Androids that do NOT work with Unity Android or that have limitations

Discussion in 'Android Development' started by MIke ekim, Jun 30, 2011.

  1. MIke ekim

    MIke ekim

    New Member

    Joined:
    Feb 27, 2011
    Messages:
    35
    Friends, it's time to do some more crowd sourcing. (yes, I'm ripping off this thread) Some Unity developers report customer complaints because the customer tried to run a Unity game on a less-than-adequate device. The general rule of thumb for Unity is:

    1) Android 2.0
    2) ARMv7/Cortex CPU (however some ARMv6 phones came with respectable GPUs for their time and can run Unity)

    Of course, just because a device can run Unity does not mean it can run any Unity game, but that is a separate issue.

    Some Android implementations or specific hardware may not support Unity even if the device meets the recommendations listed above. The real purpose of this thread is an attempt to list apparently-capable devices that do not support Unity. We can't stop people from downloading apps that they know won't work on their device; however we can at least make them aware of potential problems so they will try the app ASAP and get their refund, and maybe they will give us a 3-star review instead of one star. Please look through the list below and add the missing devices you're sure do not work with Unity Android or only work within specific constraints.

    Do not work (reason):
    • Samsung Transform with stock 2.1 OS (hardware is capable but kernel bug causes problems)
    • Samsung Galaxy 580 (may crash on complicated scenes that other, similar devices can handle)
    • Samsung Galaxy 5 (similar to Galaxy 580)
    • HTC Wildfire (Armv6 processor, not expected to work with Unity as described above)

    Work with specific constraints (constraint):
    • Samsung Galaxy S (30 MB limit to downloadable file size, also problems with UI)
    • Samsung Galaxy Tab (30 MB limit to downloadable file size)
    • HTC Desire (40 MB limit to downloadable file size)
    • Samsung Galaxy S2 (Minor but possibly annoying issue: phone may work in 16-bit mode with Unity and show color banding Edit: a workaround was added to address the GS2 graphics driver, I don't know if it was related to this problem or not)
    • HTC EVO3D (Must build with Unity 3.4)
    • HTC Sensation (Must build with Unity 3.4)

    If a device is unable to load an app because the file size is too large, the device should not see the app on the market at all; however, you can use this information to try to modify an app's file size so you can reach more users.
    Last edited: Aug 14, 2011
  2. _Petroz

    _Petroz

    New Member

    Joined:
    May 13, 2010
    Messages:
    731
    Great thread idea. It's good to know which devices have issues so small scale developers (like me) know to exclude them to avoid 1 star ratings on the app store.
  3. MikaMobile

    MikaMobile

    Member

    Joined:
    Jan 29, 2009
    Messages:
    810
    You can add the HTC Desire to the "works with constraints" list - similar situation to the Galaxy S, but 40mb instead. I think the Galaxy Tab also has the 30mb limit.
  4. MIke ekim

    MIke ekim

    New Member

    Joined:
    Feb 27, 2011
    Messages:
    35
    I found similar reports on the web so I added those too.
  5. legion

    legion

    New Member

    Joined:
    Feb 9, 2011
    Messages:
    174
    To my knowledge samsung galaxy s also has some problems with UI stuff.
  6. refreshcreations

    refreshcreations

    New Member

    Joined:
    Mar 7, 2011
    Messages:
    14
    HTC Wildfire - Uses Qualcomm Processor and only runs very slowly some emulator code
  7. Farfarer

    Farfarer

    Member

    Joined:
    Aug 17, 2010
    Messages:
    2,125
    Completely gutted my new HTC Sensation doesn't work with Unity :'(
  8. lenin713

    lenin713

    New Member

    Joined:
    Jul 6, 2011
    Messages:
    1
    is anyone working on a fix for the sensation?
  9. superman_legendary

    superman_legendary

    New Member

    Joined:
    Jun 28, 2011
    Messages:
    8
    Please let us know if someone is working on a fix for EVO 3D/Sensation and considering they use Qualcomm's latest technology I'm sure future HTC devices as well. Can we get some feedback?
  10. Vincent Pride

    Vincent Pride

    New Member

    Joined:
    Oct 6, 2010
    Messages:
    39
    So is HTC Wildfire S compatible?
    It seems to have MSM7227 600MHz (ARMv6) with Adreno 200 GPU (OpenGL ES 2.0)

    EDIT:
    I checked it, works fine.
    Last edited: Jul 11, 2011
  11. agentsmith

    agentsmith

    New Member

    Joined:
    May 1, 2010
    Messages:
    132
    I've had the freeze crash on the EVO 3D as well. I'm not sure what to do about except to lock it out. What I like about keeping a thread like this is that I can figure out which phones to lock out before I receive complaints. Thank you again for this thread and please everyone keep it up to date (like if a fix comes out and we can remove a device from the "devices that don't work list.")!
  12. XY01

    XY01

    New Member

    Joined:
    Jul 15, 2011
    Messages:
    23
    Had some strange colour banding on my new Galaxy S 2. App is smooth on SE Arc and HTC Desire but has noticeable colour banding on the Galaxy S 2 (tested on 2 devices to be sure). I believe it is the same issue as is explained here (http://www.youtube.com/watch?v=8QlnuoNSdXo) .
    Is there any way to force 24 bit mode for certain devices?
  13. MIke ekim

    MIke ekim

    New Member

    Joined:
    Feb 27, 2011
    Messages:
    35
    From the 3.4 release notes:

    Fixed deadlock problem on multi-core Snapdragon based devices (e.g. HTC Sensation / HTC Evo3D) where most applications would hang.

