 and was rejected by Amazon.
    Seem there is still issues, but I cannot reproduce them as I don't have the devices below
    I know for a fact that ES3.0 causing some issues as there are to many Android devices out there to check I will move back to ES2.0 will sort this out, but most of the problems seem to be on Android pads

    Some log data:

    Android 5.0, with a nexus 4.

    Steps to reproduce:
    1. Install and launch the app
    2. Observe that app displays blank screen
    3. Observe that app large icon is displayed as blank screen in device carousel.

    Device(s):
    Fire HD 8.9 WAN (2nd Gen).
    Fire HD 8.9 Wifi (2nd Gen).
    Kindle Fire HD 7 (2nd Gen).
    Kindle Fire (2nd Gen).
    Kindle Fire (1st Gen).

    4. Observe app exits
    5. Same issue observed in settings page also.

    Also crash devices
    Device(s):
    Fire HDX 8.9 WAN (4th Gen)
    Fire HDX 8.9 WiFi (4th Gen)
     
  7. florianpenzkofer

    florianpenzkofer

    Unity Technologies

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    We have reproduced the problem (freeze/black screen on startup) on Amazon devices. It is a new problem introduced in 4.6.0p1. We are working on a fix.
     
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  8. MrEsquire

    MrEsquire

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    Please try and get this in for 4.6.1p1 if possible for next week as its a show stopper issue
     
  9. florianpenzkofer

    florianpenzkofer

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    4.6.1p1 is planned for tomorrow, but you should see the fix in a future 4.6.1 patch release.
     
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  10. florianpenzkofer

    florianpenzkofer

    Unity Technologies

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  11. MrEsquire

    MrEsquire

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  12. elias_t

    elias_t

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    I installed 4.6.1 p1 and we get still a crash on startup with Lg Nexus 5 with Lollipop android (adreno 330)
     
  13. MrEsquire

    MrEsquire

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    Yes, exact customer issue I got - I'm not sure if they solved this one yet?, but the Amazon issue is resolved as today they approved my app and the fix was for Amazon devices.
     
  14. elias_t

    elias_t

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    MrEsquire, do you know if unity 4.5.5 builds are running on nexus 5 with lollipop?
     
  15. mikhail111777

    mikhail111777

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    I have several complaints from Nexus 7 users, who upgraded to Android 5.1; using Unity 4.6.1p1
     
    Last edited: Dec 15, 2014
  16. spotavi

    spotavi

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    Based on the recent updates we made to the game using Unity 4.6.p2.

    All the crashes are because of "WIN DEATH" crash bug. Happens randomly and no definite way to repro it.
    Crashes on random touch events too.

    Build Configuration :

    Android 2.3+ API
    ARM build
    Force OpenglES 2
    Both Dynamic and Static batching enabled
     
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  17. Russel

    Russel

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    We using Unity 4.6.1p3 and have also the Android crash (no crash on Unity 4.5.5):
    "WindowState(556): WIN DEATH: Window"
    after splashscreen.

    This crash only occurs on Android 5.x Lollipop.
    Devices:
    - Nexus 4
    - Nexus 5

    Plugins:
    NGUI
    Prime31 Etcetera
    Neatplug Facebook
    ....

    With Android 4.4.x KitKat (Dalvik or ART Runtime) no crash after splashscreen.
     
