I can't sort out BUG. (Build obb?)

Hello everyone, i’ve big trouble.
I’ve been publish my game on GooglePlay.
Most of the phone run smoothly, but some of phone have bug. (OPPO R11S、ASUS Zenfone 2)
Let me describe the process in detail.

Unity 2018.3.10f1

Game Scenes flow:
APP → Title → Begin → “Teach” → Home → Stage
Title = Play Animation
Begin = Enter the game
Teach = Teaching system (Hidden after completing the process.)
Home = The Main Scenes
Stage = Fighting
Some of phone: (Teach)

The dialogue text of the teaching level is not displayed.
But the name of the NPC is displayed.
I use TextMeshPro to render text.
They are correctly displayed in unity and most of the phone.

Bug flow:
Enter the game →
Play animation →
Teaching (no text) →
Through the teaching process →
Enter the Main screen (crash) →
Restart the game →
All functions and text are normal

Very strange is when I use APK installed on mobile phone.(OPPO R11S、ASUS Zenfone 2) They can run smoothly.
But my game over than 100MB, So I have to use obb to publish GooglePlay.
When used obb and download from GOOGLE, BUG happened.

Unity didn’t show any errors.
It took a lot of time, but I couldn’t fix the problem.
Help me !

Do you have one of the problem phones? Hopefully you do, then you can debug it from Visual Studio or Android Studio. Also, please provide the device logs using adb logcat. If you’re new to debugging, I might suggest to put in numerous Debug.Log statements throughout your code, which will also show in the device logs. How To - Capturing Device Logs on Android

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Very difficult to get the problem phones, because of phone users not in the same country as me.And this problem must be solved quickly…

Working hard to find out the problem, but only have these clues.
Can initially analyze what make it?

Build OBB error (how do I use it correctly)
The Game Initialization error. (playerprefs or SeriailizedObject or … ? )
FMS missing

OR
Have any way to let them return the LOGIf I can’t get the problem pho

Without testing on a device, you’ll only be guessing. You can ask a user to provide their device log, but it’s not that easy How To - Capturing Device Logs on Android I would encourage you to create a build with numerous Debug.Log statements that show the program flow, and will show in the device logs.

Find out exactly what device reproduces the issue and source one locally. Assuming you still want to resolve this quickly.