Hello,
I developed a game on android with Unity, its working well almost on all galaxys and notes but its crashing on LG G3 and htc one m8. I think because they have Andreno GPU.
I used log cat and this is what is shows.
It’s saying at some point the process of my app has died.
I think this is the main Error
W/Adreno-ES20( 596): <core_glMapBufferRange:1566>: GL_INVALID_VALUE
Strange.Maybe a stupid idea but have you tried adreno texture compression at build settings?By the way my lg g3 lags in my game too.I havent tested the m8 but every other device i did tested didnt lag only the Lg G3 even though the profiler says i have constant 60 fps …
I initially put Adreno in the build settings but playstore was filtering out all the devices and they could not find the game. Then I put do not override and it was visible to all. However, there is still this problem. I have put OpenGl to automatic should I switch to 2 or 3 I am not sure.
automatic works fine for me.You can create different builds with different version numbers for each texture compression and play store will automatically check and download the correct apk version for every device.
If I made two apks one using ETC1 and one using Adreno and I put both on production in playstore. Do LG G3 users download automatically the Adreno one?
I forced OpenGL 2.0 on both ETC1 and ATC and the crash is gone. Now it works. On automatic OpenGL it was crashing with ATC and ETC1 on Adreno GPUs.
Maybe I should update Unity but now its okay. Thanks anyways