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Fixed in 4.5.5
Votes
81
Found in
4.5.0f6
Issue ID
617069
Regression
No
Application crashes on Android adreno based graphics drivers
Application sometimes crashes under these circumstances:
- Unity Version: 4.5.0f6
- Target Platform: Android
- Hardware: Adreno graphics drivers
- Android Versions affected: 4.1.1, 4.1.2
- Models affected (roughly ordered by # of occurrences): Andromax-c, GT-I8262, SGH-T999, HUAWEI-Y300-0100, HUAWEI-Y300-0151, LT26i, C1905, C1904, SPH-M840, C5215
- Average memory usage has been 130mb and lower on these devices.
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shubhamswaraj2021
Aug 18, 2020 09:43
good one <a href="https://www.lyricsauto.com">lyricsauto</a>
papirosnik
Jan 31, 2017 12:31
THIS IS NOT FIXED!
Unity 5.5.1p1,
Sony Xperia Arc S,
empty 2d project crashes!
PlanetVaster
Oct 25, 2016 23:33
This is still not fixed, even in 5.3.6p7! Unity please fix this, it still crashes a few seconds after launch on a Samsung Galaxy S3!
redabc
Oct 17, 2016 03:44
dynamic arrays error.hope this helpful https://developer.qualcomm.com/forum/qdevnet-forums/mobile-technologies/mobile-gaming-graphics-optimization-adreno/26868
sekari
Jan 22, 2016 22:20
Not fixed in Unity 4.6.8p4. We are seeing a lot of crashes from Adreno GPU based devices. Especially on Samsung SPH-L710, Samsung SGH-I747, Samsung SGH-I535. NEED URGENT HELP!
We have couple of device logs from Play Store developer console:
java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 4.6.8p4
Device model : samsung SCH-S968C
Device fingerprint: samsung/d2tfnvzw/d2tfnvzw:4.1.2/JZO54K/S968CUDUANH2:user/release-keys
Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000008
Build fingerprint: 'samsung/d2tfnvzw/d2tfnvzw:4.1.2/JZO54K/S968CUDUANH2:user/release-keys'
Revision: '15'
pid: 27790, tid: 27812, name: main >>> net.peakgames.amy <<<
r0 00004000 r1 00000000 r2 58ad2b24 r3 c0042200
r4 60e87798 r5 60f6f008 r6 60e54020 r7 00000090
r8 59450128 r9 00000001 sl 0000001c fp 00000001
ip 6ca44005 sp 5f522c48 lr 58ab02e7 pc 58aa5882 cpsr 532f4b34
at libGLESv2_adreno200.leia_cmdbuffer_insertwaitforidle(leia_cmdbuffer_insertwaitforidle:17)
at libGLESv2_adreno200.leia_cmdbuffer_context_preamble(leia_cmdbuffer_context_preamble:374)
at libGLESv2_adreno200.rb_cmdbuffer_reset(rb_cmdbuffer_reset:522)
at libGLESv2_adreno200.rb_surface_sync_for_resolve(rb_surface_sync_for_resolve:22)
at libGLESv2_adreno200.leia_perform_resolve(leia_perform_resolve:448)
at libGLESv2_adreno200.rb_resolve(rb_resolve:206)
at libGLESv2_adreno200.rb_alloc_gfx_mem_pure(rb_alloc_gfx_mem_pure:198)
at libGLESv2_adreno200.rb_mempool2_alloc_pure(rb_mempool2_alloc_pure:66)
at libGLESv2_adreno200.rb_vbo_cache_vertex_attrib(rb_vbo_cache_vertex_attrib:284)
at libGLESv2_adreno200.cache_vertex_array(cache_vertex_array:378)
at libGLESv2_adreno200.cache_vertex_elements(cache_vertex_elements:590)
at libGLESv2_adreno200.qgl2DrvAPI_glDrawElementsInstancedXXX(qgl2DrvAPI_glDrawElementsInstancedXXX:264)
at libGLESv2_adreno200.qgl2DrvAPI_glDrawElements(qgl2DrvAPI_glDrawElements:6)
at libGLESv2_adreno200.glDrawElements(glDrawElements:10)
at libunity.003a7a68(Native Method)
at libunity.0018c794(Native Method)
at libunity.0018ca9c(Native Method)
at libunity.001f4d84(Native Method)
at libunity.000de824(Native Method)
at libunity.000df328(Native Method)
at libunity.000e4868(Native Method)
at libunity.000ef274(Native Method)
at libunity.000ef9b0(Native Method)
at libunity.0010c2c4(Native Method)
at libunity.002a02f0(Native Method)
at libunity.002a1318(Native Method)
at libunity.003d3870(Native Method)
at libunity.003df554(Native Method)
at libdvm.dvmPlatformInvoke(dvmPlatformInvoke:112)
at libdvm.dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)(dvmCallJNIMethod:360)
at libdvm.00028820(Native Method)
at libdvm.dvmInterpret(Thread*, Method const*, JValue*)(dvmInterpret:180)
Nickyj
Sep 03, 2015 10:38
can confirm, this issue is still there( Samsung S3 with adreno only for me). Using Unity V4.6.8.
Occuring at this line :
Texture2D newText = new Texture2D((int)sprite.rect.width,(int)sprite.rect.height);
FedericoC
Aug 14, 2015 22:58
Same error here :/. Unity 5.0. Works with Samsung Galaxy S4 but no with Moto G and Galaxy S3. How can I implement the 1x1 fix? I have to add it on every controller?
LeonardK
Feb 24, 2015 08:54
Is this linked to the exception: http://forum.unity3d.com/threads/crash-error-fatal-exception.248015/ ?
Liszt
Jan 21, 2015 08:17
Sorry my previous link is broken. I repaste it here ;) http://pastebin.com/Wk2M2jTK
If this can help someone..
DanRP
Jan 21, 2015 02:39
I'm experiencing this issue too on 4.6.1p4. So far I've had customers report this issue happening on Motorola Nexus 6 and a Samsung Nexus tablet which, I believe, both have an Adreno GPU. Since this issue is currently marked as "Fixed", I fear that it will be ignored by Unity. Is there a open bug reported for this issue that we vote up?