Multithreaded rendering on Galaxy Note 4 (Android 5.0.1) fails

I’m loading my game scene from the start menu scene asynchronously:

	IEnumerator LoadLevelAsync(string sceneName)
	{
		var asyncOp = Application.LoadLevelAsync(sceneName);
		while(!asyncOp.isDone)
		{
			loadProgressImage.fillAmount = asyncOp.progress;						
			yield return null;
		}
		loadProgressImage.fillAmount = 1f;		
		yield return null;
	}

//It gets called from another couroutine as follows:
		Debug.Log("Going to start loading level");
		yield return StartCoroutine( LoadLevelAsync(levelToLoad)); 
		Debug.Log("Finished loading level");

The level loads on all devices, but on the Galaxy Note 4, the coroutine never finishes. I think the asyncOp.isDone never gets set to true even though the scene is loaded in the background (the game starts and I can hear my character running and picking up stuff).
This works on other Android devices and iOS.

Maybe it has nothing to do with LoadAsync - maybe there’s an error with the scene that I’m loading. Any ideas on how to get a crash log from a remote device (user is in another country).

When I turn off multithreaded rendering, the level loads on the Note 4, but all other devices run at a much slower FPS.

Has anyone else run into this problem?

I was finally able to physically connect to a friends Note 4 and run builds from Unity and it helped me debug the problem.

In the new scene being loaded, I had 2 cameras. One was in screen space and one was in world space. I think the Galaxy Note 4 and possibly other android devices could not support 2 cameras multi threaded?

I got it to work with a single camera and it runs on Note 4 now.

Bottom line : 2 cameras and multi threaded rendering might not work out well.