Android: Differences Between Developer mode and Production Mode

Hey all,

I have a question about the differences between developer mode and production mode when making a unity build. Although I’m not necessarily sure what I should be asking. So let me example my predicament first.

I have a car app that allows users to build their own vehicles. They could choose whatever paints, wheels, upholstery, trim and various other options that are available for the model they clicked into. On the Nexus 7 2nd Generation Asus ( ASUS News, Reviews and Information | Engadget )tablet for Android a weird occurrence happens. In the developer mode when I am in the build your own section everything works perfectly. When I unclick developer mode in the build settings and make a production build the build you own section fails to properly do one thing, mind you that it works perfectly when in developer mode. So what the fail is when I change a paint or any layer for that matter a black flash covers the whole build you own interface.

Now, here’s a little insight on what happens when a user switches a paint from red to white or whatever. In the BYO (build your own section) we have multiple layers that make up the whole car. Layers include, background, shadow, base, paint, wheels, soft tops, and badges. Now since so much is loaded at once we cant risk opening a new asset bundle and loading in new assets for the white paint or different wheels. In fear of loading to much into memory at one we do the following. We sneakily take a snapshot of the BYO interface and smack that on top of everything. Then behind the scenes we deallocate/destroy any thing that we need to and allocated/instantiate the new options the user picked. Once that is complete we fade the snapshot and destroy the snapshot. In the end to the user it just looks like we just loaded the new white paint. Sooo yeah that is my problem.

We build using OpenGL 2.0, target android os 4.3 or higher and we use Unity 4.3.4f1.

So here’s a list of stuff I’ve tried already:

-Make sure the Rect of the snapshot isn’t over 2048 (I’ve read that android cant handle textures over those dimensions and creates black textures instead) The snapshot never goes over 2048 width or height.
-Make sure the destroy wasn’t the issue. Commented out the destroy of the snapshot after it faded and black flash still occurs.
-Tried multiple and different combinations of quality settings and texture settings. No luck
-For shits and gigs used the diffuse shader instead of our custom shader and that worked the black flash didn’t appear when switching paints. But all of our UI elements lost their color. Everything uses our custom shader. (toyed with the idea of using a different material/shader for that one snapshot image but haven’t moved on that)
-Tried messing around with our shader (very inexperienced when it comes to shaders) nothing worked.
-Tried using OpenGL 3.0 and it fixes the issue BUT (of course there’s a but) after switching the paint or any layer 10+ times the app crashes. (some sort of leak in OGL 3.0?)

Any help is greatly appreciated. If anyone wants to see some of the code that runs, ask and I will post. Thank you for any help!!

-Ethan

decided to put this in android development forum - Android: Developement mode vs Production mode - Unity Engine - Unity Discussions makes more sense there.

This has been answered in the above link!!