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Fixed in Unity 2017.2

Votes

6

Found in

5.6.0p3

Issue ID

905867

Regression

Yes

[Android] Application crashes on start with high resolution of Static Splash Image

Mobile

-

-

Priority: 1Fix for next beta/patch release build

-

Severity: 1Crash, freeze, data loss, work stops

Steps to reproduce:

1) Download attached project and open in Unity
2) Build and Run project on a device
--Application will crash on start

Reproduced with:
5.6.0b3, 5.6.0p3, 2017.1.0b2

Not reproduced with:
5.5.3p2, 5.6.0b2

Regression from:
5.6.0b3

DUT
Reproduced with:
Samsung SM G925F (Galaxy S6 Edge), OS:6.0.1, CPU:arm64-v8a, GPU:Mali-T760, Build:samsung/zeroltexx/zerolte:6.0.1/MMB29K/G925FXXU5DQA7:user/release-keys

Verizon SM G930V (Galaxy S7 Verizon), OS:7.0, CPU:arm64-v8a, GPU:Adreno (TM) 530, Build:Verizon/heroqltevzw/heroqltevzw:7.0/NRD90M/G930VVRU4BQA2:user/release-keys

Not reproduced with:
Google Pixel C, OS:7.1.1, CPU:arm64-v8a, GPU:NVIDIA Tegra, Build:google/ryu/dragon:6.0.1/MXB48J/2452629:user/release-keys

Note:
Application crashes when Static Splash Image rezolution is 2048x2048
Not crashed when resolution of Static Splash Image was 256x512

Fixed in: 5.6.1p4, 2017.1.0b9, 2017.2.0a3

Comments (5)

  1. 22663f90c37ca266c97fb4f7615ffa66?d=mm

    fcloss

    Jun 01, 2017 19:09

    Unity devs, one more thing that may be important, happened to me as a consequence of this new Splash implementation.

    On main MainCamera Start method i use RenderTexture to create some dynamic textures. With the new Splash, Start is called without a GL context, so the RenderTexture gets black. I had to add a yield to wait on frame to do this. The splash is closing too soon and passing control to the app too soon.

  2. 22663f90c37ca266c97fb4f7615ffa66?d=mm

    fcloss

    Jun 01, 2017 16:43

    Estimates please? Nothing new happened! 10% of sessions crashing due this issue!

  3. 4243497b00c889de892a545c39b7ec91?d=mm

    WermHat

    May 08, 2017 20:18

    Thanks for reopening this. Fingers crossed for a speedy resolution.

  4. A5e5ad1906919bf3228a3458ec4fd700?d=mm

    rsodre

    May 06, 2017 15:37

    Won't fix?
    So now everyone building for Android with hi-res splash screens will spend a few extra hours searching for a crash that you could avoid.
    That's part of the Android pipeline now.
    I guess part of Unity's job is to resize the splash screen accordingly for each device.

  5. 4243497b00c889de892a545c39b7ec91?d=mm

    WermHat

    May 05, 2017 17:13

    So we can't have a static splash that's at or above the native resolution of an average modern device?

    I'm already starting to notice Unity games live on the app store that are booting up to blank screens because they can't build with a static splash anymore. This either needs to get fixed, or we need an option to disable background blur on the new splash screens so that we can recreate a normal static splash.

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