So my boss has a Motorola DroidX on which unity crashes when it’s sent to the background by another app (namely the TelephonyManager, or whatever handles displaying incoming calls). This doesn’t happen on my Evo4G or my Boss’s Boss’s phone(not sure on type). What could be causing this issue and is there any way I can solve this myself, or would it more likely be something the Unity team would have to handle? I can supply some of logcat’s info if that’s needed, I’d just need to know what to look for specifically.
not much can be said here without a logcat,
i have a droid x as well but never seen this issue before, so it may be something bugging out in your specific project or his software on his phone (sounds like an obvious statement i know lol)
try exporting a completely empty project and see if you can replicate the crash, if so then it is likely his phone
make sure there are NO null-expectations when testing in the editor, i had an issues with touch commands where the app worked fine on all phones except HTC devices, my only guess is the HTC made their hardware different, so it may be something along those lines
One of the things from logcat(which appears on all the phones we’ve tried, so I’m not convinced it’s the problem) is “couldn’t save which view has focus because the focused view com .unity3d.player.UnityPlayer$13@40543130 has no id.” Another few lines from logcat involve “Activity idle timeout” and “Activity pause timeout”, if any of this helps.
Bump. This is still occurring, and is now occurring on a bionic as well. Has anyone seen this in any of their unity applications?
We just got rejected for the Amazon store for a problem with phone calls. They wrote:
Maybe our problems are related? We haven’t been able to reproduce these exactly as stated. We were able to produce text distortion by entering and exiting OpenFeint repeatedly. This is using Unity 3.4.0b3, Armv7 only, OpenGL ES 2.0. I don’t see anything suspicious in the logs, but here they are:
Not sure if this applies to your project or not, but we’re using EZGUI here, and this is the next step for us in trying to solve this. Unfortunately I won’t be able to test this until monday, but for now if you’re using EZGUI here’s something that may help: http://forum.unity3d.com/threads/100425-Strange-Behavior-after-Suspending-and-Resuming-Game I’ll post back here monday if this does indeed solve the issue I’m having.
This did solve the problem we were having after all. Moving away from Time.realtimeSinceStartup is probably a good idea for anyone looking to move towards Android releases, whether using EZGUI or not.