Everything works well in the editor! When I launch the game on Android, the Unity logo appears and after that a black screen! Checked on 2 phones. The price is only the camera, empty tireyn and light! When building the scene indicated
I would try an empty hello world scene without any script. I would double check player settings parameters, and try to get logs from android studio. Not sure to be able to do more if the only clue is a “black screen”
Thanks for the answer, I will try to create a new empty project. And there already think to watch!
If you still have a problem check the logcat, you should be able to see from that if there is a crash and what caused it.
Thank you, I solved the problem! But it would be nice to have this logkat, which for some reason I can not do! Can you have an exact customization article?
In your android-sdk/tools folder there is a batch file called monitor.bat.
If you double click that batch file it will run an app that you can use to view the log output of the android device that’s plugged into the USB port. (Note: it can take a few seconds to appear after you run the batch file.)
It’s very handy for monitoring what your android apps are getting up to when running, I catch a lot of stuff this way that would otherwise go unnoticed.
How was the problem solved? I ran into the same issue with the black screen after Unity logo
I created a new project!
For those building the game for the first time, make sure to check the Scenes in the build, which is the first option in the “Build Settings”… worked for me… It was building the SampleScene, and not the scene I was working on…
pff the same for me, what a headache!
Good advice. Thanks.
switching to latest LTS release solved the problem for me.
i had the same issue, so i created a new Scene and tested it, it was fine, no black screen, so the problem was sure with my scene but i couldn’t find what was the problem,i think it was a bug cause i really hadn’t done anything wrong :). Fortunately i was using Collab so i just went back to the last published version. i lost some works though but problem was gone.
LTS of which version?
2019
I dont think all 2019.x has this fix, coz im using 2019.4.8.1 it has black screen issue
you can try 2019 latest LTS release 2019.4.25f1
i have a black screen for more than 15 seconds and i couldn’t find the problem, i’m using unity 2022
First, please stop necro-posting to old threads. Start your own thread… it’s FREE!
How to report your problem productively in the Unity3D forums:
This is the bare minimum of information to report:
- what you want
- what you tried
- what you expected to happen
- what actually happened, especially any errors you see
- links to documentation you used to cross-check your work (CRITICAL!!!)
If you have no idea what’s happening, FIX THAT FIRST. Here’s how:
You must find a way to get the information you need in order to reason about what the problem is.
What is often happening in these cases is one of the following:
- the code you think is executing is not actually executing at all
- the code is executing far EARLIER or LATER than you think
- the code is executing far LESS OFTEN than you think
- the code is executing far MORE OFTEN than you think
- the code is executing on another GameObject than you think it is
- you’re getting an error or warning and you haven’t noticed it in the console window
To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log()
statements through your code to display information in realtime.
Doing this should help you answer these types of questions:
- is this code even running? which parts are running? how often does it run? what order does it run in?
- what are the values of the variables involved? Are they initialized? Are the values reasonable?
- are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)
Knowing this information will help you reason about the behavior you are seeing.
You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);
If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.
You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.
You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.
You could also just display various important quantities in UI Text elements to watch them change as you play the game.
**If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654 **
Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.
Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:
https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
thanks for all these information, it took a long time from you, and I appreciate your efforts to help me
I’m new developer in unity, i’m using kotlin and i didn’t face any crashes or black screen in my apps, by the way i will try my best to fix this error, and thanks again