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Android version won't load when I remove/reduce texture in scene
I was attempting to clear out some unused GameObject's from my game when I noticed that all of sudden my Android build would no longer get past the loading splash.
I tracked down the breaking change to be me deleting either of two NGUI UITextures. If I change which Texture assets are being referenced, delete the GameObject/Component/ or even modify the png files to be a smaller size I get the issue to occur. There are no other references to these 2 textures anywhere in the scene. They are both non-power-of-2, bigger than 256x256 and less than 1024x1024 with no special import settings.
When I run this with the debugger attached, these are the last Unity logs I get before it stops:
01-05 01:21:20.552: D/Unity(9464): Creating OpenGLES2.0 graphics device
01-05 01:21:20.552: D/Unity(9464): InitializeGfxDevice OK
01-05 01:21:20.552: D/Unity(9464): Initialize engine version: 4.6.0f3 (30840d631a27)
01-05 01:21:20.642: D/Unity(9464): Begin MonoManager ReloadAssembly
...a whole bunch of loading dll's and platform assemblies
01-05 01:21:20.902: D/Unity(9464): - Completed reload, in 0.257 seconds
01-05 01:21:20.922: D/Unity(9464): PlayerInitEngineGraphics OK
01-05 01:21:20.922: D/Unity(9464): Found 5 native sensors
01-05 01:21:20.922: D/Unity(9464): Sensor : Accelerometer ( 1) ; 0.009575 / 0.00s ; BOSCH BMC150 Acceleration Sensor / Bosch Sensortec, GmbH
01-05 01:21:20.922: D/Unity(9464): Sensor : Accelerometer ( 1) ; 0.009575 / 0.00s ; BOSCH BMC150 Acceleration Sensor / Bosch Sensortec, GmbH
My best guess is that the issue is related to some change in the loading of the assets on Unity's end and not NGUI-related since even modifying the png by itself triggers the issue. Also, while Unity doesn't exit the splash screen, the device is still responsive to commands like pressing the home button. Anyone heard of anything like this before?
If you can reproduce the issue consistently, maybe you should report it as a bug.