Android build installs but crashes on launch

Hello, I have an Android build that installs correctly but just shows a black screen and then crashes. I have tried including both arm7 and arm64, but it didn’t work so now i’m only using arm64. I have tried to disable code stripping, but that didn’t work either. I know this isn’t much but, if anybody knows some ways similiar problems have been fixed please let me know.

What device? What graphics api? What unity version? What logcat errors?

I’m using a motorola g7. The min api level in build settings is 22 and the max is automatic which should be 33 for me. I’m using version 2021.3.0. I’ve spent most of my time developing for iOS and I had no idea logcat was a thing so I’ll check that out in a little bit and let you know what I get.

EDIT: Sorry I told you API level, the graphics api is currently on Vulkan, I’ve been trying different things I first used OpenGLES3

Error is: Window handle nav_input _consumer has no registered input channel

OpenGLES3 generally has a bit better support.
Tried updating unity to the latest LTS and updating all packages?

Hey, not sure I think you missed my error in Logcat.

Error is: Window handle nav_input _consumer has no registered input channel

Which occurs like 17 times.

I saw, hence my suggestion of updating things? Unity 2021.3.8 is out already

Okay, thanks for your help. I don’t want to be a pain, but, I’d like to know what this error is, before I update, unless it’s a bug. Just my opinion.

EDIT: Maybe i’ll update, but I think I’ll do more debugging first.

Sadly I’m not a walking book of all error codes there are, especially not internal errors.

Understood, I appreciate the help you could provide I’m still looking for more answers if there are any, I’m just not up for the risk that comes when updating.

That’s why you should use version control. If it gives issues just revert back

I do have source control. Also I updated to the latest LTS 2021.3.8f1 and the build finally made it past the start screen. There is one problem and I haven’t really tested that much yet, every 7 seconds in the editor it has like a 100ms lag spike. This comes from the editor and not the player so I just gotta figure out what I wanna do with that.

Does it matter if it’s in the editor? If it’s not in the build the player base wouldn’t notice. You can also profile the editor itself to see what it is doing btw

I know it doesn’t really matter, but I hope it would get fixed at some point, cause it will annoy me.

Then profile the editor