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Question by Lazybones94 · Nov 13, 2015 at 03:43 PM · androidcrashresources.loadresources.loadall

Resources.Load crash Android

I am trying to load 25 textures from a certain folder in my project. But when I use just Resources.LoadAll("folder"); and nothing more after a 4-6 seconds pause application crashes on android with following code:

 11-13 17:19:46.195: I/WindowState(487): WIN DEATH: Window{41e638c0 u0 SurfaceView}
 
 11-13 17:19:46.196: W/ActivityManager(487): Force removing ActivityRecord{417fbac8 u0 com.DrawTeam.ColoringBook/com.unity3d.player.UnityPlayerActivity}: app died, no saved state
 
 
 11-13 17:19:46.202: W/InputDispatcher(487): channel '41b57350 com.DrawTeam.ColoringBook/com.unity3d.player.UnityPlayerActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x9
 
 11-13 17:19:46.202: E/InputDispatcher(487): channel '41b57350 com.DrawTeam.ColoringBook/com.unity3d.player.UnityPlayerActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
 

And when I try to load each image with Resources.Load("path") it either loads some images and crashes with the same logs, or loads them all and crashes a few moments later, about 0.3 or 0.5 of a second. In the editor everything works perfectly. The whole folder with all images weights about 300 KB, so its not because of the images being too large. But I am sure that it is a memory issue. Can anyone help me, please?

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avatar image Lazybones94 · Dec 23, 2015 at 09:45 AM 0
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I realised that this could be because of wrong texture compression, so I disabled mip-map generation and changed compression format to RGBA Compressed ATC 8 bits, so now every texture in decompressed state is about 0.6 mb(ins$$anonymous$$d of 3.2 mb), but it still crashes.

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