I am getting some emails from users that are reporting a completely black screen after a recent update. It seems to be an issue with the last few versions of Unity. Anyone know what this is all about?
Same here, started to get lots of 1 star reviews lately, unfortunately I made many changes too after upgrading to Unity 4.3 and I have to downgrade to 4.2 and do the changes again.
Here is what I am getting in LogCat for some old devices:
skipped rendering frame because gfx device is in invalid state (device lost)
If anyone knows a solution, please let me know.
Did you try disabling multithreaded rendering?
In my case the users report a complete blue screen but I suposse it is the same problem…
It was disabled actually, My game rate went down with lots of 1 star reviews this week and many emails saying they just hear sound and see a black screen.
I was able to verify it on ADT too, so we had to go back and revert changes to Unity 4.2.2 again to avoid losing more users.
Good day.
I have the same issue with 13 “one stars” for that. Also there is a thread about this issue in Unity support forum: http://forum.unity3d.com/threads/215426-Unity-4-3-After-upgrading-to-4-3-the-native-android-plugin-stops-working
Devices reported: Galaxy Ace2 (GT-I8160), f11ref2, ITP-R208W (rk30sdk), nuclear-evb; I think at least 3 of these devices have Mali-400 GPU
Yuck, pleased to find it’s not just me with this issue, sad that it IS an issue - getting lots of 1* reviews talking about black screens. Reported on Galaxy S Advance, Galaxy Ace 2, Xperia U and additionally getting some really weird looking glitching (top half kinda ok, bottom half of screen only partially rendering) on HTC One V
I tried to search deeper and it appears that NGUI shaders could cause black screen issues in the past.
Guys, are you using NGUI in your games, or these issue is not related to NGUI?
I have the issue and I am not using NGUI.
A user from the support forum thread suggested that turning on “32-bit display buffer” fixes the issue.
yes, this fix the issue with Black Screen, thx a lot!
I bought a game of Google Play and installed it. When i start it up it shows the game for a short time, but then the screen quickly turns black. My phone should be good enough to handle the game, so what could be the problem?
The game in question is Superbrothers: Sword and Sworcery and my phone is an Xperia S :sad:
Our latest games also having that issue. I’m pretty much sure something went wrong Unity 4.2 to Unity 4.3 because after pushing new update using Unity 4.3, user started complaining about it. Xperia S and U. Also Nexus 5 having that issue. Check user feedback:
https://play.google.com/store/apps/details?id=com.ratrodstudio.skateparty2
3dgrinder,
Curious if you released with “32-bit display buffer” enabled? I’m trying to decide on releasing an update using Unity 4.3, or waiting this out, or going back to 4.2 .
nah, we didn’t release using 32-bit buffer enable but soon we will do.
I bump this, can’t stand all these 1 stars…
Guys, this is a nightmare…on my App i got at least 10 1 star per day because of this…Any news from the developers?
I think the title needs to be changed so that a developer or moderator gets some interest in this thread.
Hi guys,
has anyone had any luck solving this? or heard any responses from Unity?
We are having the same problem, exporting from Unity 4.2.2 worked fine, but after upgrading to 4.3.1f1 we get the Android Black Screen.
We get the problem occurring on a tablet with an earlier version of Android - Android 2.3.3 Gingerbread.
In LogCat we get the output:
It starts the Android Activity -
I/ActivityManager(840): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10000000 cmp=au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity } from pid 1361
I/ActivityManager(840): Start proc au.com.test.tester for activity au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity: pid=2414 uid=10025 gids={3003}
W/InputManagerService(840): Starting input on non-focused client com.android.internal.view.IInputMethodClient$Stub$Proxy@406157b8 (uid=10005 pid=1361)
The window dies and then it seems to make a copy of the APK for some reason -
I/WindowManager(840): WINDOW DIED Window{4062a338 au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity paused=false}
I/ActivityManager(840): Process au.com.test.tester (pid 2414) has died.
