On Unity 6000.0.33f1, when run device is Google Pixel 4a on Android 14.
I’ve these errors showing in Android Logcat when doing:
- Patch and Run if it’s app first install on the run device
- Patch and Run if app has already been installed and is currently opened on the run device
2025/01/10 10:48:33.124 11712 11727 Error libEGL eglMakeCurrentImpl:1053 error 3002 (EGL_BAD_ACCESS)
2025/01/10 10:48:33.124 11712 11727 Error Unity [EGL] Unable to acquire context: EGL_BAD_ACCESS: EGL cannot access a requested resource (for example a context is bound in another thread).
2025/01/10 10:48:33.124 11712 11727 Error libEGL eglMakeCurrentImpl:1053 error 3002 (EGL_BAD_ACCESS)
2025/01/10 10:48:33.124 11712 11727 Error Unity [EGL] Unable to acquire context: EGL_BAD_ACCESS: EGL cannot access a requested resource (for example a context is bound in another thread).
2025/01/10 10:48:33.124 11712 11727 Error libEGL call to OpenGL ES API with no current context (logged once per thread)
But I don’t have these errors when doing:
- Patch and Run if app has already been installed but is closed or in the background on the run device
- Build and Run if app has already been installed or not on the run device
- Patch if app has already been installed or not on the run device, then Run (manually)
- All the above when run device is Google Pixel 7 on Android 15
Thus I presume it only concerns “Patch and Run” on devices with Android 14 but since I didn’t get these errors when building with Unity 2022.3.38f1, I’m confused…
Player Settings:
- Auto Graphics API disabled
- OpenGLES3 put first before Vulkan in the Gaphics API list
- Minumum API Level: Android 14.0
- Target API Level: Automatic (highest installed)
Thanks in advance for the help!