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Android Black Screen

Discussion in 'Android' started by Ogien, Nov 25, 2013.

  1. Ogien

    Ogien

    Joined:
    Nov 21, 2012
    Posts:
    165
    I am getting some emails from users that are reporting a completely black screen after a recent update. It seems to be an issue with the last few versions of Unity. Anyone know what this is all about?
     
    MrEsquire likes this.
  2. MajidKhosravi

    MajidKhosravi

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    Jun 21, 2013
    Posts:
    39
    Same here, started to get lots of 1 star reviews lately, unfortunately I made many changes too after upgrading to Unity 4.3 and I have to downgrade to 4.2 and do the changes again.

    Here is what I am getting in LogCat for some old devices:

    skipped rendering frame because gfx device is in invalid state (device lost)

    If anyone knows a solution, please let me know.
     
    Last edited: Dec 12, 2013
  3. Agent_007

    Agent_007

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    Dec 18, 2011
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    Did you try disabling multithreaded rendering?
     
  4. angel_m

    angel_m

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    Nov 4, 2005
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    1,160
    In my case the users report a complete blue screen but I suposse it is the same problem...
     
  5. MajidKhosravi

    MajidKhosravi

    Joined:
    Jun 21, 2013
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    It was disabled actually, My game rate went down with lots of 1 star reviews this week and many emails saying they just hear sound and see a black screen.

    I was able to verify it on ADT too, so we had to go back and revert changes to Unity 4.2.2 again to avoid losing more users.
     
  6. mikhail111777

    mikhail111777

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  7. Aurigan

    Aurigan

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    Jun 30, 2013
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    Yuck, pleased to find it's not just me with this issue, sad that it IS an issue - getting lots of 1* reviews talking about black screens. Reported on Galaxy S Advance, Galaxy Ace 2, Xperia U and additionally getting some really weird looking glitching (top half kinda ok, bottom half of screen only partially rendering) on HTC One V
     
  8. mikhail111777

    mikhail111777

    Joined:
    Feb 8, 2013
    Posts:
    84
    I tried to search deeper and it appears that NGUI shaders could cause black screen issues in the past.
    Guys, are you using NGUI in your games, or these issue is not related to NGUI?
     
  9. angel_m

    angel_m

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    Nov 4, 2005
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    I have the issue and I am not using NGUI.
     
  10. mikhail111777

    mikhail111777

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    Feb 8, 2013
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    A user from the support forum thread suggested that turning on "32-bit display buffer" fixes the issue.
     
  11. der_goldie

    der_goldie

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    Oct 22, 2013
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    1
    yes, this fix the issue with Black Screen, thx a lot!
     
  12. Alina Billingsley

    Alina Billingsley

    Joined:
    Dec 19, 2013
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    2
    I bought a game of Google Play and installed it. When i start it up it shows the game for a short time, but then the screen quickly turns black. My phone should be good enough to handle the game, so what could be the problem?

    The game in question is Superbrothers: Sword and Sworcery and my phone is an Xperia S :sad:
     
  13. 3dgrinder

    3dgrinder

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    Oct 21, 2008
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    249
  14. Jmonroe

    Jmonroe

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    Jul 7, 2012
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    3dgrinder,
    Curious if you released with "32-bit display buffer" enabled? I'm trying to decide on releasing an update using Unity 4.3, or waiting this out, or going back to 4.2 .
     
  15. 3dgrinder

    3dgrinder

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    Oct 21, 2008
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    249
    nah, we didn't release using 32-bit buffer enable but soon we will do.
     
  16. mikhail111777

    mikhail111777

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    Feb 8, 2013
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    I bump this, can't stand all these 1 stars...
     
  17. iguana_02

    iguana_02

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    Apr 22, 2011
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    211
    Guys, this is a nightmare...on my App i got at least 10 1 star per day because of this...Any news from the developers?
     
  18. mikhail111777

    mikhail111777

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    Feb 8, 2013
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    84
    I think the title needs to be changed so that a developer or moderator gets some interest in this thread.
     
  19. Seely

    Seely

    Joined:
    Jan 14, 2013
    Posts:
    2
    Hi guys,

    has anyone had any luck solving this? or heard any responses from Unity?

    We are having the same problem, exporting from Unity 4.2.2 worked fine, but after upgrading to 4.3.1f1 we get the Android Black Screen.