    Last edited: Jan 14, 2015
  18. wgt_jimmy

    wgt_jimmy

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    Nexus 10, Android 5.0.1, 4.6.1p2 - WIN_DEATH crash occurs when I start a game
    Also reported by users on Nexus 6, Nexus 9 and Nexus 7 all on Lollipop.
    I am using Prime31 plugins and Vungle (possible culprit?).
    My local repro relevant logcat lines:
    01-14 12:33:54.789: I/WindowState(399): WIN DEATH: Window{11c0bcd4 u0 com.wgt.android.golf.dev/com.prime31.UnityPlayerNativeActivity}
    01-14 12:33:54.789: W/WindowManager(399): Force-removing child win Window{2f2b8339 u0 SurfaceView} from container Window{11c0bcd4 u0 com.wgt.android.golf.dev/com.prime31.UnityPlayerNativeActivity}
    01-14 12:33:54.810: W/WindowManager(399): Failed looking up window
    01-14 12:33:54.810: W/WindowManager(399): java.lang.IllegalArgumentException: Requested window android.os.BinderProxy@39d7676e does not exist
    01-14 12:33:54.810: W/WindowManager(399): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8412)
    01-14 12:33:54.810: W/WindowManager(399): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8403)
    01-14 12:33:54.810: W/WindowManager(399): at com.android.server.wm.WindowState$DeathRecipient.binderDied(WindowState.java:1113)
    01-14 12:33:54.810: W/WindowManager(399): at android.os.BinderProxy.sendDeathNotice(Binder.java:551)
    01-14 12:33:54.810: I/WindowState(399): WIN DEATH: null
    01-14 12:33:54.852: I/Zygote(130): Process 17432 exited due to signal (11)
    01-14 12:33:54.872: I/ActivityManager(399): Process com.wgt.android.golf.dev (pid 17432) has died
    01-14 12:33:54.872: W/ActivityManager(399): Scheduling restart of crashed service com.wgt.android.golf.dev/com.vungle.publisher.VungleService in 1000ms
    01-14 12:33:54.873: W/ActivityManager(399): Force removing ActivityRecord{12acc5dc u0 com.wgt.android.golf.dev/com.prime31.UnityPlayerNativeActivity t182}: app died, no saved state
    01-14 12:33:54.913: D/Finsky(16790): [1] DetailsDataBasedFragment.rebindViews: Page [class=DetailsFragment] loaded in [1167820 ms] (hasDetailsDataLoaded? false)
    01-14 12:33:54.947: D/mali_winsys(16790): new_window_surface returns 0x3000
     
  19. marcpolican

    marcpolican

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    Hi, we had the WIN_DEATH crash too after upgrading (Unity 4.6.1, Android SDK 21, JDK 1.8). This happens to us in Nexus 7 with Android 5.0.1, when there's no Internet connection. It crashes when calling FB.Init() from the Facebook plugin.

    From what I noticed, its caused by calling a native plugin (with java code) and something wrong happens inside that. Or if you get a null reference exception that's not handled properly. I tried all the Unity 4.6.1 patches and turned off static batching but I still get the crashes.

    For now, I was able to fix the crashes by downgrading to Unity 4.6 and Android SDK 19. I hope this helps.

    Cheers
     
  20. florianpenzkofer

    florianpenzkofer

    Unity Technologies

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    We fixed a bug in Unity 4.6.1p4 (to be released soon) that caused a segfault on NullReferenceExceptions (even when caught). This bug first appeared in Unity 4.6.0p1.
     
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  21. Russel

    Russel

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    Thank you! Is fixed with Unity 4.6.1p4 :)
     
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  22. wgt_jimmy

    wgt_jimmy

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    Yes, thanks - fixed with 4.6.1p4
     
  23. marcpolican

    marcpolican

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    Thanks for the fix! I'll get the path when I find the time :)
     
  24. wgt_jimmy

    wgt_jimmy

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    After some more extended testing, we are still getting the WIN_DEATH, but much less frequently.
    Here is the relevant output from Nexus6 when its trying to go back from a secondary menu back into main menu:

