I'm in the process of trying to get Battleheart up and running on Android, but have been instantly confronted with a consistent crash issue. This is a fully functioning iOS app, so there's something android-specific at work. I've got a build up and running on my device, which successfully loads up the title sequence, followed by the save file selection screen, and the beginning of the tutorial. Once the first "real" level loads, though, the app immediately crashes. I managed to get the logcat thing working, but I can't tell what's happening from looking at the log. Anyone care to take a look at this and see if they can make sense of it? Code (csharp): V/Unity ( 1808): ---------------------------------------- V/Unity ( 1808): Android Unity internal profiler stats: V/Unity ( 1808): cpu-player> min: 3.2 max: 13.1 avg: 5.0 V/Unity ( 1808): cpu-ogles-drv> min: 0.4 max: 3.9 avg: 1.2 V/Unity ( 1808): cpu-present> min: 1.9 max: 18.9 avg: 10.0 V/Unity ( 1808): frametime> min: 8.1 max: 24.7 avg: 16.2 V/Unity ( 1808): draw-call #> min: 3 max: 3 avg: 3 | batched: 0 V/Unity ( 1808): tris #> min: 126 max: 126 avg: 126 | batched: 0 V/Unity ( 1808): verts #> min: 92 max: 92 avg: 92 | batched: 0 V/Unity ( 1808): player-detail> physx: 0.1 animation: 0.5 culling 0.0 skinning: 1.2 batching: 0.0 render: 1.4 fixed-update-count: 0 .. 1 V/Unity ( 1808): mono-scripts> update: 1.1 fixedUpdate: 0.0 coroutines: 0.0 V/Unity ( 1808): mono-memory> used heap: 544768 allocated heap: 643072 max number of collections: 0 collection total duration: 0.0 V/Unity ( 1808): ---------------------------------------- V/Unity ( 1808): V/Unity ( 1808): Unloading 380 unused Assets to reduce memory usage. Loaded Objects now: 80. V/Unity ( 1808): System memory in use: 0 B. V/Unity ( 1808): Unloading 40 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) V/Unity ( 1808): V/Unity ( 1808): Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 847. V/Unity ( 1808): System memory in use: 0 B. V/Unity ( 1808): Unloading 7 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) I/DEBUG ( 56): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** I/DEBUG ( 56): Build fingerprint: 'google/passion/passion/mahimahi:2.2/FRF91/43546:user/release-keys' I/DEBUG ( 56): pid: 1808, tid: 1816 >>> com.KelliNoda.Battleheart <<< I/DEBUG ( 56): signal 11 (SIGSEGV), fault addr 2459cee8 I/DEBUG ( 56): r0 00e080e8 r1 0092b4c0 r2 0092b4c0 r3 008de58c I/DEBUG ( 56): r4 008de2e4 r5 00000040 r6 008dddf8 r7 2459cee8 I/DEBUG ( 56): r8 2459cf18 r9 0092afc0 10 00e080e8 fp 008de488 I/DEBUG ( 56): ip 4d2c7540 sp 4d2c74e4 lr 81139b40 pc 8102f028 cpsr 80000010 I/DEBUG ( 56): d0 6472656767756265 d1 0000000000000000 I/DEBUG ( 56): d2 3f6691783f4a7c60 d3 3f80000000000000 I/DEBUG ( 56): d4 3f87ae1500000000 d5 0000000000000000 I/DEBUG ( 56): d6 ff800000ff800000 d7 00000000ff800000 I/DEBUG ( 56): d8 0000000000000000 d9 0000000000000000 I/DEBUG ( 56): d10 0000000000000000 d11 0000000000000000 I/DEBUG ( 56): d12 0000000000000000 d13 000000003f800001 I/DEBUG ( 56): d14 3f87ae1500000000 d15 0000000000000000 I/DEBUG ( 56): d16 3fefff0e055a4188 d17 3dab06c4126dceaf I/DEBUG ( 56): d18 bf56c081dcdc6aa1 d19 3e6c9784461284dd I/DEBUG ( 56): d20 3fa55553e1053a42 d21 3dac9784461284dd I/DEBUG ( 56): d22 bf5f1c9560000000 d23 3dd8f43500000000 I/DEBUG ( 56): d24 3ef99342e0ee5069 d25 bf6f1c9560000000 I/DEBUG ( 56): d26 be598b7ac0000000 d27 3ef99342e0ee5069 I/DEBUG ( 56): d28 0000000000000000 d29 0000000000000000 I/DEBUG ( 56): d30 0000000000000000 d31 0000000000000000 I/DEBUG ( 56): scr 2000001a I/DEBUG ( 56): I/DEBUG ( 56): #00 pc 0002f028 /data/data/com.KelliNoda.Battleheart/lib/libunity.so I/DEBUG ( 56): #01 pc 00139b3c /data/data/com.KelliNoda.Battleheart/lib/libunity.so I/DEBUG ( 56): I/DEBUG ( 56): code around pc: I/DEBUG ( 56): 8102f008 e4938004 ec97ca03 e0807308 ee0a4a20 I/DEBUG ( 56): 8102f018 ee4a4aa0 ee0b5a20 ecb12a02 e2878030 I/DEBUG ( 56): 8102f028 ecb78a04 ec98ea03 ee0c4a01 ee4c4a81 I/DEBUG ( 56): 8102f038 ee0d5a01 f5d1f400 e1510002 ecb7aa04 I/DEBUG ( 56): 8102f048 eca44a03 eca42a02 3cb10a03 3affffe5 I/DEBUG ( 56): I/DEBUG ( 56): code around lr: I/DEBUG ( 56): 81139b20 e3a00001 eaffffdb e1a01009 e1a0000a I/DEBUG ( 56): 81139b30 e1a0300b e58d6000 e0229594 ebfbd51f I/DEBUG ( 56): 81139b40 eafffff5 e1a01009 e1a0000a e1a0300b I/DEBUG ( 56): 81139b50 e58d6000 e0229594 ebfbd541 eaffffee I/DEBUG ( 56): 81139b60 0041b3e8 0000c988 e3510004 13510002 I/DEBUG ( 56): I/DEBUG ( 56): stack: I/DEBUG ( 56): 4d2c74a4 3f5db3de I/DEBUG ( 56): 4d2c74a8 3effffeb I/DEBUG ( 56): 4d2c74ac 00000000 I/DEBUG ( 56): 4d2c74b0 3f800000 I/DEBUG ( 56): 4d2c74b4 00000000 I/DEBUG ( 56): 4d2c74b8 00000000 I/DEBUG ( 56): 4d2c74bc 3f800000 I/DEBUG ( 56): 4d2c74c0 00000000 I/DEBUG ( 56): 4d2c74c4 00000000 I/DEBUG ( 56): 4d2c74c8 3f800000 I/DEBUG ( 56): 4d2c74cc 00000000 I/DEBUG ( 56): 4d2c74d0 00000000 I/DEBUG ( 56): 4d2c74d4 3f800000 I/DEBUG ( 56): 4d2c74d8 e3a070ad I/DEBUG ( 56): 4d2c74dc ef9000ad I/DEBUG ( 56): 4d2c74e0 00000000 I/DEBUG ( 56): #01 4d2c74e4 00000014 I/DEBUG ( 56): 4d2c74e8 00000040 I/DEBUG ( 56): 4d2c74ec 008dddf8 [heap] I/DEBUG ( 56): 4d2c74f0 4d2c7650 I/DEBUG ( 56): 4d2c74f4 00000002 I/DEBUG ( 56): 4d2c74f8 0092afc0 [heap] I/DEBUG ( 56): 4d2c74fc 00000000 I/DEBUG ( 56): 4d2c7500 3f800000 I/DEBUG ( 56): 4d2c7504 00000000 I/DEBUG ( 56): 4d2c7508 00000000 I/DEBUG ( 56): 4d2c750c 3f800000 I/DEBUG ( 56): 4d2c7510 00000000 I/DEBUG ( 56): 4d2c7514 00000000 I/DEBUG ( 56): 4d2c7518 00000000 I/DEBUG ( 56): 4d2c751c 00000000 I/DEBUG ( 56): 4d2c7520 00000000 I/DEBUG ( 56): 4d2c7524 00000000 I/DEBUG ( 56): 4d2c7528 00000000 I/WindowManager( 81): WIN DEATH: Window{44b65a08 com.KelliNoda.Battleheart/com.unity3d.player.UnityPlayerActivity paused=false} I/ActivityManager( 81): Process com.KelliNoda.Battleheart (pid 1808) has died. I/WindowManager( 81): WIN DEATH: Window{44bcecb8 SurfaceView paused=false} I/WindowManager( 81): Setting rotation to 0, animFlags=1 D/Zygote ( 58): Process 1808 terminated by signal (11) I/ActivityManager( 81): Config changed: { scale=1.0 imsi=0/0 loc=en_US touch=3 keys=1/1/2 nav=3/1 orien=1 layout=34 uiMode=17 seq=24} I/UsageStats( 81): Unexpected resume of com.android.launcher2 while already resumed in com.KelliNoda.Battleheart V/RenderScript_jni( 1074): surfaceCreated V/RenderScript_jni( 1074): surfaceChanged V/RenderScript_jni( 1074): surfaceChanged W/InputManagerService( 81): Got RemoteException sending setActive(false) notification to pid 1808 uid 10056 V/RenderScript_jni( 1074): surfaceChanged V/RenderScript_jni( 1074): surfaceChanged D/dalvikvm( 81): GC_EXPLICIT freed 4399 objects / 311312 bytes in 118ms I/AudioHardwareQSD( 59): AudioHardware pcm playback is going to standby. W/GTalkService( 199): [GTalkConnection.15] doConnect: caught XMPPError connecting to mtalk.google.com:5228.: (502) W/GTalkService( 199): -- caused by: javax.net.ssl.SSLException: Not trusted server certificate D/dalvikvm( 213): GC_EXPLICIT freed 3254 objects / 157840 bytes in 91ms D/NativeCrypto( 199): Freeing OpenSSL session D/NativeCrypto( 199): Freeing OpenSSL session D/dalvikvm( 199): GC_EXPLICIT freed 1621 objects / 95576 bytes in 80ms W/GTalkService( 199): [GTalkConnection.15] doConnect: caught XMPPError connecting to mtalk.google.com:5228.: (502) W/GTalkService( 199): -- caused by: javax.net.ssl.SSLException: Not trusted server certificate