I/WindowManager(840): WIN DEATH: Window{40607b78 SurfaceView paused=false}
W/InputManagerService(840): Got RemoteException sending setActive(false) notification to pid 2414 uid 10025
W/ActivityManager(840): No content provider found for:
W/ActivityManager(840): No content provider found for:
I/ActivityManager(840): Force stopping package au.com.test.tester uid=10025
I/PackageManager(840): Package au.com.test.tester codePath changed from /data/app/au.com.test.tester-1.apk to /data/app/au.com.test.tester-2.apk; Retaining data and using new
I/PackageManager(840): Unpacking native libraries for /data/app/au.com.test.tester-2.apk
W/PackageManager(840): Code path for pkg : au.com.test.tester changing from /data/app/au.com.test.tester-1.apk to /data/app/au.com.test.tester-2.apk
W/PackageManager(840): Resource path for pkg : au.com.test.tester changing from /data/app/au.com.test.tester-1.apk to /data/app/au.com.test.tester-2.apk
I/ActivityManager(840): Force stopping package au.com.test.tester uid=10025
I/ActivityManager(840): Force stopping package au.com.test.tester uid=10025
W/RecognitionManagerService(840): no available voice recognition services found
It starts the Android Activity a second time -
I/ActivityManager(840): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10000000 cmp=au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity } from pid 1361
I/ActivityManager(840): Start proc au.com.test.tester for activity au.com.test.tester/com.unity3d.player.UnityPlayerProxyActivity: pid=2486 uid=10025 gids={3003} W/InputManagerService(840): Starting input on non-focused client com.android.internal.view.IInputMethodClient$Stub$Proxy@406157b8 (uid=10005 pid=1361)
W/InputManagerService(840): --------- beginning of /dev/log/main
Then it repeats the message below about GfxDevice being invalid -
I/Unity(2486): Skipped rendering frame because GfxDevice is in invalid state (device lost)
I/Unity(2486):
I/Unity(2486): (Filename: Line: 1539)
E/Unity(2486): [EGL] Unable to find an configuration matching minimum spec!
E/Unity(2486):
E/Unity(2486): (Filename: Line: 112)
I/Unity(2486): Skipped rendering frame because GfxDevice is in invalid state (device lost)
I/Unity(2486):
I/Unity(2486): (Filename: Line: 1539)
E/Unity(2486): [EGL] Unable to find an configuration matching minimum spec!
E/Unity(2486):
E/Unity(2486): (Filename: Line: 112)
I/Unity(2486): Skipped rendering frame because GfxDevice is in invalid state (device lost)
In an earlier forum post people exporting PC builds were having this same error occur because the “Multi-Threaded Rendering” Editor Setting was set to true (turned on).
And we noticed that from Unity 4.2 to Unity 4.3 the Editor “Player Settings” GUI under “Other Settings” now includes a “Multi-Threaded Rendering” checkbox. So we are wondering if something is a miss when you try to turn this off.
Or I’m not sure if this would affect us, but for “Known Issues” for Unity 4.3, they state there is no support for “Google Native Client”.
“Google Native Client support is not functional in Unity 4.3. If you need to publish to Native Client you can still use Unity 4.2.2”
http://unity3d.com/unity/whats-new/unity-4.3#known-issues
If the Google Native Client is used to run APKs in earlier versions of Android, maybe this is causing a problem.
Hope we find a solution to this problem, it’s a real headache for our development at the moment.
Alex.
Hi,
This is a known issue in 4.3. We will release a fix for 16bit display buffer with the next 4.3 release.
“E/Unity(2486): [EGL] Unable to find an configuration matching minimum spec!” - this probably means you have selected 16bit display buffer but the device doesn’t support 16 bit frame buffer - at least not configured the way needed by Unity. In Unity 4.2 we just picked a random configuration which obviously could lead to a very undefined behavior with the application. The fix in 4.3 will be to fallback to a 32 bit frame buffer if there is no compatible 16 bit configuration.
If you select 32 bit display buffer in the editor you should be able to work around this issue. If that is not the case please file a bug and attach a repro project and as much information as possible regarding the device you are deploying to.