Search Issue Tracker
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.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rigidbody2D.Slide API does not have the needed configuration when creating a 2D Top-Down character controller
- Opening reference for "Playables"component redirects to a missing page
- Sprite Renderer image is changed when switching Mask Interaction and changing Sprite to a shared Sprite
- An unsigned integer is not compared with an integer correctly in player when using IL2CPP backend
- Graphical artifacts are being rendered in Scenes that are loaded during run-time when GPU Resident Drawer is turned on
DudeGuy
Sep 16, 2014 02:16
Thanks for posting this workaround!
DudeGuy
Sep 16, 2014 02:15
Just wanted to confirm that the 1x1 pixel button does indeed fix the crash for me as well. Not the most elegant solution, but it'll have to do for now haha.
srmojuze
Sep 10, 2014 13:15
Thanks for all the info, private beta of my app raised this issue (or something very close to it...!)
travis_c
Sep 09, 2014 15:41
Same issue here. We found a combination of the 1x1 button and delaying reference to certain game objects within a scene until after one iteration of update prevented this crash. In the offending scene we used:
void OnGUI(){
GUI.Button(new Rect(0,0,1,1), "");
}
Though this may be the wrong way to do it it seems to work as a temporary fix. Any further insight would be appreciated.
AlanOToole
Sep 09, 2014 13:30
We are seeing the same exact issues. It seems that removal of some shaders, and also adding in the 1x1 button, made a good change and folks using the Adreno are seeing more of the game now.
coeing
Sep 06, 2014 20:46
Hi Eshan,
Thanks for the confirmation that the workaround with the GUI button works, I will try it for our game then as well! :)
Cheers
Christian
eshan-mathur
Sep 06, 2014 01:04
Just wanted to remark that drawing a 1x1 button on OnGUI as suggested by COJO71 works for us as well. Thank god it did, but please fix this Unity!
eshan-mathur
Sep 06, 2014 00:15
Exact same issue here. Having development build checked makes it go away. The last thing I see in the log is a coroutine about to start yielding (yield return null;). Then, crash.
coeing
Sep 04, 2014 17:03
Just some more information from my side, too, to find the bug as soon as possible. It's the reason for the majority of our crash reports (and bad ratings :/)
As Dudeguy already mentioned at July 23th:
"So far the problem only seems to occur after Google Play or In App Billing pauses the app for us. On resume, it crashes."
Our users report that the crash occurs immediately after the ad was played. We use UnityAds 1.3.5 at the moment, so maybe this helps to reproduce the bug if you haven't already. Maybe UnityAds is pausing the app as well?
Our game is FreudBot (https://play.google.com/store/apps/details?id=org.slashgames.FreudBot) and we use Unity version 4.5.0f6
Affected devices:
HTC EVO 3D X515m (shooteru)
HTC Desire 500 (z4u)
Galaxy Tab 8.9 (SGH-I957)
Xperia ion (LT28h)
HTC One S (ville)
HTC Desire C (golfu)
Galaxy Rush (prevail2spr)
smq_u
Galaxy S3 (d2ltetmo)
Xperia V (LT25i)
Optimus F3 (fx3)
Xperia M (C1905)
Any info if there is a workaround, an estimation when the fix is released or just a short "we are working on it" would be nice! ;)
senc01a
Aug 26, 2014 13:37
have you tried disabling Multicore rendering?