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Issue with specific graphic drivers

Discussion in 'Android' started by SnowedIn, Oct 2, 2015.

  1. SnowedIn

    SnowedIn

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    Hi,

    I am facing an issue on a specific device that I found really hard to track and I was hoping someone could help me in finding ways to identify the issue.

    Our game is crashing on a specific device (Samsung Galaxy Tab 3 Lite 7'').

    The crash seems to be happening within a graphic library of the tablet:

    at libGAL.computeWLimit(computeWLimit:104)
    at libGAL.computeWLimit(computeWLimit:68)

    Sadly, there is not much information about that library, and 0 result on Google on the specific function that crash (computeWLimit). I've came across this thread (http://forum.unity3d.com/threads/crash-bug-on-samsung-galaxy-tab-3-7.229164/) but this was in another context. I've tried disabling all the shader for our game, which makes the game *sometime* run for a couple of frames, but it will always eventually crash.

    Now, I've tried multiple approach to identify the issue (commenting code, removing modules) but always end up crashing.

    What would be your approach to identify this issue?

    Thanks!
     
    MrEsquire likes this.
  2. DominiqueT

    DominiqueT

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    Hi
    We've the same issue. Only with Android 4.2 and Galaxy Tab3 or Galaxy S3 and unity 5.1.1p2 and unity 5.2.0f3.
     
  3. SnowedIn

    SnowedIn

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    Glad I'm not the only one to get this issue.
    Still having this issue with 5.2.1 p2.
    Is there a version of Unity you've tested that does not cause this issues?
     
  4. DominiqueT

    DominiqueT

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    I haven't this device so I can't test easily.
    I'll try to upload a new version with Auto Graphics API enable. (I use OpenGLES2 yet).
    Have you test that?
     
  5. SnowedIn

    SnowedIn

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    I've tried altering most of the graphic settings (including using the Auto Graphic API) and also disabling/enabling all sorts of options without any luck. I found that when I remove all text rendering and disable all shaders, the crash takes more time before happening, but it will still eventually happen. I haven't narrowed down what was causing the crash, but I start suspecting that multiple graphic calls can lead to this issue and it's not an isolated function call.
     
  6. DominiqueT

    DominiqueT

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    We got 76% of uninstall on Galaxy tab 3 this week :(

    Unity help us!
     
  7. DominiqueT

    DominiqueT

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    SnowedIn > Have you make a bug report with a little project? (mine is too big and I can't reproduce bug on my device, I haven't Tab3)
     
  8. DominiqueT

    DominiqueT

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    SnowedIn > I made a build with unity 5.1.4 and it seems ok.
     
  9. SnowedIn

    SnowedIn

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    Great! I'll give a try to 5.1.4 (And 5.2.0p3).
     
  10. ReiAyanami

    ReiAyanami

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    My app depends on 5.2 and I also get reports of this crash :(
     
  11. aleksirantonen

    aleksirantonen

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    Last edited: Nov 15, 2015
  12. robertsze

    robertsze

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  13. DominiqueT

    DominiqueT

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    The bug is back with our new build (unity 5.2.3).
     
  14. bitter

    bitter

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    If someone could file a bug and also attach a project that we can use to reproduce the bug that would be great.
     
  15. DominiqueT

    DominiqueT

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  16. Chris_Entropy

    Chris_Entropy

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    I am also having crashes on my Samsung Galaxy Tab 3 Lite 7". I am using Unity 5.2.2. Is this still an issue with 5.3.1? Are there any workarounds? If this is still not solved, I will try to make a test project with the reproducable bug.
     
  17. Gizmoi

    Gizmoi

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    I think this is the same issue I am having, details in this thread.
    It's crashing on Samsung Galaxy Tab Pro S and Samsung Galaxy Note 10.1.
    It was fine in Unity 5.1.4f1, and can't go 15 minutes on Unity 5.3.0p1, p2 or p3, without crashing.
     
  18. TitanUnity

    TitanUnity

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    I wanted to chime in here as we now have a few users reporting what sounds like a similar issue:

    Both on Samsung devices:
    Error.PNG

    Error2.PNG


    I did notice that 5.3.1p2 patch notes indicate this line:
    (756734), (756754) - OpenGL ES: Fixed crashes with new Samsung firmware.

