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Crash with Android Application in Phones
Hello, team.
I just like to ask if some of you know how to solve my problem.
I have built the APK of my project, containing only two scenes. A menu and a 3D world.
The game starts normally in my phone, and I can travel through the Canvas. But when I change the Scene, the Game gives a black screen and quits.
I also want to say that this doesn't happens on the Android Studio Emulator, this just happens in phones.
Basically, that's the problem. Do you have any solution?
Anyway, thanks in advance for any answer that you can provide. Goodbye.
Answer by kaarloew · Feb 07, 2019 at 07:21 AM
What does adb logcat say?
https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/
Hello.
I had ran the adb logcat:
02-07 09:18:10.299 22358 22378 I Unity : SystemInfo CPU = AR$$anonymous$$v7 VFPv3 NEON, Cores = 4, $$anonymous$$emory = 1345mb
02-07 09:18:10.299 22358 22378 I Unity : SystemInfo AR$$anonymous$$ big.LITTLE configuration: 4 big (mask: 15), 0 little (mask: 0)
02-07 09:18:10.301 22358 22378 I Unity : ApplicationInfo com.juego.mate version 1.0 build c2b8b052-b996-4d74-b98c-506d8c50ae1c
02-07 09:18:10.301 22358 22378 I Unity : Built from '2017.3/patch-release' branch, Version '2017.3.0p1 (4596dd67072f)', Build type 'Release', Scripting Backend 'mono'
02-07 09:18:10.578 22358 22378 D Unity : GL_A$$anonymous$$D_compressed_ATC_texture GL_A$$anonymous$$D_performance_monitor GL_A$$anonymous$$D_program_binary_Z400 GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_robustness GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_NV_fence GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_depth24 GL_OES_EGL_image GL_OES_EGL_sync GL_OES_EGL_image_external GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_depth_texture_cube_map GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_vertex_type_10_10_10_2 GL_OES_vertex_array_object GL_QCO$$anonymous$$_alpha_test GL_QCO$$anonymous$$_binning_control GL_QCO$$anonymous$$_driver_control GL_QCO$$anonymous$$_perfmon_global_mode GL_QCO$$anonymous$$_extended_get GL_QCO$$anonymous$$_extended_get2 GL_QCO$$anonymous$$_tiled_rendering GL_QCO$$anonymous$$_writeonly_rendering GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT
02-07 09:18:10.578 22358 22378 D Unity : _texture_sRGB_decode GL_EXT_texture_filter_anisotropic GL_EXT_multisampled_render_to_texture GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_disjoint_timer_query
And that's all.
The logcat doesn't return nothing when the app crashes.
Ok. I've tried to run the logcat again, but this time with Android Studio, and I got this:
2019-02-07 11:32:31.172 1008-1994/? I/Activity$$anonymous$$anager: START u0 {act=android.intent.action.$$anonymous$$AIN typ=null flg=0x10200000 cmp=ComponentInfo{com.juego.mate/com.unity3d.player.UnityPlayerActivity}} from uid 10067 on display 0
2019-02-07 11:32:31.251 1008-2922/? I/Activity$$anonymous$$anager: Start proc 30370:com.juego.mate/u0a235 for activity com.juego.mate/com.unity3d.player.UnityPlayerActivity
2019-02-07 11:32:32.248 387-387/? I/SurfaceFlinger: id=10396 createSurf (1x1),1 flag=4, com.juego.mate/com.unity3d.player.UnityPlayerActivity
2019-02-07 11:32:32.293 387-387/? I/SurfaceFlinger: id=10397 createSurf (960x540),1 flag=4, SurfaceView - com.juego.mate/com.unity3d.player.UnityPlayerActivity
2019-02-07 11:32:32.295 387-387/? I/SurfaceFlinger: id=10398 createSurf (960x540),-1 flag=20004, SurfaceView - com.juego.mate/com.unity3d.player.UnityPlayerActivity
2019-02-07 11:32:32.423 1008-1365/? I/Activity$$anonymous$$anager: Displayed com.juego.mate/com.unity3d.player.UnityPlayerActivity: +1s196ms
2019-02-07 11:32:33.260 30370-30392/? I/Unity: SystemInfo CPU = AR$$anonymous$$v7 VFPv3 NEON, Cores = 4, $$anonymous$$emory = 1345mb
2019-02-07 11:32:33.260 30370-30392/? I/Unity: SystemInfo AR$$anonymous$$ big.LITTLE configuration: 4 big (mask: 15), 0 little (mask: 0)
2019-02-07 11:32:33.261 30370-30392/? I/Unity: ApplicationInfo com.juego.mate version 1.0 build a25b126e-92ae-4fd4-92c3-e0be0f157b52
2019-02-07 11:32:33.262 30370-30392/? I/Unity: Built from '2017.3/patch-release' branch, Version '2017.3.0p1 (4596dd67072f)', Build type 'Release', Scripting Backend 'mono'
2019-02-07 11:33:19.644 1008-8998/? I/Window$$anonymous$$anager: WIN DEATH: Window{3dfbbe2d0 u0 SurfaceView - com.juego.mate/com.unity3d.player.UnityPlayerActivity}
2019-02-07 11:33:19.702 387-397/? I/SurfaceFlinger: id=10397 Removed SurfaceView - com.juego.mate/com.unity3d.player.UnityPlayerActivity (2/6)
2019-02-07 11:33:19.702 387-2955/? I/SurfaceFlinger: id=10397 Removed SurfaceView - com.juego.mate/com.unity3d.player.UnityPlayerActivity (-2/6)
2019-02-07 11:33:19.703 387-2301/? I/SurfaceFlinger: id=10398 Removed SurfaceView - com.juego.mate/com.unity3d.player.UnityPlayerActivity (1/5)
2019-02-07 11:33:19.704 387-395/? I/SurfaceFlinger: id=10398 Removed SurfaceView - com.juego.mate/com.unity3d.player.UnityPlayerActivity (-2/5)
2019-02-07 11:33:19.768 1008-3980/? W/Activity$$anonymous$$anager: Force removing ActivityRecord{6c2bef6d0 u0 com.juego.mate/com.unity3d.player.UnityPlayerActivity t1040}: app died, no saved state
2019-02-07 11:33:19.992 1008-2843/? I/Window$$anonymous$$anager: WIN DEATH: Window{9b36018d0 u0 com.juego.mate/com.unity3d.player.UnityPlayerActivity}
2019-02-07 11:33:20.119 387-395/? I/SurfaceFlinger: id=10396 Removed com.juego.mate/com.unity3d.player.UnityPlayerActivity (1/4)
2019-02-07 11:33:20.119 387-397/? I/SurfaceFlinger: id=10396 Removed com.juego.mate/com.unity3d.player.UnityPlayerActivity (-2/4)
Hope this can help you to understand what's happening.
You will get more info if you do a debug build. And drop findstr/grep part to get system messages.
Greetings.
Before to continue, I want to thank you for the help you're providing me.
Well, I've created the debug AP$$anonymous$$ with Unity, but in the Profiler, the program didn't tell me nothing about the crash. So now I were doing the debug with Android Studio.
Android Studio returned some errors and reports, but I've noticed something interesting:
In Android Emulators, the app functions normally, but when the app runs in phones, it uses an incredible amount of resources when the user change of Scene.
The final reports are too long to put it here, so I've created a Google Drive folder to store it.
There are three things by there: Debug Console, Logcat and Profiler.
Here, the link: "Drive Folder".
That's all I got.Thanks for any help.
See you later.
Please, give a look to the Profiler snapshots.
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