Hi,
I just try to deploy my code on android, but after level loaded, it directly crash out, before I’ve test it on iPhone it is working fine.
From the log, I saw below, guess it is related to texture format, but I didn’t find a way to make sure the textures in the bundle is the format I want, I tested with change the build setting with ETC1, but still same.
So my question is how to make sure the texture format inside bundle?
For another part, what about the textures used by Unity GUI part as I am using 4.6.1
D/mali_winsys(18272): new_window_surface returns 0x3000
D/Unity (18272): Renderer: Mali-T628
D/Unity (18272): Vendor: ARM
D/Unity (18272): Version: OpenGL ES 3.0
D/Unity (18272): GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap GL_OES_element_index_uint GL_EXT_shadow_samplers GL_KHR_texture_compression_astc_ldr GL_KHR_debug GL_EXT_occlusion_query_boolean GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture GL_OES_surfaceless_context GL_ARM_mali_program_binary
D/Unity (18272): Creating OpenGL ES 3.0 graphics device
D/Unity (18272): InitializeGfxDevice OK
D/Unity (18272): Initialize engine version: 4.6.1f1 (d1db7a1b5196)
D/Unity (18272): WARNING: no native support for texture format 5, converting to 4!
D/Unity (18272): WARNING: no native support for texture format 5, converting to 4!
D/Unity (18272): WARNING: no native support for texture format 5, converting to 4!
D/Unity (18272): Could not allocate memory: System out of memory!
D/Unity (18272): Trying to allocate: 2796204B with 32 alignment. MemoryLabel: Texture
D/Unity (18272): Allocation happend at: Line:411 in Runtime/Graphics/Texture2D.cpp
D/Unity (18272): Memory overview
D/Unity (18272):
D/Unity (18272):
D/Unity (18272): [ ALLOC_DEFAULT ] used: 474797807B | peak: 474797989B | reserved: 477033327B
D/Unity (18272):
D/Unity (18272): [ ALLOC_GAMEOBJECT ] used: 1599078B | peak: 1599078B | reserved: 2022508B
D/Unity (18272):
D/Unity (18272): [ ALLOC_GFX ] used: 35642093B | peak: 35642093B | reserved: 35647203B
D/Unity (18272):
D/Unity (18272): [ ALLOC_PROFILER ] used: 58374B | peak: 58374B | reserved: 282199B
E/Unity (18272): Could not allocate memory: System out of memory!
E/Unity (18272): Trying to allocate: 2796204B with 32 alignment. MemoryLabel: Texture
E/Unity (18272): Allocation happend at: Line:411 in Runtime/Graphics/Texture2D.cpp
E/Unity (18272): Memory overview
E/Unity (18272):
E/Unity (18272):
E/Unity (18272): [ ALLOC_DEFAULT ] used: 474797807B | peak: 474797989B | reserved: 477033327B
E/Unity (18272):
E/Unity (18272): [ ALLOC_GAMEOBJECT ] used: 1599078B | peak: 1599078B | reserved: 2022508B
E/Unity (18272):
E/Unity (18272): [ ALLOC_GFX ] used: 35642093B | peak: 35642093B | reserved: 35647203B
E/Unity (18272):
E/Unity (18272): [ ALLOC_PROFILER ] used: 58374B | peak: 58374B | reserved: 282199B
E/Unity (18272):
E/Unity (18272): UnityEngine.AssetBundle:Load(String, Type)
E/Unity (18272): UnityEngine.AssetBundle:Load(String)