    We get the problem occurring on a tablet with an earlier version of Android - Android 2.3.3 Gingerbread.
    In LogCat we get the output:

    It starts the Android Activity -
    I/ActivityManager(840): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10000000 cmp=au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity } from pid 1361
    I/ActivityManager(840): Start proc au.com.test.tester for activity au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity: pid=2414 uid=10025 gids={3003}
    W/InputManagerService(840): Starting input on non-focused client com.android.internal.view.IInputMethodClient$Stub$Proxy@406157b8 (uid=10005 pid=1361)


    The window dies and then it seems to make a copy of the APK for some reason -
    I/WindowManager(840): WINDOW DIED Window{4062a338 au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity paused=false}
    I/ActivityManager(840): Process au.com.test.tester (pid 2414) has died.
    I/WindowManager(840): WIN DEATH: Window{40607b78 SurfaceView paused=false}
    W/InputManagerService(840): Got RemoteException sending setActive(false) notification to pid 2414 uid 10025
    W/ActivityManager(840): No content provider found for:
    W/ActivityManager(840): No content provider found for:
    I/ActivityManager(840): Force stopping package au.com.test.tester uid=10025
    I/PackageManager(840): Package au.com.test.tester codePath changed from /data/app/au.com.test.tester-1.apk to /data/app/au.com.test.tester-2.apk; Retaining data and using new
    I/PackageManager(840): Unpacking native libraries for /data/app/au.com.test.tester-2.apk
    W/PackageManager(840): Code path for pkg : au.com.test.tester changing from /data/app/au.com.test.tester-1.apk to /data/app/au.com.test.tester-2.apk
    W/PackageManager(840): Resource path for pkg : au.com.test.tester changing from /data/app/au.com.test.tester-1.apk to /data/app/au.com.test.tester-2.apk
    I/ActivityManager(840): Force stopping package au.com.test.tester uid=10025
    I/ActivityManager(840): Force stopping package au.com.test.tester uid=10025
    W/RecognitionManagerService(840): no available voice recognition services found


    It starts the Android Activity a second time -
    I/ActivityManager(840): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10000000 cmp=au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity } from pid 1361
    I/ActivityManager(840): Start proc au.com.test.tester for activity au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity: pid=2486 uid=10025 gids={3003} W/InputManagerService(840): Starting input on non-focused client com.android.internal.view.IInputMethodClient$Stub$Proxy@406157b8 (uid=10005 pid=1361)
    W/InputManagerService(840): --------- beginning of /dev/log/main


    Then it repeats the message below about GfxDevice being invalid -
    I/Unity(2486): Skipped rendering frame because GfxDevice is in invalid state (device lost)
    I/Unity(2486):
    I/Unity(2486): (Filename: Line: 1539)
    E/Unity(2486): [EGL] Unable to find an configuration matching minimum spec!
    E/Unity(2486):
    E/Unity(2486): (Filename: Line: 112)
    I/Unity(2486): Skipped rendering frame because GfxDevice is in invalid state (device lost)
    I/Unity(2486):
    I/Unity(2486): (Filename: Line: 1539)
    E/Unity(2486): [EGL] Unable to find an configuration matching minimum spec!
    E/Unity(2486):
    E/Unity(2486): (Filename: Line: 112)
    I/Unity(2486): Skipped rendering frame because GfxDevice is in invalid state (device lost)


    -----

    In an earlier forum post people exporting PC builds were having this same error occur because the "Multi-Threaded Rendering" Editor Setting was set to true (turned on).
    And we noticed that from Unity 4.2 to Unity 4.3 the Editor "Player Settings" GUI under "Other Settings" now includes a "Multi-Threaded Rendering" checkbox. So we are wondering if something is a miss when you try to turn this off.

    Or I'm not sure if this would affect us, but for "Known Issues" for Unity 4.3, they state there is no support for "Google Native Client".
    "Google Native Client support is not functional in Unity 4.3. If you need to publish to Native Client you can still use Unity 4.2.2"
    http://unity3d.com/unity/whats-new/unity-4.3#known-issues
    If the Google Native Client is used to run APKs in earlier versions of Android, maybe this is causing a problem.

    Hope we find a solution to this problem, it's a real headache for our development at the moment.
    Alex.
     
  20. bitter

    bitter

    Unity Technologies

    Joined:
    Jan 11, 2012
    Posts:
    530
    Hi,

    This is a known issue in 4.3. We will release a fix for 16bit display buffer with the next 4.3 release.