    Added workaround for crashes on Samsung GalaxyS II (ARM Mali-400) due to a bug in the graphics driver.


    Can anyone confirm Unity is working better on these devices?
    Last edited: Jul 29, 2011
  14. Dreamora

    Dreamora

    Member

    Joined:
    Apr 5, 2008
    Messages:
    26,586
    I didn't have problems on my GalaxyS II even with games that were already on the store, so I guess its a special case where it fires and kills the game.
  15. BCouto

    BCouto

    New Member

    Joined:
    Oct 18, 2010
    Messages:
    16
    How does the Galaxy Tab 10.1 perform with Unity? I'll be picking one up in a few weeks to work with Unity.

    Anyone?
  16. lazygunn

    lazygunn

    Member

    Joined:
    Jul 24, 2011
    Messages:
    2,052
    Ive just recieved my new samsung galaxy s2 and my enthusiasm has been dampened somewhat by the colour banding, it's making my lightmaps look atrocious, really very ugly

    As choosing to be in 24bit color on the phone is app-specific, i'd hope Unity address it quickly in some form
  17. bpritchard

    bpritchard

    Member

    Joined:
    Jan 29, 2009
    Messages:
    437
    Anyone try to build to the LG Vortex? I know its a really low end device but curious if its supported? I can build and install but it crashes right after the unity screen comes up.
  18. salgado18

    salgado18

    Member

    Joined:
    Jul 15, 2010
    Messages:
    5
    I've been researching a chinese tablet, to find out if it was compatible with Unity. One thing I noticed, and never until now knew the answer, was about ARM7, ARM9, ARM11 nomenclatures, because Unity works on ARMv7 processors. I found out that the answer is in Wikipedia, and I believe should be clarified:

    http://en.wikipedia.org/wiki/List_of_ARM_microprocessor_cores

    As it turns out, ARM7 is a processor family, but based on ARMv3 or ARMv4. That's confusing, but with that table, it's easy to find out the real architecture of a given processor. So Unity will only work with Cortex-* and maybe with some ARM11 processors.

    Sorry if it's irrelevant, but that cleared up my confusion, and may be useful to someone.
  19. Andrea Monzini

    Andrea Monzini

    New Member

    Joined:
    Oct 9, 2008
    Messages:
    447
    As first impression it works well with Unity 3.4
  20. XeviaN360

    XeviaN360

    Member

    Joined:
    Jun 3, 2010
    Messages:
    171
    Angrybots runs very smoothly :)
  21. happyhopper

    happyhopper

    New Member

    Joined:
    Feb 16, 2011
    Messages:
    31
    I can confirm that Unity 3.4 did fix some Application.Quit() issues. Before it would quit out, then if you hit the app icon again it would show you a black screen then crash. Now it quits like it should, tested on Galaxy S2. I haven't had any crashes with my app on the Galaxy S2 before Unity 3.4, so I can't confirm any other issues that might have been fixed.
  22. Vectrex

    Vectrex

    Member

    Joined:
    Oct 31, 2009
    Messages:
    147
  23. designxtek

    designxtek

    New Member

    Joined:
    Mar 13, 2009
    Messages:
    147
    I have reported crashes on certain scenes in my game on the Samsung Charge
  24. MIke ekim

    MIke ekim

    New Member

    Joined:
    Feb 27, 2011
    Messages:
    35
    I'm very interested in getting a HTC sensation. Can anyone confirm that Unity games (published with Unity 3.4) are now working on it?

    Edit: I see the update history for Air Attack, Samurai II and Battleheart states that EVO3D and Sensation are now supported, so some major developers have confidence.
    Last edited: Aug 14, 2011
  25. BLiTZWiNG

    BLiTZWiNG

    New Member

    Joined:
    Feb 9, 2010
    Messages:
    15
    I'm glad someone else found this info highly confusing. I was trying to find out why Unity couldn't run on the HTC Wildfire when the it says the phone has ARM11 but requires ARMv7 or newer (where ARM11 sounds newer than ARMv7, but isn't...);

    Enqueue(Headache);
  26. FuzzyC

    FuzzyC

    New Member

    Joined:
    Aug 3, 2010
    Messages:
    69
    Anyone have apps working on the LG Ally?
  27. Meltdown

    Meltdown

    Member

    Joined:
    Oct 13, 2010
    Messages:
    3,630
    I can't seem to open the phone's web browser when using an HTC Desire :(
  28. BLiTZWiNG

    BLiTZWiNG

    New Member

    Joined:
    Feb 9, 2010
    Messages:
    15
    Have you found any limitations yet? I know, very vague question, but I ask because this is make or break for me, as I just finished my trial before I got my Wildfire S. I know it works in Emulation mode on the Wildfire (we have one of those), but as far as I can see the hardware is only a minor upgrade on the Wildfire. I see conflicting reports about things like ShiVa working on Qualcomm Snapdragon but not on MSM7*, which the Snapdragon is.

