Quantcast
Channel: Android
Viewing all 21933 articles
Browse latest View live

Unity 2019.2.6f1 crashing on clients, new error.

$
0
0
I update my project for the newest unity and now I'm getting new crash errors on google play, these did not exist when using previous versions.


Code (CSharp):
  1. java.lang.Error: FATAL EXCEPTION [main]
  2. Unity version     : 2019.2.6f1
  3. Device model      : samsung SM-G955F
  4. Device fingerprint: samsung/dream2ltexx/dream2lte:9/PPR1.180610.011/G955FXXU5DSFB:user/release-keys
  5. Caused by
  6.  
  7.   at java.lang.Runtime.loadLibrary0 (Runtime.java:1012)
  8.  
  9.   at java.lang.System.loadLibrary (System.java:1669)
  10.  
  11.   at...
Unity 2019.2.6f1 crashing on clients, new error.

How can I get "Bundle Version" and "Bundle Version Code" through script?

$
0
0
I need to show Bundle Version and Bundle Version Code in my application,
but looks like PlayerSettings class has no function to get these two.
Can I get this information like PlayerSettings.iPhoneBundleIdentifier for iPhone application?
Thanks in advance.

Native method not found: com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator:()V

$
0
0
Crash happened on 2 devices
Highscreen Boost 3 SE and Lenovo A536

Caused by java.lang.UnsatisfiedLinkError
Native method not found: com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator:()V

com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator (Unknown Source)
com.unity3d.player.UnityPlayer.resume (Unknown Source)
com.unity3d.player.UnityPlayerActivity.onResume (Unknown Source)
com.localytics.android.unity.LocalyticsUnityPlayerActivity.onResume...

Native method not found: com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator:()V

Texture 2D memory leak in Andoird Player

$
0
0
Hi,
I built a system that downloads images from web and store them in the local storage. The game uses a lot of textures and while the player progress I have to delete old textures to make room for new ones.
The way I implemented works fine in Unity Editor, but the Android build is crashing. I look in the profiler and realize that the textures are not been disposed. I'm using Unity 2019.2.12f1.

I create the texture from web like this:

Code (CSharp):
  1. UnityWebRequest www =...
Texture 2D memory leak in Andoird Player

Win32 Exception Running processes on Android from Unity

$
0
0
Im having trouble running the android executable "pm" from unity.
Im using System.Diagnostics.Process.Start () with shell set to true
Ive tried various combinations of shell and redirect and using "/system/bin/pm".
It seems odd there's a Win32Exception in this android app.

I get these errors:
Unable to lookup library path for 'Kernel32', native render plugin support disabled.
Unable to find Kernel32
11-27 15:47:50.335 28517 28548 E Unity : Win32Exception: Cannot find the specified file...

Win32 Exception Running processes on Android from Unity

Anyone know if Unity supports Android 8 / Android O / Api 26 in 5.6.2?

$
0
0
Hey all,

Does anyone know if there's any reason to 'not' build against the latest SDK, any known issues? I can't spot any mention of Android 8 being specifically supported in Unity 5.6.2, thanks!

android:hardwareAccelerated is forced false in all Activities

$
0
0
I'm not sure when this change happened but the built in android post processor is forcing all activities in the manifest to have android:hardwareAccelerated=false

This means it is impossible to override without writing out own post processor to undo this change. It should never be forced to be false or true on all activities as this could negatively interfere with other native activities a developer adds.

It would be helpful to have this at least as a flag in the editor settings along with...

android:hardwareAccelerated is forced false in all Activities

Android app crash

$
0
0
The application worked a few days ago - and now it has stopped. At startup, it displays an error message in the application. Run in Nox (purely to see how it works). Here is the app_crash from Nox:

crashApp=com.DefaultCompany.Sud_ok
crashInfo=APP_CRASH###com.DefaultCompany.Sud_ok###java.lang.Error###signal 4 (SIGILL), code 0 (?), fault addr 00003bd0
Build fingerprint: 'samsung/greatlteks/greatlteks:5.1.1/NMF26X/500191121:user/release-keys'
Revision: '0'
pid: 15312, tid: 15333, name:...

Android app crash

Android Crashes on Samsung Galaxy Tab running Android 8 with Adreno 308 gpu

$
0
0
We are running Unity 2018.4.2f1 and find a lot of crashes in crashalytics for Samsung SM-T380 devices running android 8. Is this a known issue?

pid: 32364, tid: 32449, name: UnityGfxDeviceW
r0 0000007c r1 0000007c r2 7a080000 r3 00000000
r4 00000000 r5 7a080000 r6 00000002 r7 00000002
r8 7f271000 r9 0008ce80 sl 7f26ddac fp 7e602718
ip 9372b31d sp 7e6025e0 lr 9372afb3 pc 9376fc64 cpsr a3d0cd10

at libRBGLESv2_adreno.rb_vbo_getptr + 39(rb_vbo_getptr:39)...

Android Crashes on Samsung Galaxy Tab running Android 8 with Adreno 308 gpu

Problems with certain devices using Vulkan API

$
0
0
Anyone else has problems using Vulkan API? On several devices like xiaomi 4x, lg x venture, lg v 20 and even sometimes samsung galaxy s7, google pixel XL (probably even more) The game just shows a black screen and nothing gets rendered except some UI and then it just freezes. Changing the API order from vulkan first to vulkan last, makes everything normal.

It's happening in All Untiy version from 2018.1 onwards.Unity 5 works fine with Vulkan except of some edgecases with multiple cameras...