    "E/Unity(2486): [EGL] Unable to find an configuration matching minimum spec!" - this probably means you have selected 16bit display buffer but the device doesn't support 16 bit frame buffer - at least not configured the way needed by Unity. In Unity 4.2 we just picked a random configuration which obviously could lead to a very undefined behavior with the application. The fix in 4.3 will be to fallback to a 32 bit frame buffer if there is no compatible 16 bit configuration.

    If you select 32 bit display buffer in the editor you should be able to work around this issue. If that is not the case please file a bug and attach a repro project and as much information as possible regarding the device you are deploying to.
     
  21. dariuszpietrala

    dariuszpietrala

    Joined:
    Oct 5, 2012
    Posts:
    148
    Got this problem today :( Fortunately I uploaded new version only 10 hours after the bug, but got about 50 1* :( Hopefully this will fix it. I've unchecked the 32bit some time ago and started working on a update. Read somewhere that this is slowing the game on Android :( Don't remember where...

    Edit: 32bits fixed it! ;)
     
    Last edited: Jan 6, 2014
  22. mikhail111777

    mikhail111777

    Joined:
    Feb 8, 2013
    Posts:
    84
    Next version of Unity is out. There are many fixes for Android devices, I am updating my application now to check the black screen issue.
     
  23. rsb_jeremy

    rsb_jeremy

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    Jan 8, 2014
    Posts:
    5
    fwiw, i was having this exact issue with 4.3.2f1 and things seem to be working properly so far in 4.3.3f1.
     
  24. MajidKhosravi

    MajidKhosravi

    Joined:
    Jun 21, 2013
    Posts:
    39
    It appears that this issue is resolved in 4.3.3, we have already pushed the new update and so far so good.
     
  25. Torousisme

    Torousisme

    Joined:
    Jan 29, 2014
    Posts:
    1
    Hello all, I am quite new to Unity and I have this issue in HTC One and Samsung Galaxy S2 devices. I am running Unity 4.3.3f1. I have checked all the posts and tried all the recommendations but the issue persists. As soon the unity splash screen goes, I can only see an empty image (which has the colour of the background colour of the camera).

    Any more information on that problem would be greatly appreciated.
     
  26. paulstewart

    paulstewart

    Joined:
    Jul 4, 2013
    Posts:
    2
    Hi , Just had this same problem with an Android game after upgrade from Unity 4.2.2 to Unity 4.3.4 massive increase in one stars.
    After further testing found problem on Samsung fame black screen on first starting game.

    Tried turning on 32 Bit Display Buffer - Still getting Black Screen on first start up

    Tried turning on both 24 Bit Depth Buffer 32 Bit Display Buffer - Problem seems to be fixed

    My game contains both MobileCore Ads Admob banner
    I can only confirm this sorted my problem on Samsung Fame ,GPU - Broadcom VideoCore IV
    Will have to watch my review rating closly after update and post update

    Cheers
    P. Stewart
    Open World Gaming Android
     
  27. JuliusM

    JuliusM

    Unity Technologies

    Joined:
    Apr 17, 2013
    Posts:
    835
    Hello everyone, there could be two reasons for this issue.

    The first one is that you have selected the "OpenGL ES 3.0" graphics level in the player settings. OpenGL ES 3.0 must be supported by the device or else it will not work - a hardware and software support is required. OpenGL ES 3.0 support was officially added with Android 4.3 Jelly Bean update, so if a device has previous Android version, or it was released a long time ago before the Android 4.3 Jelly Bean update was released, OpenGL ES 3.0 will not work (there are a few exceptions). You can see this bug report as well: http://issuetracker.unity3d.com/issues/openggl-es-3-dot-0-applications-does-not-run-on-old-devices

    Another reason could be that you have enabled the "Multithreaded Rendering" in the player settings. So far we are aware of only one device where this happens: http://issuetracker.unity3d.com/issues/application-freezes-on-the-kindle-fire-first-generation
    If your issue is caused by the multithreaded rendering, please submit a bug report, provide a project which would allow us to reproduce the issue and also specify device names with Android versions where you are able to reproduce this issue.
    Before reporting the bug, make sure you are using the latest available Unity version (which currently is 4.3.4f1) and that the issue is still reproducible with it. As always the latest version can be downloaded here: http://unity3d.com/unity/download
     
  28. benni05

    benni05

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    Mar 17, 2011
    Posts:
    58
    My latest app is compiled with Unity 4.3.4f1 and is using OpenGL ES 2.0 and I'm still receiving those error reports. I'm not able to reproduce this with any of my own devices but the error reports look solid. I will follow paulstewart's recommendation now hoping that this does not cause problems otherwise.