    01-16 15:13:00.371: E/JavaBinder(813): !!! FAILED BINDER TRANSACTION !!!
    01-16 15:13:00.389: W/InputDispatcher(813): channel '16d99892 com.wgt.android.golf.dev/com.prime31.UnityPlayerNativeActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x9
    01-16 15:13:00.390: E/InputDispatcher(813): channel '16d99892 com.wgt.android.golf.dev/com.prime31.UnityPlayerNativeActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
    01-16 15:13:00.402: W/InputManager(813): Failed to notify process 11070 that input devices changed, assuming it died.
    01-16 15:13:00.402: W/InputManager(813): android.os.TransactionTooLargeException
    01-16 15:13:00.402: W/InputManager(813): at android.os.BinderProxy.transactNative(Native Method)
    01-16 15:13:00.402: W/InputManager(813): at android.os.BinderProxy.transact(Binder.java:496)
    01-16 15:13:00.402: W/InputManager(813): at android.hardware.input.IInputDevicesChangedListener$Stub$Proxy.onInputDevicesChanged(IInputDevicesChangedListener.java:85)
    01-16 15:13:00.402: W/InputManager(813): at com.android.server.input.InputManagerService$InputDevicesChangedListenerRecord.notifyInputDevicesChanged(InputManagerService.java:1749)
    01-16 15:13:00.402: W/InputManager(813): at com.android.server.input.InputManagerService.deliverInputDevicesChanged(InputManagerService.java:688)
    01-16 15:13:00.402: W/InputManager(813): at com.android.server.input.InputManagerService.access$400(InputManagerService.java:103)
    01-16 15:13:00.402: W/InputManager(813): at com.android.server.input.InputManagerService$InputManagerHandler.handleMessage(InputManagerService.java:1653)
    01-16 15:13:00.402: W/InputManager(813): at android.os.Handler.dispatchMessage(Handler.java:102)
    01-16 15:13:00.402: W/InputManager(813): at android.os.Looper.loop(Looper.java:135)
    01-16 15:13:00.402: W/InputManager(813): at android.os.HandlerThread.run(HandlerThread.java:61)
    01-16 15:13:00.402: W/InputManager(813): at com.android.server.ServiceThread.run(ServiceThread.java:46)
    01-16 15:13:00.410: D/audio_hw_primary(348): adev_set_parameters: enter: rotation=0
    01-16 15:13:00.410: E/audio_a2dp_hw(348): adev_set_parameters: ERROR: set param called even when stream out is null
    01-16 15:13:00.410: D/mot_vr_audio_hw(348): adev_set_parameters: rotation=0
    01-16 15:13:00.432: I/WindowState(813): WIN DEATH: Window{16d99892 u0 com.wgt.android.golf.dev/com.prime31.UnityPlayerNativeActivity}
    01-16 15:13:00.432: W/InputDispatcher(813): Attempted to unregister already unregistered input channel '16d99892 com.wgt.android.golf.dev/com.prime31.UnityPlayerNativeActivity (server)'
    01-16 15:13:00.435: I/GEL(1616): handleIntent(Intent { act=android.intent.action.MAIN cat=[android.intent.category.HOME] flg=0x10600000 cmp=com.google.android.googlequicksearchbox/com.google.android.launcher.GEL })
    01-16 15:13:00.439: I/ActivityManager(813): Process com.wgt.android.golf.dev (pid 11070) has died
    01-16 15:13:00.439: W/ActivityManager(813): Scheduling restart of crashed service com.wgt.android.golf.dev/com.vungle.publisher.VungleService in 1000ms
    01-16 15:13:00.493: W/LocationOracleImpl(1463): Best location was null
    01-16 15:13:00.500: I/MicrophoneInputStream(1463): mic_starting gfk@11d354d4
    01-16 15:13:00.503: I/HotwordRecognitionRnr(1463): Starting hotword detection.
    01-16 15:13:00.519: I/AudioFlinger(348): AudioFlinger's thread 0xb318d000 ready to run
