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Black Screen on Note 3
I am using NGUI 3.6 and unity 4.5.5, when I am building my game on note 3 only black screen is coming. graphics level is Automatic. When I am changing Graphics level to OpenGL ES 2.0 I am able to see my game on note 3 but its very slow even buttons are responding properly.
Just to be clear, you have tested your game with other devices and it runs O$$anonymous$$, and you are experiencing this problem only with Galaxy 3?
Yeah its working fine on other devices when grphics level is OpenGL ES 2.0 but its not working properly with note3, means its working very slowly. If I am changing the graphics level to Automatic only blank screen is co$$anonymous$$g on note 3.
There seems to be a bug with the "Automatic" setting on Unity 4.5, and I don't know if this has been fixed on 4.6. "Automatic" apparently sets OpenGLES 3.0. The issue has been noted on iOS, Blackberry, and probably other mobiles too:
http://answers.unity3d.com/questions/844624/how-do-i-set-graphics-level-to-opengles20-if-suppo.html
Of course, Galaxy Note 3 comes with Android OS, v4.3 (Jelly Bean), and is upgradable. Since OpenGLES 3.0 is supported since Android 4.3 (API level 18), the Note 3 shouldn't really have a problem with OpenGLES 3.0 as such. So, maybe there's some kind of incompatibility with the shaders in your game. Bottom of the line, if the game doesn't get a black screen with OpenGL ES 2.0, use that, unless you really want to investigate why it doesn't work with OpenGLES 3.0.
So, the issue now is not the Graphics level setting, but the low FPS.
First of all, it might be a good idea to see what is the FPS when the game is in the editor, in the other devices, and in the Note 3, in order to see the extent of the problem. You can get free FPS counters here:
http://wiki.unity3d.com/index.php/FramesPerSecond
https://www.assetstore.unity3d.com/en/#!/content/10941
You can also measure the performance using the built-in profiler, and the adb tool to view the logcat:
http://docs.unity3d.com/$$anonymous$$anual/iphone-InternalProfiler.html
However, since the Note 3 is quite a powerful device, and your game runs fine on other devices with presumably equal or lower computing power, the source of the problem may be other tasks that are running in the Note 3, i.e. the problem is not the Note 3 as such, but the software that is installed in that particular device, which may have active tasks.
Answer by alok-kr-029 · Jan 07, 2015 at 09:43 AM
I was also having the same problem I solved it by searching and keeping the texture , images and atlas to 2048 *2048 or less hope you are also doing the same mistake of using the size more than it.
Thanks for your answer, my atlas is of size 2048 * 2048 only.