Problems with certain devices using Vulkan API

Some of my Android Users are saying my game crashes when loading scene reached 10%

$
0
0
Released my game to beta on the Google Play Store a couple a week ago and now I have 4 private reviews, all of which 1 star, saying the game crashes while the game is loading and the load bar I have won't get past 10% before crashing. My biggest problem is I can't test it since none of my devices have ever crashed while playing my game + Google Play hasn't reported any of the crashes and Unity hasn't either. I have a feeling it's one of the plugins (Appsflyer or OneSignal) initing and then...

Some of my Android Users are saying my game crashes when loading scene reached 10%

SceneManager.LoadScene causes app to freeze

$
0
0
Hi there,
I am developing my first game via Unity. It should run under Android and iOS. I have the following issue - once LoadScene is reached, the app freezes. I use
Code (CSharp):
  1. SceneManager.LoadScene("02");
to load the second scene.
Few notes:
- I use Unity 2019.2 atm, however I have exactly the same issue under 2018 (this is why I decided to switch to 2019)
- All scenes are added to the build
- I have made very simple project - just two scenes, I can switch from 01 to 02 via...

SceneManager.LoadScene causes app to freeze

Looking to use a Pinch gesture to Hide and show UI

$
0
0
All of the examples I can find for pinch are all to do with pinch to zoom, and I can't seem to work out how I can use a pinch outwards to hide my UI and pinch inwards to show it.

Here is what i have which i got from one of Unitys tutorials on pinch to zoom.
It kind of works but at the same time it's not working correctly at all as pressing just 2 fingers on the screen greater than a certain distance apart would hide the UI where i would want a pinch instead.

Code (CSharp):
  1. if...
Looking to use a Pinch gesture to Hide and show UI

Unity 2019 Android build crashes on devices using Adreno 506 GPU

$
0
0
After we upgraded our game from Unity 2018.2.21 to Unity 2019.1.*, we found a lot of crashes on Firebase Crashlytics.

View attachment 452114

View attachment 452117


Caused by java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 83f5ff90
Build fingerprint: 'motorola/potter_amx_n/potter_n:8.1.0/OPSS28.85-13-5/2f72:user/release-keys'
Revision: 'p3b0'
pid: 2589, tid: 2681, name: UnityMain >>> com.casualjoygames.cooking.kitchen <<<
r0 48e1b285 r1 48e09801...

Unity 2019 Android build crashes on devices using Adreno 506 GPU

[FIXED] Memory issues on Android since 2018.3.0f2

$
0
0
We never used to have any memory issues when loading our world scene even with low spec devices, but since the update to 2018.3 the game crashes with the following error:


12-17 16:21:05.595 14776 14845 E Adreno-GSL: <gsl_memory_alloc_pure:2236>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
12-17 16:21:05.595 14776 14845 W Adreno-GSL: <sharedmem_gpuobj_alloc:2436>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
12-17 16:21:05.595 14776 14845 E Adreno-GSL:...


[FIXED] Memory issues on Android since 2018.3.0f2

App not Loading after Splitting the apk and obb file from Play Store.

$
0
0
Hello,

I am trying to make my app update on playstore through unity, at my earlier builds my apk was less than 100mb so I could easily upload it to playstore.

This time i am having apk size 184mb so I made split apk to upload. After the successful completion of rolling out. When i downloaded my app through playstore it gets stuck. At my initial research I found that to read the external .obb we have to take read permissions.

I already had this in my app. I am getting no error when i...

App not Loading after Splitting the apk and obb file from Play Store.

Unable to load library: libunity.so

$
0
0
found many crash in

Android 4.1.2,level 16 and

Android 4.2.2,level 17

Android 4.2.1,level 17

the log:
#00 pc 00045e98 /system/lib/libdvm.so (dvmAbort+75) [armeabi-v7a]
2 #01 pc 00001509 /data/data/com.xxx/lib/libmain.so [armeabi-v7a]
3 #02 pc 0001def0 /system/lib/libdvm.so (dvmPlatformInvoke+112) [armeabi-v7a]
4 #03 pc 0004d14b /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+394) [armeabi-v7a]
5 #04 pc 00027320 /system/lib/libdvm.so...

Unable to load library: libunity.so

Everything disconnected in whole project

$
0
0
Hello,

I have Unity 2018.3, today i opened my project only to find everything is disconnected from the inspector.

I have hundreds of things wired up and suddenly everything is disconnected. Anybody knows what can cause this. It would take days or weeks to rewire everything up, why has this happened?

This has destroyed my project

Wrong Collision on emulators instead of real device.

$
0
0
Hi, let me explain better, my English sux sorry.
When I build the game all feel good, all colliders are in his place.
But when someone try to record a video playing on an emulator, some invisibles walls appears or throwing an item to the floor could disappears.
Should I review something in my physics before to do a build?

PlayerPrefs persist between installs on Android

$
0
0
I’ve been running into an extremely weird bug that loads old data into the PlayerPrefs on a fresh install.

The bug happens as follows:
  1. A phone has my game installed
  2. PlayerPrefs has the key “Animal” stored with the value "Dog"
  3. I set the value of “Animal” to "Cat" and save the PlayerPrefs
  4. I uninstall game from the phone
  5. I install the game onto the phone again
  6. Expected: PlayerPrefs does not contain the “Animal” key
    Actual: PlayerPrefs contains key...

PlayerPrefs persist between installs on Android
Viewing all 21933 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>