    01-16 15:13:00.540: I/SoundTriggerHwService::Module(348): void android::SoundTriggerHwService::Module::eek:nCallbackEvent(const android::sp<android::SoundTriggerHwService::CallbackEvent>&) mClient == 0
    01-16 15:13:00.542: I/MicrophoneInputStream(1463): mic_started gfk@11d354d4
    01-16 15:13:00.551: D/audio_hw_primary(348): select_devices: out_snd_device(0: none) in_snd_device(55: voice-rec-mic)
    01-16 15:13:00.551: D/msm8974_platform(348): platform_send_audio_calibration: sending audio calibration for snd_device(55) acdb_id(62)
    01-16 15:13:00.551: E/ACDB-LOADER(348): Error: ACDB AudProc vol returned = -19
    01-16 15:13:00.551: D/audio_hw_primary(348): enable_snd_device: snd_device(55: voice-rec-mic)
    01-16 15:13:00.564: D/audio_hw_primary(348): enable_audio_route: apply and update mixer path: audio-record
    01-16 15:13:00.567: D/WifiService(813): acquireWifiLockLocked: WifiLock{NlpWifiLock type=2 binder=android.os.BinderProxy@39a2f5f}
    01-16 15:13:00.590: I/Icing(4979): Usage reports 1 indexed 0 rejected 0 denied 0 imm upload true
    01-16 15:13:00.635: D/WifiService(813): releaseWifiLockLocked: WifiLock{NlpWifiLock type=2 binder=android.os.BinderProxy@39a2f5f}
    01-16 15:13:00.650: I/HotwordWorker(1463): onReady
    01-16 15:13:00.668: W/IInputConnectionWrapper(1316): showStatusIcon on inactive InputConnection
    01-16 15:13:00.693: I/WindowManager(813): Screen frozen for +353ms due to Window{4cfefc u0 com.android.systemui.ImageWallpaper}
    01-16 15:13:00.975: W/OpenGLRenderer(1616): Incorrectly called buildLayer on View: adg, destroying layer...
    01-16 15:13:01.214: D/TaskPersister(813): removeObsoleteFile: deleting file=47_task.xml
    01-16 15:13:01.215: D/TaskPersister(813): removeObsoleteFile: deleting file=47_task_thumbnail.png
    01-16 15:13:01.465: I/ActivityManager(813): Start proc com.wgt.android.golf.dev for service com.wgt.android.golf.dev/com.vungle.publisher.VungleService: pid=11224 uid=10087 gids={50087, 9997, 3003, 1028, 1015} abi=armeabi-v7a
    01-16 15:13:01.527: E/VungleService(11224): java.lang.NullPointerException: Attempt to invoke virtual method 'java.lang.Object dagger.ObjectGraph.inject(java.lang.Object)' on a null object reference
    01-16 15:13:01.527: E/VungleService(11224): at com.vungle.publisher.VungleService.onCreate(vungle:102)
    01-16 15:13:01.527: E/VungleService(11224): at android.app.ActivityThread.handleCreateService(ActivityThread.java:2731)
    01-16 15:13:01.527: E/VungleService(11224): at android.app.ActivityThread.access$1800(ActivityThread.java:144)
    01-16 15:13:01.527: E/VungleService(11224): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1361)
    01-16 15:13:01.527: E/VungleService(11224): at android.os.Handler.dispatchMessage(Handler.java:102)
    01-16 15:13:01.527: E/VungleService(11224): at android.os.Looper.loop(Looper.java:135)
    01-16 15:13:01.527: E/VungleService(11224): at android.app.ActivityThread.main(ActivityThread.java:5221)
    01-16 15:13:01.527: E/VungleService(11224): at java.lang.reflect.Method.invoke(Native Method)
    01-16 15:13:01.527: E/VungleService(11224): at java.lang.reflect.Method.invoke(Method.java:372)
    01-16 15:13:01.527: E/VungleService(11224): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:899)
    01-16 15:13:01.527: E/VungleService(11224): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:694)
     
