A clean scene rendering one quad and with a script attached to MainCamera. If I call Application.Quit() from Update() the app exits and the device vibrates 3 times (which indicates an app error):
I’m unable to reproduce that error with the latest version of Unity, on any of my test devices. What does the logcat say at this point? Can you report this bug and attach the small project you have (in case there are some minor yet important differences) together with the logcat output from that crash?
You are missing the actual error message; looks like you are filtering on "Unity"only? I need to see the ‘raw’ logcat. Also, if possible, use the bug tracker, thanks.
I’m experiencing the same problem. It only happens when I switch off “Development build” and sign the app. With development build option enabled the app terminates correctly.
My configuration: Samsung Galaxy S 9000, Unity 3.3.04f
Also of importance maybe: I’ve included a Java library in order to integrate AdMob. The launcher Activity is derived from UnityPlayerActivity and overwrites the onCreate and onResume methods but calls super methods correctly.
Here is the logprint:
04-25 10:51:09.512: DEBUG/Unity(20372): cpuarch.GetCpuFeatures() = 63
04-25 10:51:09.512: DEBUG/Unity(20372): cpuarch.GetTotalMemory() = 304
04-25 10:51:09.754: DEBUG/Unity(20372): gles_mode = 2 (integer)
04-25 10:51:09.754: DEBUG/Unity(20372): splash_mode = 0 (integer)
04-25 10:51:13.461: DEBUG/Unity(20372): onResume
04-25 10:51:13.988: DEBUG/Unity(20372): Creating OpenGL ES 2.0 context (RGB16 565 24/8)
04-25 10:51:14.258: DEBUG/Unity(20372): onSurfaceCreated
04-25 10:51:14.375: DEBUG/Unity(20372): onSurfaceChanged 480x800
04-25 10:51:14.375: DEBUG/Unity(20372): view is 480x800
04-25 10:51:14.539: DEBUG/Unity(20372): initUnity
04-25 10:51:14.539: DEBUG/Unity(20372): glGetString (GL10.GL_VERSION)=‘OpenGL ES 2.0’
04-25 10:51:14.543: VERBOSE/Unity(20372): Mono path[0] = ‘assets/bin/Data/Managed’
04-25 10:51:15.356: VERBOSE/Unity(20372): InitializeMonoFromMain OK (4dff4f00)
04-25 10:51:15.488: VERBOSE/Unity(20372): PlayerInitEngineNoGraphics OK
04-25 10:51:15.488: VERBOSE/Unity(20372): GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OES_vertex_half_float GL_OES_texture_float GL_OES_texture_half_float GL_OES_element_index_uint GL_OES_mapbuffer GL_OES_fragment_precision_high GL_OES_compressed_ETC1_RGB8_texture GL_OES_EGL_image GL_OES_required_internalformat GL_OES_depth_texture GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_multi_draw_arrays GL_EXT_texture_format_BGRA8888 GL_EXT_discard_framebuffer GL_IMG_shader_binary GL_IMG_texture_compression_pvrtc GL_IMG_texture_stream2 GL_IMG_texture_npot GL_IMG_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_program_binary
04-25 10:51:15.551: VERBOSE/Unity(20372): Creating OpenGLES2.0 graphics device
04-25 10:51:15.551: VERBOSE/Unity(20372): InitializeGfxDevice OK
04-25 10:51:15.856: VERBOSE/Unity(20372): Non platform assembly: data-0x4e43c008 (this message is harmless)
04-25 10:51:15.899: VERBOSE/Unity(20372): Non platform assembly: data-0x3833d8 (this message is harmless)
04-25 10:51:16.059: VERBOSE/Unity(20372): PlayerInitEngineGraphics OK
04-25 10:51:50.352: VERBOSE/Unity(20372): Non platform assembly: /assets/bin/Data/Managed/Boo.Lang.dll (this message is harmless)
04-25 10:51:50.410: DEBUG/Unity(20372): time to quit…
04-25 10:51:50.414: DEBUG/Unity(20372): time to quit…
04-25 10:51:50.442: DEBUG/Unity(20372): time to quit…
04-25 10:51:50.453: DEBUG/Unity(20372): onPause
As one can see “time to quit” is called several times. This might correspond with the
“Duplicate finish request for HistoryRecord{4813d710 com.mypackage/.MyProg}” in the following locat output. Whereas when built with “Development build” option set the app correctly finishes through the onStop and onDestroy methods of the Activity. Last output then is onDetachedFromWindow.