Unity 4.1.5 Android: crash after splash screen

Hello,

I’m pretty new on Unity (But have quite a lot of experience on Android) and I downloaded Unity free version (4.1.5).
Once Unity installed here is what I’ve done:
1 - Launch Unity
2 - Create a new empty project
3 - Press Build Run
4 - Select Android platform
5 - Select my Android sdk in the windows that prompted
6 - (My device was already connected in dev mode since a log time before unity intall) Watch Unity splashScreen
7 - After 3 second it come back to home screen

Once it came back to home screen, I got the logs on the device, they are below and also a few screenshot from my unity project (empty …)

If you have any idea how to solve that, it would be create. My other friends that know unity since a few years wasn’t able to find the issue after looking at it during 2 hours …

Thx

40:08.929: I/ActivityManager(480): START u0 {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=com.Company.ProductName/com.unity3d.player.UnityPlayerProxyActivity} from pid 4706
40:08.999: D/dalvikvm(26585): Late-enabling CheckJNI
40:08.999: I/ActivityManager(480): Start proc com.Company.ProductName for activity com.Company.ProductName/com.unity3d.player.UnityPlayerProxyActivity: pid=26585 uid=10067 gids={50067, 3003, 1015, 1028}
40:09.059: I/ActivityManager(480): START u0 {flg=0x10000 cmp=com.Company.ProductName/com.unity3d.player.UnityPlayerNativeActivity} from pid 26585
40:09.099: I/Unity(26585): gles_mode = 2 (integer)
40:09.099: I/Unity(26585): splash_mode = 0 (integer)
40:09.099: I/Unity(26585): hide_status_bar = True (bool)
40:09.099: I/Unity(26585): 32bit_display = True (bool)
40:09.099: I/Unity(26585): 24bit_depth = False (bool)
40:09.099: I/Unity(26585): default_aa = 0 (integer)
40:09.099: I/Unity(26585): useObb = False (bool)
40:09.099: I/Unity(26585): development_player = True (bool)
40:09.099: D/dalvikvm(26585): Trying to load lib /data/app-lib/com.Company.ProductName-1/libmono.so 0x413fc3f0
40:09.099: D/dalvikvm(26585): Added shared lib /data/app-lib/com.Company.ProductName-1/libmono.so 0x413fc3f0
40:09.099: D/dalvikvm(26585): No JNI_OnLoad found in /data/app-lib/com.Company.ProductName-1/libmono.so 0x413fc3f0, skipping init
40:09.099: D/dalvikvm(26585): Trying to load lib /data/app-lib/com.Company.ProductName-1/libunity.so 0x413fc3f0
40:09.129: D/dalvikvm(26585): Added shared lib /data/app-lib/com.Company.ProductName-1/libunity.so 0x413fc3f0
40:09.139: D/Unity(26585): NativeActivity creating: 0x64d59830
40:09.139: D/Unity(26585): NativeActivity entered application thread
40:09.149: D/Unity(26585): main entering.
40:09.169: D/libEGL(26585): loaded /system/lib/egl/libEGL_tegra.so
40:09.189: D/libEGL(26585): loaded /system/lib/egl/libGLESv1_CM_tegra.so
40:09.189: D/libEGL(26585): loaded /system/lib/egl/libGLESv2_tegra.so
40:09.209: I/Unity(26585): onResume
40:09.209: I/Unity(26585): windowFocusChanged: true
40:09.219: D/Unity(26585): surfaces: attach glview
40:09.219: D/Unity(26585): NativeActivity start: 0x64d59830
40:09.399: D/Unity(26585): NativeActivity resume: 0x64d59830
40:09.649: I/Unity(26585): onResume
40:09.659: D/Unity(26585): NativeActivity input queue created: 0x64d59830 – 0x68888008
40:09.969: D/Unity(26585): Creating OpenGL ES 2.0 context (RGBA32 8888 16/0[NLZ])
40:09.989: I/Unity(26585): onSurfaceCreated
40:09.989: I/Unity(26585): onSurfaceChanged 800x1205
40:09.989: I/Unity(26585): view is 800x1205