Any thoughts on this? I've yet to get to the bottom of it. I'm wondering if maybe its just timing out? The process of loading levels in general is extremely slow compared to on iOS devices. I think I read in some other thread that using Resources.Load on Android is very slow, and I do that quite a lot.
Ah thanks, I'm not alone then I got the very same problem, with a SIGSEGV (signal 11), and then : Code (csharp): pc 0002ef74 /data/data/com.CompanyName.KineticDamage/lib/libunity.so pc 00139d88 /data/data/com.CompanyName.KineticDamage/lib/libunity.so Also got this one, a few lines under : Code (csharp): 82b057bc /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so Tested on a Samsung Galaxy S, latest official firmware. Using latest Unity (3.3). My menu works fine (only a basic self-lit shader in there), but as soon as I load a full level, it crashes (no bump mapping, no complex shaders, only Lambert). It looks similar to the error on this post, back in January. Have there been some news since then ?
This maps to _s_SkinVertices_NoNormals_VFP_loop bool SkinOptimized<(TransformInstruction)3, false, 1, false, false>(SkinMeshInfo, int) I think we have already identified and fixed a crash issue in this code; if you have access to our beta list there is an updated version of 3.3 that includes this fix. Otherwise, if possible, please report the bug with a minimal repro project.
Ah, thanks Erique, being skin related could explain why the menu works, but as soon as a character is queried the game crashes. I'm not on the beta list, where can I enroll ?
As our QA handles the beta lists as well as the bugs you report, a good start is to report the bug with a repro case
Hi Erique - I'm getting a crash on the Nexus S 2.3.4 and the culprit appears to be egl/libGLESv2_POWERVR_SGX540_120.so. I've already opened up a bug #404505 but haven't gotten any feedback on it. Is there something else I need to do? Thanks!
The case has been assigned to one our test/qa engineers. For now it looks like we have enough to start investigating the issue. If we need to follow up with project specific questions we will do that through email. Thanks.
Hello people! We had crashes on Nexus S, Galaxy S and Droid X with our latest game. I tried a whole lot of things, everything from texture compression to sound loading and the one thing which actually fixed things for me? Removing Unity's built in GUI. The error messages we were getting were seemingly unrelated to the GUI, I have however had issues with it earlier so I tried removing it and the game once again ran fine. When I spotted this thread which just so happens to mention crashes on the exact same phones I thought I'd give you this advice: Try removing ALL OnGUI() calls and see if there's a difference.
Hi I also have a Galaxy S phone and I was experiencing a crashes on level loads. This happened on scenes that only had some sort of menu. On a hunch I added a cube to each of these otherwise empty scenes and my crashing problems went away. I really hope this can help someone else too, cheers