Hi all, my game has been running fine in editor and on s5, but now random crashes are starting to occur. I cannot replicate them in anyway, they seem to just randomly happen whilst playing the game and I have no idea what is triggering it.
I see no errors in the editor at all, and the profiler shows things running well.
I ran ADB and got the following dump when the game crashed, please can someone point me in the right direction to debug this please? I apologise if this is a dumb question, but I am still learning how to debug on device!
Sorry nope, the errors are still present. I have disabled multi threaded rendering, but still no joy.
I am however seeing these additional errors on starting the app (I get tons of this repeating)
I/ActivityManager( 942): Start proc com.NerdRage.CrazyCars for activity com.Ner
dRage.CrazyCars/com.unity3d.player.UnityPlayerNativeActivity: pid=31053 uid=1026
6 gids={50266, 9997, 3003} abi=armeabi-v7a
D/ActivityManager( 942): post active user change for 0
I/ActivityManager( 942): Displayed com.NerdRage.CrazyCars/com.unity3d.player.Un
ityPlayerNativeActivity: +419ms
W/ActivityManager( 942): mDVFSHelper.release()
E/Unity (31053): [EGL] eglGetConfigAttrib(): EGL_BAD_CONFIG: An EGLConfig argu
ment does not name a valid EGL frame buffer configuration.
E/Unity (31053):
E/Unity (31053): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 163)
E/Unity (31053):
E/Unity (31053): [EGL] eglGetConfigAttrib(): EGL_BAD_CONFIG: An EGLConfig argu
ment does not name a valid EGL frame buffer configuration.
E/Unity (31053):
E/Unity (31053): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 163)
E/Unity (31053):
E/Unity (31053): [EGL] eglGetConfigAttrib(): EGL_BAD_CONFIG: An EGLConfig argu
ment does not name a valid EGL frame buffer configuration.
And I am getting this dump on the application crash:
I’m not sure if this is a red herring or not, but changing it to vertex lit seemed to stop the crashes, but the game looks terrible without shadows. I am really unsure as to what the cause of this is.
Is it possible to somehow find out what script or function is killing the android app from the ADB traces?