    Update: My betatesters still report the bug. It doesn't matter whether I switch the Display Buffer options on or off. It is reproduceable on Nexus 10

    Related threads:

    http://forum.unity3d.com/threads/21...o-4-3-the-native-android-plugin-stops-working
    http://forum.unity3d.com/threads/197445-Black-screen-Unity-4-2-Android-4-1-2-empty-project
    http://forum.unity3d.com/threads/21...-freeze-Android-after-pressed-the-home-button
    http://forum.unity3d.com/threads/192347-Did-Unity-4-2-break-the-current-vuforia-unity-package
    http://forum.unity3d.com/threads/216796-Blue-screen-on-Android-device
    Even reported for Windows 8/Phone in the past
    http://forum.unity3d.com/threads/19...-Logo-with-ASUS-EP121-X86-tablet-on-Windows-8
    http://stackoverflow.com/questions/4781369/opengl-es-black-texture-on-nexus-s

    Best guesses so far:
    - Display buffer issue (did not fix it for me)
    - Auto rotation problem (we had this in the past already, but no, seems to be ok)
    - Usage of WebCamTexture (No, ruled that out now)
    - Texture compression issue (my favourite)

    I'll give up for now. The Mali GPU used on the Nexus 10 supports ETC2 and ATSC texture compression and we would be able to override texture compression before building in Unity to those requirements but I do not see how to take advantage of Multiple APK support in Google Play given that the <supports-gl-texture> flag in the Android Manifest does not list any options for ATSC.

    http://developer.android.com/guide/topics/manifest/supports-gl-texture-element.html

    Therefore I rather do not want to play around with Multiple SDK stuff. Would be nice if someone with a Nexus 10 could shed some light on this. If it has something to do with texture compression at all...

    @Unity: please investigate this ASAP and come up with a solution.
     
    Last edited: Mar 7, 2014
  29. bryan_lee

    bryan_lee

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    Apr 9, 2013
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    I meet this problem too , test on many android phone, :sad:
     
  30. Ted-Chirvasiu

    Ted-Chirvasiu

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    Sep 7, 2010
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    381
    I'm getting it too... Nothing works for me... I can't build anything that works... I even tried with an empty project (no packages imported) and an empty scene with nothing but a camera. I tried all the combinations possible in the player build settings but simply nothing works. It's so frustrating

    My build is 4.3.4f1
     
  31. mijan93

    mijan93

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    May 5, 2014
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    Thanks JuliusM,
    This helped me to get rid of this problem. I made the first mistake. Now my problem solved.
     
  32. fholm

    fholm

    Joined:
    Aug 20, 2011
    Posts:
    2,052
    I have this issue also, but only for the non GUI elements (weird), MT rendering off, 32 and 24 bit buffers, OpenGL ES 2.0
     
  33. EmilEkdahl

    EmilEkdahl

    Joined:
    Apr 25, 2014
    Posts:
    3
    Did you solve this?
    Im having this exact issue on newer devices like Galaxy Tab 4 and Experia Z2..

    So it seems that my reasons for this was that they use Aspect Ratio of 16:10.
    Developing for IOS originally, i didn't think about that.

    Alot of:
    Screen position out of view frustum.
     
    Last edited: Jul 31, 2014
  34. needhamca

    needhamca

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    Jul 27, 2014
    Posts:
    9
    Hey all. I just ran into this issue. The issue presented itself when I changed the quality settings without reloading the scene. Seems that on some devices if anti-aliasing is changed without reloading the scene it will result in everything being black. This could be a problem if you only have one scene and change quality settings after the game is loaded. Atleast that was my specific problem.
     
    Kappe likes this.
  35. Kappe

    Kappe

    Joined:
    May 2, 2014
    Posts:
    5
    I ran into the same issue today. Going from no anti-aliasing to anti-aliasing will indeed cause a black screen with the sounds playing (on some Android devices). Also if you switch from not using anti-aliasing to using it. Doesn't matter if you update anti-aliasing via the predifened quality settings, or if you do it directly in the static Application class.
     
