How to debug this. works fine in development mode, hang and crash in release

I’m facing a very tough problem. I have a 35MB APK, when switching to the game scene after main menu, will run for 3 secs, hang and quit. This happens all the time on the Samsung Note 2 on Android 4.1.2, unity 4.1.2. In development build, it runs fine without hanging.

The same apk runs fine on a Nexus 7 and Samsung S2 in release build, 50fps in the game scene. Note2 is a more powerful phone

I check the adb catlog, and the one that hangs only has additional part about it quitting,

D/Unity   (11648): NativeActivity pause: 0x5834d510
I/Unity   (11648): onPause
D/Unity   (11648): surfaces: detach glview
D/Unity   (11648): onDetachedFromWindow
D/Unity   (11648): Releasing project wake-lock
D/Unity   (11648): NativeActivity window focus changed: 0x5834d510 -- 0
I/Unity   (11648): windowFocusChanged: false
D/Unity   (11648): NativeActivity save instance state: 0x5834d510
D/Unity   (11648): NativeActivity stop: 0x5834d510
D/Unity   (11648): NativeActivity input queue destroyed: 0x5834d510 -- 0x58378008
D/Unity   (22683): Creating OpenGL ES 2.0 context (RGBA32 8888 24/8)
D/Unity   (22683): GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer

Which does not have anything useful. Full log attached. How can I debug this?

1242136–53088–$logcat hang.txt (9.06 KB)

Just an update. I reverted back to Unity 4.0.1f2 (like many others), and there is no more crash.

4.1.3 still crashes,

hm, there was a funky bug once - can you check if disabling dynamic batching helps?

still crash with dynamic batching off but

works if I turn off static and dynamic batching