We are experiencing a very reproducible but very inconsistent inflate error. These errors require the user to force quit the application. The issue occurs exclusively during scene transitions—and we have duplicated this using async, additive, and asynchronous loading functions—and results in the game hanging.
The error happens after a variable amount of time depending on the game, but some titles evidence it sooner than others, making it difficult to track down. Our only clue at present has been log information from Unity encountering an “inflate error”—a term normally reserved for decompressing compressed data. It occurs on the 2014 Kindle HD 6” and 7” devices as well as the Galaxy S3 running native Android. We have created builds with significantly reduced texture memory usage—under 200mb total peak ram usage—in an attempt to verify that this is not a fragmentation or lack-of-contiguous memory issue, but the problem is still reproducible.
Sample Log:
11-24 13:46:23.882: W/AEE(0): some logs have been lost (645 bytes estimated)
11-24 13:46:23.904: W/AEE(0): some logs have been lost (97911 bytes estimated)
11-24 13:46:23.904: E/Unity(25735): Inflate Error: invalid literal/length code (file zip crc32 : bd260ea4)
11-24 13:46:23.904: E/Unity(25735):
11-24 13:46:23.904: E/Unity(25735): (Filename: Line: 254)
11-24 13:46:23.904: E/Unity(25735): Inflate Error: invalid literal/length code (file zip crc32 : bd260ea4)
11-24 13:46:23.904: E/Unity(25735):
11-24 13:46:23.904: E/Unity(25735): (Filename: Line: 254)
11-24 13:46:23.904: E/Unity(25735): Inflate Error: invalid literal/length code (file zip crc32 : bd260ea4)
repeated forever until app is force quit.
We’ve tried several things to fix the issue with no luck:
- Changed from asynchronous scene loads to synchronous.
- Made a blank scene in between real scenes, that calls Resources.UnloadUnusedAssets() and GC.Collect()
- Removed almost all Resources.Load() calls.
- Disabled audio and the audio plugin we use.
- Tried updating and downgrading Unity version.
It seems that this issue has cropped up for a few years now and no specific fix or suggested fix works for everyone. It would be nice to have someone at Unity weigh in on the subject. Iam sure theyve seen it and have some insight in to what exactly could be happening.
Thanks