    I R so confused!
  29. jezjones

    jezjones

    New Member

    Joined:
    Nov 10, 2011
    Messages:
    5
  30. Andrea Monzini

    Andrea Monzini

    New Member

    Joined:
    Oct 9, 2008
    Messages:
    447
    We have ported our Unity3d Games to Samsung Galaxy S2 and they works very well but we have not used Qalcomm AR plug-in , so i don't know what is the problem.
  31. refreshcreations

    refreshcreations

    New Member

    Joined:
    Mar 7, 2011
    Messages:
    14
    Now refuses to install anything that uses Input.touchCount :(
  32. Smooth Curves

    Smooth Curves

    New Member

    Joined:
    Aug 13, 2011
    Messages:
    6
    Hey bpritchard, did you ever find out about the Vortex? I am also looking to support the vortex. Right now, attempting to install a unity app on a vortex causes the phone to crash/hang.

    On the other hand unity3d works great on HTC Incredible.
  33. All_American

    All_American

    Member

    Joined:
    Oct 14, 2011
    Messages:
    1,069
    I have a LG Vortex, works fine.
  34. nikolic

    nikolic

    Member

    Joined:
    Oct 15, 2011
    Messages:
    162
    Hi all. I'm new to Unity Android dev. I'm about to get a Samsung Galaxy Note device. Has anyone tried Unity apps on it? Thanks!
  35. nikolic

    nikolic

    Member

    Joined:
    Oct 15, 2011
    Messages:
    162
    I got a Samsung Galaxy Note so here's some info.

    I downloaded a dozen of games listed in http://forum.unity3d.com/threads/59697-Games-released-with-Unity-Android (only free ones from 13th and 14th page). They all work fine.

    I bought Unity Android license last night and rebuilt a Unity game prototype I recently made for Windows (a HOG/adventure game using 2D Toolkit). It works fine on the device (except for mouse handling but that was expected).
  36. Euphorial

    Euphorial

    New Member

    Joined:
    Feb 21, 2012
    Messages:
    3
    I have unity running on my wildfire s, changed the build settings from armv7 to armv6!
  37. Gabryel

    Gabryel

    New Member

    Joined:
    Mar 16, 2012
    Messages:
    5
    i have tryed to set Amrv6 but is still dos not work whit HTC Wildfire :eek:
  38. Tethys

    Tethys

    Member

    Joined:
    Jul 2, 2012
    Messages:
    179
    Our recent Unity game Robot Kitten does not work on HTC Inspire. Menu and cut scene loads fine, as soon as the game starts they get a HARD LOCK and the only way to shut down the game is to remove the battery. No other buttons work to get you out of the locked game. Someone reported to us last night that his HTC Desire was also having issues. Apparently HTC's and Unity are a bad combo. :p

    Running Samsung Note and the Motorola Xoom tablet. Both run Unity in an awesome fashion - buttery smooth.
  39. marck.kh

    marck.kh

    New Member

    Joined:
    Nov 19, 2012
    Messages:
    2
    confirm HTC wildfire S works greate with unity .i test unity 3.5.5
    CPU Qualcomm MSM7227 600 MHz, ARM6 type
    GPU Adreno 200
    Memory 512 MB RAM
    it seems that all Qualcomm MSM727 phones are compatible with unity
  40. Dreamora

    Dreamora

    Member

    Joined:
    Apr 5, 2008
    Messages:
    26,586
    MSM7227 are the latest pre-snapdragon qualcomm cpus and actually have an ARMV6 and also a VFP unit present, which is the minimum requirement for Unity to run on it :)
  41. WarpZone

    WarpZone

    New Member

    Joined:
    Oct 29, 2007
    Messages:
    168
    My game bugs out in ways I've never seen before when the player touches the screen, on the Motorola Moto X and the Nexus 7. The player's ship becomes invisible and objects wink in and out of existence. This is long-distance black-box testing on a friend's device so my options are limited, but right now I'm guessing it's these devices because I can't reproduce on the PC or my own device.

    Built with Unity 4, tried targeting 2.3.3, 4.2 and 4.3.


    Disregard the above. We traced the problem to a floating point underflow... basically dividing touch.Magnitude by touch.deltaTime and then multiplying that by time.DetlaTime like it says to do in the unity scripting reference resulted in a float so small that it returned as zero due on some devices, but not on others.

    Basically, we fixed it like this:

    Code (csharp):
    1.  
    2.     var notZero: double =  (touchA.deltaTime * 10) * (Time.deltaTime * 10);
    3.     if( notZero != 0 ){
    4.         shipXDistanceThisUpdate = touchA.deltaPosition.x / notZero;
    5.         shipXDistanceThisUpdate *= .01; //Undoes the *10's from before.
    6.     }
    7.  
    8.  
    Last edited: Apr 24, 2014