I’ve been having an issue where Android builds of my project crash shortly after the Unity logo disappears and my first scene loads.
The first sign that something is strange is the unity logo itself–it seems scaled down and much smaller than it usually is. It then does indeed load and render some of my game and then crashes.
I ran it with logcat giving me a look and got these errors:
02-25 20:51:01.834: W/ActivityManager(685): Force finishing activity com.sweetroll.galactikitties/com.unity3d.player.UnityPlayerNativeActivity
02-25 20:51:01.854: W/InputDispatcher(685): channel '41fc3868 com.sweetroll.galactikitties/com.unity3d.player.UnityPlayerNativeActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x9
02-25 20:51:01.854: E/InputDispatcher(685): channel '41fc3868 com.sweetroll.galactikitties/com.unity3d.player.UnityPlayerNativeActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
02-25 20:51:01.854: W/InputDispatcher(685): Attempted to unregister already unregistered input channel '41fc3868 com.sweetroll.galactikitties/com.unity3d.player.UnityPlayerNativeActivity (server)'
02-25 20:51:01.854: I/WindowState(685): WIN DEATH: Window{41fc3868 u0 com.sweetroll.galactikitties/com.unity3d.player.UnityPlayerNativeActivity}
02-25 20:51:01.864: I/WindowManager(685): Screenshot Window{41fc3868 u0 com.sweetroll.galactikitties/com.unity3d.player.UnityPlayerNativeActivity EXITING} was all black! mSurfaceLayer=21130 minLayer=21130 maxLayer=21130
02-25 20:51:02.084: I/ActivityManager(685): Process com.sweetroll.galactikitties (pid 7920) has died.
02-25 20:51:02.205: I/WindowManager(685): Screen frozen for +227ms due to Window{426a0fd0 u0 Application Error: com.sweetroll.galactikitties}
Perhaps the oddest bit is that if I create the build with the dev build checkbox checked off, the game runs just fine (and the logo is the right size and everything)!
I really don’t know where to begin with this problem.
I’m testing mainly on a galaxy s3 running android 4.2, though the problem is happening on a couple other devices as well.
iOS, web, and PC builds run just fine.