  36. mamoniem

    mamoniem

    Joined:
    Jul 23, 2012
    Posts:
    174
    probably you are using some mouse events with android build (to emulate touch in the easy way). putting a small image (32*32) for the mouse icon in the build settings, will stop showing the blue/black screen !
    That's at least what happened in my case.
     
  37. Akio-Sensei

    Akio-Sensei

    Joined:
    Nov 21, 2014
    Posts:
    8
    Hi yet, same issue(Black Screen).
    Unity Version is 4.5.4.
    Who can help us?
     
  38. Neogene

    Neogene

    Joined:
    Dec 29, 2010
    Posts:
    94
    We disabled opengl automatic mode from player settings switching to opengl 2. this solved our problem (ngui 3.7.4 - unity 4.6)
     
  39. Droidspirit

    Droidspirit

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    Aug 16, 2014
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  40. SomeAlexander

    SomeAlexander

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    Feb 24, 2013
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    The same problem after updating to 4.6p1. On 4.6f3 all works fine. Tested on samsung gt p7500 and kindle fire.
     
  41. Droidspirit

    Droidspirit

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    Aug 16, 2014
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    Okay, i tested it with a samsung employee.

    On the Galaxy Tab 3 (P5210, BuildNr: KOT49H.P5210XXUBNK2) a black screen occurs on Android 4.2.2 and Android 4.4.2 while starting the game.

    In attachment you will find a ramdump. On the dumpState_201412051542.log you can see:

    Line 9314:
    12-05 15:39:51.316 2330 2409 I WindowManager: Screen frozen for +845ms due to Window{225e1d60 u0 Starting de.chickenpou}

    Line 11181:
    12-05 15:41:33.667 2330 3010 I ActivityManager: Process de.chickenpou (pid 10366) (adj 0) has died.

    Line 11182:
    12-05 15:41:33.667 2330 2682 I WindowState: WIN DEATH: Window{23574de8 u0 de.chickenpou/com.unity3d.player.UnityPlayerNativeActivity}
     

    Attached Files:

  42. Droidspirit

    Droidspirit

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    43

    Attached Files:

  43. Droidspirit

    Droidspirit

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    Btw: Compile a game under Unity 4.6 Beta RC1 it works fine, but not in 4.6 final release.
     
  44. florianpenzkofer

    florianpenzkofer

    Unity Technologies

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    Sep 2, 2014
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    479
    Can you please check which Graphics Level you are using in your project? In Unity 4.6.0p1 the default Graphics Level for new projects was changed from "Force OpenGL ES 2.0" to "Automatic".
     
  45. arkon

    arkon

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    Jun 27, 2011
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    1,122
    I have just issued an update of my game on Android using Unity 4.5.5 and within 24hours have loads of negative reviews with users complaining about blank white screens. Some of the devices mentioned are Xperia A, Galaxy S5, Nook HD,Droid Ultra and Alcatel A564C.

    Any ideas? it's killing my game!!
     
  46. SomeAlexander

    SomeAlexander

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    Feb 24, 2013
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    I tried both
     
    Last edited: Dec 8, 2014
  47. PedramGC

    PedramGC

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    Nov 10, 2014
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    I have the same problem, but it works when I build with forced OpenGL ES 3.0 on capable devices (Shield tablet) it works, but when building for OpenGL ES 2.0 it's just a lack screen.
    Running adb logcat I get this error: W/Adreno-ES20(14949): <core_glClear:37>: Error: Unknown: 0x506
    I'm going to try uninstall latest android sdk and rebuild. Any help is much appreciated.
     
  48. MrEsquire

    MrEsquire

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    Nov 5, 2013
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    Can confirm also, Black screen reports from Amazon on there tablets.
    I set to Automatic before, now back to ES2.0 to see if they accept it this time.
     
  49. arkon

    arkon

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    Jun 27, 2011
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    1,122
    I am now starting to have to issue refunds to players over this. The latest is a white screen on a Motorola X.
    I am using 32bit display buffer checked and force ES2.0

    A warning to others, Unity Android is very unreliable, and what you might issue as working on once version of unity is broken on a later one. I am going to try building it against 4.6.1, see if that fixes it
     
    Last edited: Dec 11, 2014
  50. MrEsquire

    MrEsquire

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    Its serious issues with Android and some serious showstopper bugs
    See also: http://forum.unity3d.com/threads/4-6-and-lollipop-customer-complain.284152/
    4.6.1 fixes some things but still some issues left, today we get a patch, and next patch hopefully fix more - but they should really do a 4.6.2 to fix things quickly..