40:09.999: I/Unity(26585): initUnity
40:09.999: I/Unity(26585): glGetString (GL10.GL_VERSION)=‘OpenGL ES 2.0 14.01002’
40:09.999: D/Unity(26585): SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 4, Memory = 974mb
40:10.049: D/Unity(26585): NativeActivity window focus changed: 0x64d59830 – 1
40:10.049: I/Unity(26585): windowFocusChanged: true
40:10.059: I/ActivityManager(480): Displayed com.Company.ProductName/com.unity3d.player.UnityPlayerNativeActivity: +989ms (total +1s74ms)
40:10.659: D/Unity(26585): [SHA1] 7180296aaec63da11f357fa23e7cdc49a66a7945 14193441 bytes ~ lib/armeabi-v7a/libunity.so
40:10.659: D/Unity(26585): Mono path[0] = ‘/data/app/com.Company.ProductName-1.apk/assets/bin/Data/Managed’
40:10.659: D/Unity(26585): Mono config path = ‘assets/bin/Data/Managed’
40:10.659: D/Unity(26585): PlayerConnection initialized from /data/app/com.Company.ProductName-1.apk/assets/bin/Data (debug = 0)
40:10.659: D/Unity(26585): PlayerConnection initialized network socket : 0.0.0.0 55096
40:10.659: D/Unity(26585): PlayerConnection initialized unix socket : Unity-com.Company.ProductName
40:10.659: D/Unity(26585): Multi-casting “[IP] 192.168.200.109 [Port] 55096 [Flags] 3 [Guid] 2441745655 [EditorId] 1384362222 [Version] 1048832 [Id] AndroidPlayer(asus_Nexus_7:192.168.200.109) [Debug] 1” to [225.0.0.222:54997]…
40:10.659: D/Unity(26585): Waiting for connection from host on [192.168.200.109:55096]…
40:11.749: D/dalvikvm(26585): GC_CONCURRENT freed 289K, 6% free 7377K/7792K, paused 6ms+2ms, total 41ms
40:15.689: D/Unity(26585): Timed out. Continuing without host connection.
40:15.689: D/Unity(26585): Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56655
40:15.689: W/libc(26585): WARNING: generic atexit() called from legacy shared library
40:15.719: I/ActivityManager(480): Process com.Company.ProductName (pid 26585) has died.
40:15.719: I/WindowState(480): WIN DEATH: Window{41866b50 u0 com.Company.ProductName/com.unity3d.player.UnityPlayerNativeActivity}
40:15.719: W/WindowManager(480): Force-removing child win Window{41e4cf98 u0 SurfaceView} from container Window{41866b50 u0 com.Company.ProductName/com.unity3d.player.UnityPlayerNativeActivity}
40:15.729: W/ActivityManager(480): Force removing ActivityRecord{424fec18 u0 com.Company.ProductName/com.unity3d.player.UnityPlayerNativeActivity}: app died, no saved state
40:15.739: W/WindowManager(480): Failed looking up window
40:15.739: W/WindowManager(480): java.lang.IllegalArgumentException: Requested window android.os.BinderProxy@41d3e730 does not exist
40:15.739: W/WindowManager(480): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8102)
40:15.739: W/WindowManager(480): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8093)
40:15.739: W/WindowManager(480): at com.android.server.wm.WindowState$DeathRecipient.binderDied(WindowState.java:932)
40:15.739: W/WindowManager(480): at android.os.BinderProxy.sendDeathNotice(Binder.java:433)
40:15.739: W/WindowManager(480): at dalvik.system.NativeStart.run(Native Method)
40:15.739: I/WindowState(480): WIN DEATH: null
40:15.759: D/Zygote(127): Process 26585 exited cleanly (1)
40:15.789: W/InputMethodManagerService(480): Got RemoteException sending setActive(false) notification to pid 26585 uid 10067

Well in the end I gave up using Unity on Windows. I had to use it under Mac … I hope one day the issue above will be fix so I can come back to Windows environement (^_^)

bump. really frustrating.