Game freezes when changing scenes only in release build downloaded off google play.
Hi guys, I pretty much have a mostly finished game I've released on Google Play to alpha, it contains IAPs but does not use google play services.
It starts off in the main menu, but whenever a new game is started and we want to transition to the intro scene, the game freezes completely. Here is what I tried:
Transitioning to the first level directly
Transitioning to an empty scene entirely
Disabling IAP related stuff
Debugging using ADB logcat to see if any errors appear; none do.
Restarting my phone, trying it on a different phone model (same problem occurred)
Made sure IAP plugin as well as unity are up to date (unity 5.6.2f1)
In all these cases where applicable, I would re-upload the game, wait for it to go live, download it, then try it again. Because when I get the release version directly from unity before uploading it, it works just fine, game plays exactly as it does on the editor. It is only when downloaded off of google play that it freezes upon switching scenes.
Any help would be greatly appreciated. I've done a lot of searching but I did not find any surefire solutions. And since debugging reveals no complaint about any errors, I'm at a loss.
Other things to note: IAPs worked fine when I tried them from the main menu, made a test purchase with actual money to be extra sure. I did the obfuscate secrets thing using the license key for the application off the google dev website, that did not work either.
Answer by DungeonBrickStudios · Jul 11, 2017 at 09:53 AM
Alright, I found the culprit -_-'
Make sure that box is NOT checked if your application is less than 100 mb (edit->project settings->player settings->publishing settings), and if it is more, make sure you take the steps necessary for such application sizes on google play (you may need to upload your game in two parts, the APK and the OBB expansion file).
So in effect what was happening with my game was, only the first scene was in the APK. The rest was in an OBB file that was not uploaded, and since my game is ~60 mb, the option was not necessary. I don't recall ticking it personally but I'm just glad it works now.
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