Search Issue Tracker

Fixed in 5.4.1

Votes

5

Found in

5.1.2p2

Issue ID

747898

Regression

No

[Android] Error when coming back from background EGL_BAD_NATIVE_WINDOW on some devices

Android

-

Error when coming back from background:
D/Unity (23899): [EGL] Unable to acquire context: EGL_BAD_NATIVE_WINDOW: A NativeWindowType argument does not refer to a valid native window.: 0 at ./Runtime/GfxDevice/egl/WindowContextEGL.cpp:205 (1, 0, 0)

Reproduction steps:
1) Create a new project
2) Build and run it on an android device
3) Press the home button
4) Return back to the game
5) Repeat steps 3-4 a few times. Five times should do the trick.
--- You should see errors in the log

Comments (7)

  1. MishaKh

    Oct 24, 2024 08:40

    Happens to me on Unity 2020.3 - please reopen

  2. -chris

    Nov 30, 2022 21:18

    Requesting this to be opened again.

    Happening with Unity 2021.3.10f1 on many different Android devices.

    Thread:
    https://forum.unity.com/threads/egl-unable-to-acquire-context-egl_bad_native_window.1365210/

  3. Joseph.Leybovich.DeNA

    May 03, 2016 23:13

    I have logs if need be

  4. Joseph.Leybovich.DeNA

    May 03, 2016 23:04

    Seeing this on ASUS Zenfone 2

    I AM SEEING THIS AS REGRESSION!!!

    Not Crashing in 5.3.1p2

    Crashing in 5.3.4p2

    Game crashes after the movie plays: Handheld.PlayFullScreenMovie(moviePath.mp4, Color.black, FullScreenMovieControlMode.CancelOnInput, FullScreenMovieScalingMode.AspectFit);

    Device Info:

    05-03 13:51:59.777 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Display] Display Info:
    Rendering Height = 1920
    Rendering Width = 1080
    System Height = 1920
    System Width = 1080
    : 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)
    05-03 13:51:59.799 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [System] System Info:
    Device Model = asus ASUS_Z00AD
    Device Name = <unknown>
    Device Type = Handheld
    Graphics Device ID = 0
    Graphics Device Name = PowerVR Rogue G6430
    Graphics Device Type = OpenGLES2
    Graphics Device Vendor = Imagination Technologies
    Graphics Device Vendor ID = 0
    Graphics Device Version = OpenGL ES 3.1 build 1.4@3283119
    Graphics Memory Size = 1024
    Graphics Multithreaded = False
    Graphics Shader Level = 30
    Max Texture Size = 8192
    Non-Power of Two Size Texture Support = Full
    Operating System = Android OS 5.0 / API-21 (LRX21V/WW_Z00A-WW_2.20.40.183_20160421_4673_user_rel-user-20160421)
    Processor Count = 4
    Processor Type = Intel x86 SSE3
    Supported Render Target Count = 1
    Supports 3D Textures = False
    Supports Accelerometer = True
    Supports Compute Shaders = False
    Supports Gyroscope = True
    Supports Image Effects = True
    Supports Instancing = False
    Supports Location Service = True
    Supports Render Textures = True
    Supports Render To Cubemap = True
    Supports Shadows = False
    Supports Sparse Textures
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ waiting for message from kernel.
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ message from kernel received.
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5 level is 3
    05-03 13:51:59.814 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Quality] Quality Info:
    Active Color Space = Gamma
    Anisotropic Filtering = Disable
    Antialiasing = 0
    Billboards Face Camera Position = False
    Blend Weights = OneBone
    Desired Color Space = Gamma
    LOD Bias = 0.3
    Master Texture Limit = 1
    Max LOD Level = 0
    Max Queued Frames = 506
    Particle Raycast Budget = 4
    Pixel Light Count = 0
    Realtime Reflection Probes = False
    Shadow Cascade 2 Split = 0.3333333
    Shadow Cascade 4 Split = (0.1, 0.2, 0.5)
    Shadow Cascades = 1
    Shadow Distance = 15
    Shadow Projection = StableFit
    vSync Count = 0
    : 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)

  5. Joseph.Leybovich.DeNA

    May 03, 2016 23:03

    Seeing this on ASUS Zenfone 2

    I AM SEEING THIS AS REGRESSION!!!

    Not Crashing in 5.3.1p2

    Crashing in 5.3.4p2

    Game crashes after the movie plays: Handheld.PlayFullScreenMovie(moviePath.mp4, Color.black, FullScreenMovieControlMode.CancelOnInput, FullScreenMovieScalingMode.AspectFit);

    Device Info:

    05-03 13:51:59.777 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Display] Display Info:
    Rendering Height = 1920
    Rendering Width = 1080
    System Height = 1920
    System Width = 1080
    : 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)
    05-03 13:51:59.799 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [System] System Info:
    Device Model = asus ASUS_Z00AD
    Device Name = <unknown>
    Device Type = Handheld
    Graphics Device ID = 0
    Graphics Device Name = PowerVR Rogue G6430
    Graphics Device Type = OpenGLES2
    Graphics Device Vendor = Imagination Technologies
    Graphics Device Vendor ID = 0
    Graphics Device Version = OpenGL ES 3.1 build 1.4@3283119
    Graphics Memory Size = 1024
    Graphics Multithreaded = False
    Graphics Shader Level = 30
    Max Texture Size = 8192
    Non-Power of Two Size Texture Support = Full
    Operating System = Android OS 5.0 / API-21 (LRX21V/WW_Z00A-WW_2.20.40.183_20160421_4673_user_rel-user-20160421)
    Processor Count = 4
    Processor Type = Intel x86 SSE3
    Supported Render Target Count = 1
    Supports 3D Textures = False
    Supports Accelerometer = True
    Supports Compute Shaders = False
    Supports Gyroscope = True
    Supports Image Effects = True
    Supports Instancing = False
    Supports Location Service = True
    Supports Render Textures = True
    Supports Render To Cubemap = True
    Supports Shadows = False
    Supports Sparse Textures
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ waiting for message from kernel.
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ message from kernel received.
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5
    05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5 level is 3
    05-03 13:51:59.814 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Quality] Quality Info:
    Active Color Space = Gamma
    Anisotropic Filtering = Disable
    Antialiasing = 0
    Billboards Face Camera Position = False
    Blend Weights = OneBone
    Desired Color Space = Gamma
    LOD Bias = 0.3
    Master Texture Limit = 1
    Max LOD Level = 0
    Max Queued Frames = 506
    Particle Raycast Budget = 4
    Pixel Light Count = 0
    Realtime Reflection Probes = False
    Shadow Cascade 2 Split = 0.3333333
    Shadow Cascade 4 Split = (0.1, 0.2, 0.5)
    Shadow Cascades = 1
    Shadow Distance = 15
    Shadow Projection = StableFit
    vSync Count = 0
    : 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)

  6. poolts

    Mar 23, 2016 11:44

    +1 for the fix being rolled into 5.4 beta. Getting 100s of error reports for this error.

  7. jodyandrewsingg

    Mar 16, 2016 16:07

    Can the fix be rolled into a sooner update, this has a huge impact on the stability of our app.

Add comment

Log in to post comment