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Question by psykojello2 · Dec 20, 2015 at 08:27 AM · androiddebuggingasyncloadlevelasync

Multithreaded rendering on Galaxy Note 4 (Android 5.0.1) fails

I'm loading my game scene from the start menu scene asynchronously:

     IEnumerator LoadLevelAsync(string sceneName)
     {
         var asyncOp = Application.LoadLevelAsync(sceneName);
         while(!asyncOp.isDone)
         {
             loadProgressImage.fillAmount = asyncOp.progress;                        
             yield return null;
         }
         loadProgressImage.fillAmount = 1f;        
         yield return null;
     }

 //It gets called from another couroutine as follows:
         Debug.Log("Going to start loading level");
         yield return StartCoroutine( LoadLevelAsync(levelToLoad)); 
         Debug.Log("Finished loading level");

The level loads on all devices, but on the Galaxy Note 4, the coroutine never finishes. I think the asyncOp.isDone never gets set to true even though the scene is loaded in the background (the game starts and I can hear my character running and picking up stuff). This works on other Android devices and iOS.

Maybe it has nothing to do with LoadAsync - maybe there's an error with the scene that I'm loading. Any ideas on how to get a crash log from a remote device (user is in another country).

When I turn off multithreaded rendering, the level loads on the Note 4, but all other devices run at a much slower FPS.

Has anyone else run into this problem?

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Answer by psykojello2 · Jan 26, 2016 at 06:48 PM

I was finally able to physically connect to a friends Note 4 and run builds from Unity and it helped me debug the problem.

In the new scene being loaded, I had 2 cameras. One was in screen space and one was in world space. I think the Galaxy Note 4 and possibly other android devices could not support 2 cameras multi threaded?

I got it to work with a single camera and it runs on Note 4 now.

Bottom line : 2 cameras and multi threaded rendering might not work out well.

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