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  25. zuizuimei

    zuizuimei

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    After i update unity3d to 4.6.1p4, the problem still occur. the device is Fire HDX 8.9 (4th Gen), the same log as you.
    OS version Fire OS 4—based on Android 4.4.2, API level 19
    RAM 2048 MB
    CPU Qualcomm Snapdragon 805 quad-core Krait (MSM8084), 2.5 GHz
    GPU Qualcomm Adreno 420, 600 MHz

    if you have any solution, please share with us.
     

    Attached Files:

  26. ChimeraIT

    ChimeraIT

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    For me this issue also occurs with Unity 4.6.2 release Version.
    OS Android Lollipop 5.0
    Device Google Nexus 4

    The app always crashes when an exception is thrown.

    01-29 13:54:07.249: I/WindowState(746): WIN DEATH: Window{3dc5af1 u0 com.xxx.xxx/com.xxx.unity.UnityPlayerActivity}
    01-29 13:54:07.249: W/WindowManager(746): Force-removing child win Window{2539f6a5 u0 SurfaceView} from container Window{3dc5af1 u0 com.xxx.xxx/com.xxx.unity.UnityPlayerActivity}
    01-29 13:54:07.257: W/WindowManager(746): Failed looking up window
    01-29 13:54:07.257: W/WindowManager(746): java.lang.IllegalArgumentException: Requested window android.os.BinderProxy@1c467044 does not exist
    01-29 13:54:07.257: W/WindowManager(746): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8412)
    01-29 13:54:07.257: W/WindowManager(746): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8403)
    01-29 13:54:07.257: W/WindowManager(746): at com.android.server.wm.WindowState$DeathRecipient.binderDied(WindowState.java:1113)
    01-29 13:54:07.257: W/WindowManager(746): at android.os.BinderProxy.sendDeathNotice(Binder.java:551)
    01-29 13:54:07.257: I/WindowState(746): WIN DEATH: null
    01-29 13:54:07.312: I/Zygote(194): Process 19161 exited due to signal (11)
    01-29 13:54:07.354: I/ActivityManager(746): Process com.xxx.xxx (pid 19161) has died

    Currently I have the problem that I have to update to Unity 4.6.x because of the x86 support for Android, but this issue blocks every release for me.

    I would really appreciate any help.
     
  27. wtowns

    wtowns

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    Feb 11, 2014
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    I'm getting the same WIN DEATH issue as mantikor and others. Nexus 7 (the older version), Android 5.*. Happens with Unity 4.6.2, but no longer occurs when I downgraded to Unity 4.5.5.
     
  28. CrAsHw1nD

    CrAsHw1nD

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    I got the same issue with Unity 4.6.2 on Nexus 5 (5.0.1)
     
  29. hao3039032

    hao3039032

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    Same issue with Untiy 4.6.3 on Nexus 4 (5.0.1)
     
  30. AlkisFortuneFish

    AlkisFortuneFish

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    Apr 26, 2013
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    973
  31. BoaNeo

    BoaNeo

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    Feb 21, 2013
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    I have the same issue 4.6.2p1 on Android 5.0.1 - Consistent insta-death on launch in (random) native java code. Seriously bad timing with an immediate release pending...
     
  32. hamstar

    hamstar

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    Sep 25, 2013
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    Looks like I'm having the same problem @BoaNeo on 4.6.2p1.

    Amazon testing reports crash on Fire HDX 8.9 and Nexus 7 (Lollipop).
     
  33. MrEsquire

    MrEsquire

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    Well if you actually read the changelogs from 4.6.1patch 1 to patch 5 it all make sense to you!!
     
  34. asafkoski_inneractive

    asafkoski_inneractive

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    I have the same issue after upgrading to 4.6.2p1. Win of DEATH on Android 5.0.1.
    Downgrading back to 4.6.1p5 makes the issue disappear.
     
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  35. latas

    latas

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    Oct 9, 2013
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    Wow guys, thanks god I found this post. My mind is going to blow up. Ok, there is a bug. It is clear. I thought it was an issue of AndroidNative plugin I'm using but after a lot of research, I thought the issue was unity, because it mainly fails in the events I setup. Sometimes it is an event registered on Startup, others are in other events setup during the game.