    Haven't tried the patch yet, but wondering if this may be related? We don't have immediate access to test locally on these devices.
     
  19. Gizmoi

    Gizmoi

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    As I said in my previous post. We've tried p2 to no avail :(
    We've been getting these crashes on Unity 5.3.1 to p4.
     
  20. TitanUnity

    TitanUnity

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    I'm installing 5.3.2 and will be testing this over the next few days...
     
  21. Gizmoi

    Gizmoi

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    Any success? I'm trying Unity 5.3.2p2, but I can't build due to a Rigidbody/Trigger issue.
     
  22. liortal

    liortal

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    We are on Unity 5.3.2, and also experiencing this issue on multiple devices types:
    samsung SM-T110 95%
    samsung SM-T211 4%
    samsung GT-I8200 1%

    Android OS versions:
    4.2.2 97%
    4.1.2 3%

    Is there an official bug report on this ? any fix that is going to be released soon ?
     
  23. robertsze

    robertsze

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  24. GaussJordan

    GaussJordan

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    Hi,

    We ported our game to Unity and currently have a staged rollout to a small percentage on Android. With Unity 5.3.2p3 we still have this issue. It's our biggest crash right now and we would very much like to have this fixed before going 100% live.
     
  25. Gizmoi

    Gizmoi

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    I have not sent a bug report as I cannot upload my project or narrow it down to create a repro project.

    This appears to be fixed in Unity 5.3.2p2 for us. Anyone who's getting it in p3, I'd recommend downgrading to p2 and try that. We will try upgrading to p3 on Monday and see if it has regressed.

    Our Samsung device that it used to crash on was the Samsung Galaxy Note 10.1.
     
  26. liortal

    liortal

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    Were you able to reproduce the issue locally? how are you certain that the issue was fixed with patch 2 ?
     
  27. Gizmoi

    Gizmoi

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    In 5.3.1p1-4 and 5.3.2p1 the crash occurred within 15 minutes of play. In 5.3.2p2, we had the build in test all morning with no crashes. I'm not 100% convinced it's fixed, but if it isn't fixed it happens a lot less often.

    If by locally you mean internally, then yes. We're waiting to upgrade Unity from 5.1.4 pending this bug.
     
    liortal likes this.
  28. robertsze

    robertsze

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    We had this crashes with 5.3.2p2 too unfortunatly.
     
  29. rolandlivingstone

    rolandlivingstone

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    We also had this crashes with 5.3.2p2 too, have recived 12 crash report in googleplay
     
  30. liortal

    liortal

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    @robertsze did you receive any reply to your bug report? @bitter do you know if someone had a look at it ?

    We are actually going to order the Samsung SM-T110 that seems to get a lot of these crashes. Waiting to receive it, but more importantly i hope Unity is going to come up with a fix for this...
     
  31. Gizmoi

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    @GaussJordan, @robertsze, @rolandlivingstone do you have model numbers on which the crash is occurring?

    Based on @liortal 's reports, it's the:
    • Samsung Galaxy Tab 3 Lite 7.0
    • Samsung Galaxy Tab 3 7.0
    • Samsung Galaxy S3 Mini
    Our device that it appears to be fixed on is:
    • Samsung Galaxy Note 10.1
     
  32. GaussJordan

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    liortal likes this.
  33. paradizIsCool

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    Same for us,
    We're using stage rollout so it's 13 crash for 3000 DAU.

    Galaxy Tab3 Lite (goyawifi) 9
    Galaxy S3 Mini Value Edition (goldenve3g) 3
    Galaxy Tab3 Lite (goya3g) 1

    All with Android 4.2

    java.lang.Error: FATAL EXCEPTION [UnityMain]
    Unity version : 5.3.2f1
    Device model : samsung SM-T111M
    Device fingerprint: samsung/goya3gub/goya3g:4.2.2/JDQ39/T111MUBUAOG1:user/release-keys

    Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 6973f890
    Build fingerprint: 'samsung/goya3gub/goya3g:4.2.2/JDQ39/T111MUBUAOG1:user/release-keys'
    Revision: '2'
    pid: 32445, tid: 32466, name: main >>> com.iscoolentertainment.wordoxfree <<<
    r0 00000108 r1 0000003c r2 00000108 r3 00001388
    r4 00000003 r5 6973f890 r6 00000003 r7 662eec54
    r8 0000000b r9 0000003c sl 60a503ec fp 00000000
    ip 5c9b9ebc sp 60a4fd40 lr 5c8f1aac pc 5c8f1acc cpsr 31313154

    at libGAL.computeWLimit(computeWLimit:104)
    at libGAL.computeWLimit(computeWLimit:68)


    sometimes it (50%)
    at libGAL.computeWLimit(computeWLimit:252)
    instead of
    at libGAL.computeWLimit(computeWLimit:104)
     
  34. Gizmoi

    Gizmoi

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    Do any of you guys use Asset Bundles? In p2 there was a fix for a memory leak using the new LZMA compression. I'm thinking this could be related?

    Both the Samsung Galaxy Tab Pro S and the Samsung Galaxy Note 10.1 are now working fine for us.
    We have a Tab 7 in the office today to test, I'll let you guys know how it goes.
     
  35. paradizIsCool

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    We're not using Asset Bundles
     
  36. paradizIsCool

    paradizIsCool

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  37. SummitJain

    SummitJain

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  38. liortal

    liortal

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    What did you do to solve it ?
     
    paradizIsCool likes this.
  39. Huacanacha

    Huacanacha

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    We also have this problem. In fact it's currently our #1 crash...

    Our crash metrics from 190 crashes, 72 users:
    SM T110 91%
    SM T111 4%
    SM T2105 2%
    Other 3%
    (looks like Galaxy tabs only)

    All on Android 4.x.

    All in Portrait mode.

    I suspect it may be an issue when changing device orientation... maybe computeWLimit means width limit or something along those lines. Note that our app is configured for landscape mode only.

     
    Last edited: Feb 17, 2016
  40. paradizIsCool

    paradizIsCool

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    @SummitJain How do you solved it ?
     
  41. robertsze

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    Funny. No reply for months and now the bug report just got closed for whatever reason. This is getting ridicoulous. We have tousands of crash report per day, no one helps. Really great.
    We dont use asset bundels, no device rotation, fyi. Im pretty sure its audio related as the crashing library has todo with audio processing. Anyone using the Audio mixer and seeing this crash reports?
     
  42. SummitJain

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    I am using google cardboard sdk and it works on most of the devices that we have tested so far..Oculus SDK or Unity VR Samples we could test it on Samsung s6 and it works perfectly fine there.. The issue reported here is different and i am not sure what you trying to do and what sdk ur using.

    We are using 5.3.2p3 and runtime 0.8.
     
  43. paradizIsCool

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    Thank's to testdroid, I'm able to reproduce the crash. I have several Error during test and BIG graphical glitchs. And after some errors, the crash happens.

    I don't think it's a sound error

    This is the error
    E BufferQueue: [SurfaceView] dequeueBuffer: min undequeued buffer count (1) exceeded (dequeued=2 undequeudCount=0)
     
  44. paradizIsCool

    paradizIsCool

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  45. GaussJordan

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    I've gotten words from a Unity dev. Apparently they've looked through the Vivante drivers and removed features that didn't work. They have not been able to reproduce the crashes, but it's still possible that these changes will solve the issue. It's likely being released for the 5.3.4 version.

    Please share if you find a clear way to reproduce the problem!
     
    Gizmoi likes this.
  46. florianpenzkofer

    florianpenzkofer

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    5.3.3p3 will have rendering fixes for Vivante GPUs like in the Galaxy Tab 3 7.0 lite SM-T110.
     
  47. robertsze

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    Sounds great, will this include fixes for the crashes too?
     
  48. florianpenzkofer

    florianpenzkofer

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    The bug was related to index/vertex buffer updates at OpenGL ES level. We had to workaround some driver quirks. I think it is very likely that this could also cause crashes in the driver, but I didn't reproduce a crash myself.
     
  49. robertsze

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    That sounds great. Will give this immediately a try on various projects as soon as the fix is available.
     
  50. robertsze

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    This bug appears to be fixed now (Unity 5.3.4) ! (no graphical glitches, no crashes). We just released a new version with this fix included, will let you know in the next 1 or 2 days if it works for all other devices related to this issue too.