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Nexus 7 Unity 5.1.2 crash
We are having a crash issue with our app on one of our Android devices. Even starting with just a fresh Unity 5.1.2p3 (or 5.1.2p1) project and an empty scene, the android build crashes on the device. On most of our devices it is fine, but on our Nexus 7 running Android 4.3, it crashes immediately (before splash screen) with “Unfortunately has stopped.” We have tried all sorts of build and graphics settings combinations of device filters (ARMv7, x86, fat), API Level (15, 18) Graphics APIs (OGLES2, OGLES3, Automatic), Api Compatibility Level (.NET 2.0, .NET 2.0 Subset), removing shaders, and lowering quality settings.
To add to the weirdness, we have 2 Nexus 7’s, and the crash happens on only one of them. It crashes on the one with Kernal version 3.4.0-g1f57c39, and not on the one with Kernal version 3.1.10-g1e8b3d8
Upgrading to the beta Unity build 5.2.0b6 seems to fix the crash, but we are reluctant to release with a beta build of Unity. Because this crash is currently blocking our release, we were wondering of a) the release date of 5.2.0b6, and b) if there is a patch happening for this issue on 5.1.
edit below is the logcat created at the crash
I/ActivityManager( 518): START u0 {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=com.uken.testCrap/com.unity3d.player.UnityPlayerActivity} from pid 822
I/ActivityManager( 518): Start proc com.uken.testCrap for activity com.uken.testCrap/com.unity3d.player.UnityPlayerActivity: pid=11098 uid=10080 gids={50080, 3003, 1028}
I/ActivityManager( 518): Displayed com.uken.testCrap/com.unity3d.player.UnityPlayerActivity: +201ms
D/Unity (11098): GL_AMD_compressed_ATC_texture GL_AMD_performance_monitor GL_AMD_program_binary_Z400 GL_EXT_debug_labelGL_EXT_debug_markerGL_EXT_robustness GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_NV_fence GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_depth24 GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_depth_texture_cube_map GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_vertex_type_10_10_10_2 GL_OES_vertex_array_object GL_QCOM_alpha_test GL_QCOM_binning_control GL_QCOM_driver_control GL_QCOM_perfmon_global_mode GL_QCOM_extended_get GL_QCOM_extended_get2 GL_QCOM_tiled_rendering GL_QCOM_writeonly_rendering GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_color_buffer_float GL_EXT_color_buffe
D/Unity (11098): r_half_float
F/libc (11098): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 11118 (UnityMain)
I/DEBUG ( 172): pid: 11098, tid: 11118, name: UnityMain >>> com.uken.testCrap <<<
W/ActivityManager( 518): Force finishing activity com.uken.testCrap/com.unity3d.player.UnityPlayerActivity
W/InputDispatcher( 518): channel '4289af50 com.uken.testCrap/com.unity3d.player.UnityPlayerActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x9
E/InputDispatcher( 518): channel '4289af50 com.uken.testCrap/com.unity3d.player.UnityPlayerActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
W/InputDispatcher( 518): Attempted to unregister already unregistered input channel '4289af50 com.uken.testCrap/com.unity3d.player.UnityPlayerActivity (server)'
I/WindowState( 518): WIN DEATH: Window{4289af50 u0 com.uken.testCrap/com.unity3d.player.UnityPlayerActivity}
I/WindowManager( 518): Screenshot Window{4289af50 u0 com.uken.testCrap/com.unity3d.player.UnityPlayerActivity EXITING} was all black! mSurfaceLayer=21015 minLayer=21000 maxLayer=21015
i have a game crashed in nexus9, any luck for your issue?
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