2-5x increase in crashes from Samsung devices on Android 4.4.2

Did you try Unity 4.6.2p2?

Yep, and Unity 5 RC1. Unity QA confirmed the bug on Friday (13th Feb) so hopefully they’re working with the most recent version of Unity too.

Great to hear, as this could potentially explain some secondary crashes we are seeing in the wild that we have been unable to reproduce on our in-house test devices.

Well I hope for 4.6.2patch3 this Thursday to solve this issue.

I hope so too. The devices it affects are very popular, the bug is ridiculously difficult to reproduce in a small, submittable project and the outcome is confusing. All that combined makes for a bug that could easily get lost or mistaken for something else. The fact that code gets “changed” at runtime is just plain scary. You don’t know what to trust and can’t easily work around it. @MrEsquire I’d like a Thursday fix too, but I fear this one might go deep. I hope I’m wrong.

The bug now exists in issue tracker. I’m sure getting this bug fixed will stop a lot of random crashes on flagship devices running Kitkat. I’ve checked and the fix schedule is unknown so please head over to issue tracker and up vote it!

I have the same issue in unity 3.5.7, but is only happening in Notes 4 Devices (just when it loads), app is compatible with opengl 1.1 and 2.0. and I tested it’s ok on Chinese phones, xperia x10 mini (old) nexus 4 with android 5.0.1 and Galaxy S5 without issues.

I was wondering in update to last version of unity but I see all is wrong hehe, should be maybe the touchwiz of the notes 4 the issue?

Is this fixed, or can we get a status update?

I just had a user alert me to an app startup crash on a Samsung Galaxy Note 4 , SM-N910V which uses a Qualcomm Snapdragon 805.

Other devices seem aok, no other users reporting crashes or crashes in Google console.

Not sure if this is related but I’ve been struggling with memory crashes on my current project. The game runs fine on my Samsung Note 8.0 tablet (with 2GB RAM) that is running 4.1.2. However, the exact same code crashes due to an out of memory error on my Note 3 (with 2GB RAM) that is running 4.4.2. It also crashes due to a memory issue on a S4 running 4.4.2 as well.

I know it’s a memory issue because if I reduce the content on the level that causes the game to crash, it no longer crashes. The same game did not crash before I upgraded the OS on those devices to 4.4.2. There’s definitely a RAM usage issue with 4.4.2 OS on Android.

@Rajmahal : Android 4.4.2 uses more RAM. You should optimize your memory usage because only 25% Androids have 2GB or more and only few models (I think not more 1% ) has more than 2GB. If you want to release app in few mothns it should fit in 1GB.

It’s not fixed. Issue tracker shows the bug as active. It would be great to get some feedback from @ .

We need more votes to get it fixed so if you have any weird crashes or unexplained behaviour on Android, this bug could be affecting you so head over to issues tracker and up vote it.

The difference is huge though in 4.4.2. The same game runs fine on an iPhone with 1GB of Ram but crashes on a Note 3 with 2 GB of RAM. For me to get it working I have had to compress textures by half and remove more than half of the meshes in the scene. That doesn’t seem right at all. I find it hard to believe that 4.4.2 really uses that much extra RAM by design.

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Thanks. I up voted it!

A device could have 16GB of RAM, but that doesn’t mean it’s actually allocating that much for you game. Each device can set it’s own limit for an app.

Are you looking at that number?

Have it show you SystemInfo.graphicsMemorySize for each device to see how much RAM you are actually getting.

I can certainly do that. I currently have code that uses SystemInfo.MemorySize to assign values for quality settings and texture compression. However, what I’m saying is that before I updated my Note 3 to 4.4.2, it was able to run my game at full specs. Now that I updated Android to Kit Kat on that same device … it is not able to run the same game code. This seems like either a bug in Unity or an issue with Kit Kat.

Essentially, my game on my 2GB Note 3 now has to run under the same constraints as I have for my iPhone 4S (512MB of RAM) to work … whereas it was working on full graphics mode before Kit Kat. It seems crazy to think that I have to put my Note 3 on the same graphics mode as my iPhone 4S just because of an Android OS update?

If others are facing crashes on Kit Kat, it may likely be due to this new memory constraint. I’m seeing it just on the Samsung devices I use for testing … but I’m sure it would be the same for released games.

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This is a long shot, but what texture format are you using? If you use an unsupported texture format for the target device, Unity will convert the textures true colour, with significantly increased memory consumption.

Seriously? That’s really crazy … and would definitely explain it. I had it set to Automatic, which was what I had always set to before. I think I tried ETC as well when I was trouble shooting. Any idea what the correct format is for Samsung devices?

Still doesn’t explain why it was fine throughout the process before I upgraded to Kit Kat. The same devices (S4 and Note 3) had no issues with my game on high detail setting before Kit Kat.

Depends on the device. Everything supports ETC/RGBA16 and all OpenGL ES 3.0+ devices support ETC2. If ETC/RGBA16 fills your quality and build size needs, then it is the safest bet in any case. If not, that’s what multiple APK deployments are for.

Well, in itself it doesn’t but if anything is pushing you close to the memory limit and Kit Kat uses more memory for itself, it could explain it. As I said, it’s a long shot but worth a try nevertheless.

Yeah, I think I tried ETC RGB 16 when I was trouble shooting so I don’t think that’s the issue.

Are you using this in your manifest?

android:largeHeap=“true”