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How do I prevent Unity Pro crashes for Android projects?
I worked on a Unity project for a while, never without any issues, always building a standalone (Win7 Ultimate 64-bit) project.
Today I tried to build for Android. After it took some 20 minutes on a blazing-fast machine processing all project assets for whatever reason (is this going to happen every time I switch the build platform???), I plugged in my old HTC One V and tried Build & Run. Unity crashed once but I could successfully restart it and this time, it did build and run on the device.
So then I plugged in my very new HTC One to try the same, as that one has much better performance characteristics. Anyway, I restarted Unity just to be safe it will detect the new device. But it crashed and now ever since, I cannot start Unity -- upon attempting to load the project it crashes. Windows then brings up the "Unity Editor has stopped working" and is "looking for a solution to the problem" but that's just standard Windows "application crash" behavior so kinda useless.
Unity does show its splash-screen for a bit before crashing.
I also tried deleting all files in the project's ScriptAssemblies folder. Same problem, except now Unity shows "Compiling Scripts..." for a bit (and does successfully re-build all assemblies and write CompilationCompleted.txt) before again crashing.
I'm a Pro licensee and pretty fed up with this situation. The machine is a Feb 2012 Dell Precision with an Nvidia Quadro and 32GB RAM --- perfectly capable of doing Unity stuff as I have been doing over the last 2 weeks already, prior to deciding to play with Android.
How do I fix my project for Unity to stop crashing, and how do I prevent this situation from arising again? Actually this is the second time this is happening, but the last time the project was just a dummy playground so I didn't mind the whole mess too much.
Answer by metaleap · Aug 13, 2013 at 11:24 AM
"Solved": don't enable DX11 in player settings in a project with an Android build target... oh well.
I did -- before I figured out the workaround from the messages in the editor.log files. Which I linked to in the bug report (sent via Unity's Bug Reporter) -- so if I could figure it out from the editor.log(s) then hopefully they will, too ;)