    I've tested with Nexus 7 Lollipop 5.0.2 and Nvidia Shield Lollipop 5.0.1
    Both crashes. I was managing local notifications. But the other Events I set in my game are completely part of my game, and in some of them it happens again.

    I hope to get a fix soon, by the way I go back to 4.6.1.p5 :)

    Best regards.
     
  36. AlkisFortuneFish

    AlkisFortuneFish

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    @latas

    Been there... Basically, due to the nature of this problem, forget figuring out EXACTLY what causes a crash, any third party code or even the engine itself can simply bomb out at any point.

    In our case, Everyplay and another plugin were both causing normally harmless exceptions that they simply catch internally. Instead, kaboom, since not only does this bug mean that a null ref bombs with a seg fault, it means that it cannot be caught with any exception handling.

    As a result, on Android 4 you'd get no exceptions or errors, since they are not unhandled, while on Android 5 you'd get a crash and no usable stack trace about it.

    This bug makes 4.6.2 plainly unstable for Android, definitely not production ready in any way.
     
  37. wgt_jimmy

    wgt_jimmy

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    We've had some good progress by staying with 4.6.1p4 - pretty stable on Lollipop and Intel devices. We did not need the iOS 64-bit yet, so we didn't go to p5 either. We seem to be doing ok so far.
     
  38. latas

    latas

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    Anyone has already tested the fix on 4.6.2p2 regarding to this issue? It looks it was a regression that has been fixed.
     
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  39. Russel

    Russel

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    I tested the fix on 4.6.2p2. The Bug is fixed on 4.6.2p2 :)
     
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  40. yoonitee

    yoonitee

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    Does Unity 4.6.4 fix any of these problems?
     
  41. sandeepsmartest

    sandeepsmartest

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    Nov 7, 2012
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    Hi to all and admin,
    Even i have the same issue still coming in Unity 4.6.1p2 ,guys please suggest the right unity version and right patch to fix this issue.
    Does Unity 4.6.4 fix any of these problems??

    kindly suggest the best way to solve this issue.
    Thanks in advance.
     
  42. sandeepsmartest

    sandeepsmartest

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    Nov 7, 2012
    Posts:
    138
    Hi mantikor how did you mange to solve this issue??
    Help is really appreciated!!!
    Thanks in advance.
     
  43. sandeepsmartest

    sandeepsmartest

    Joined:
    Nov 7, 2012
    Posts:
    138
    Game Crash(WIN DEATH) in Lollipop during the level transition i.e., loading from one level to another level, solved in 4.6.2p2 :).
    Thanks for the support guys.
     
  44. mellinsa

    mellinsa

    Joined:
    Apr 16, 2015
    Posts:
    7
    A lot of middle-to-high end android phones were got updated to Android Lollipop a few months ago, that's the reason why they complained.
     
    Last edited: Apr 22, 2015
  45. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    How about NO...(for the reason they complained)
     
  46. _kevinjulian

    _kevinjulian

    Joined:
    Jan 7, 2015
    Posts:
    5
    i found same issue with unity 4.6.4f1, on Android L 5.0.2
     
    MrEsquire likes this.
  47. JumboWu

    JumboWu

    Joined:
    Nov 25, 2014
    Posts:
    9
    I also found same issue with Unity4.6.3f1 and Unity4.6.6f2, on Nexus 6 Android 5.1.1
     
  48. JumboWu

    JumboWu

    Joined:
    Nov 25, 2014
    Posts:
    9
    Unity4.6.2p2 also the issue.
     
  49. DanielLupascu

    DanielLupascu

    Joined:
    Oct 27, 2015
    Posts:
    5
    Do you have any updates on this issue? I received it on Unity 5.2
     
  50. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Is this problem back for some devices?