Our load scene path is as follows:
Start scene (first scene in project).
Every level:
LoadAsyncLevel to get to the new level
LoadLevelAdditiveAsync - bring in some UI
LoadLevelAdditiveAsync - bring in an additional UI
I’ve tried removing the ASync from all of this and just switching to non async, but I still get the case where randomly a level will take a long time to load and my phone watchdog timer will hit and reboot my entire phone - there is some sort of lock that Unity obtains during the process that reboots my phone. I get no crashlog when this occurs since nothing really crashed.
Building with unity 3.3 or 3.4. Sprint Epic 4G. Fresh after reboot (no major apps running, since I crash my phone all the time now with this). There is nothing in the log from Unity. And the only things I’m seeing otherwise are things like:
09-09 14:35:20.294: WARN/Watchdog(4097): *** WATCHDOG KILLING SYSTEM PROCESS: null
The phone is still responding by viewing things through DDMS (I can see my input events from hitting the screen).
Anyone see something similar? I’ve seen posts about the insane level load times. I was hoping 3.4 would fix (nope).