a user reported an blackscreen on start of my game. The error occurs on a Samsung Galaxy Tab 3 (GT-P5210) with Android 4.2.2 stock rom. But i cannot reproduce it on emulator (genymotion).
An another game with the same player-settings, but compiled with Unity 4.6 RC1, works fine on the galaxy tab.
My PlayerSettings:
Resolution and Presentation
Use 32-bit Display Buffer = true
Use 24-bit Display Buffer = true
Show Loading Indicator = Dont´t Show
Well if you cannot reproduce then testing might be a bit difficult but I previously had some problems as well, might be entirely unrelated but try setting Graphics Level to force OpenGL ES 2.0 and see if that helps?
Edit: might not be a solution, but might narrow down the problem!
Hi, I just tried on my phone (do not have any tablet) and it starts up fine here. As expected you might say since it is not a tablet. However though there is no black screen at startup, it does tend to crash after some time. I reported the crash so maybe you can see something from it
java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 4.6.0f3
Device model : HTC HTC One_M8
Device fingerprint: htc/htc_europe/htc_m8:4.4.4/KTU84P/389838.9:user/release-keys
Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000005
Build fingerprint: 'htc/htc_europe/htc_m8:4.4.4/KTU84P/389838.9:user/release-keys'
Revision: '0'
pid: 12672, tid: 12693, name: UnityMain >>> de.chickenpou <<<
r0 00000001 r1 7c9d418c r2 00000001 r3 00003195
r4 00000001 r5 7c9d418c r6 7c9d41a4 r7 00000001
r8 00000000 r9 ffffffff sl 7a1c2018 fp 00000000
ip 00000001 sp 7a1c1f98 lr 798741c4 pc 798a01a4 cpsr 33383938
at libunity.004ce1a4(Native Method)
at libunity.004a21c0(Native Method)
at libunity.0047fff4(Native Method)
at libunity.0047fecc(Native Method)
at libunity.000c2664(Native Method)
at libunity.000c2b08(Native Method)
at libunity.000c2bcc(Native Method)
at libunity.0042d42c(Native Method)
at Unknown.00003aa0(Unknown Source)
at GameObject.SetActive(Native Method)
at <WerfeItem>c__Iterator3.MoveNext(<0x00064>:100)
at <Module>.runtime_invoke_bool__this__(Native Method)
at MonoBehaviour.StartCoroutine_Auto(Native Method)
at MonoBehaviour.StartCoroutine(<0x00024>:36)
at <NaechsterWurf>c__Iterator2.MoveNext(<0x000a3>:163)
at <Module>.runtime_invoke_bool__this__(Native Method)
at libmono.00023b17(Native Method)
at libmono.mono_runtime_invoke(mono_runtime_invoke:144)
at libunity.00216d20(Native Method)
at libunity.002cfd38(Native Method)
at libunity.002cfd0c(Native Method)
at libunity.002cfcc0(Native Method)
at libunity.00200f48(Native Method)
at libunity.00200ed4(Native Method)
at libunity.001e7140(Native Method)
at libunity.0029fdac(Native Method)
at libunity.003c8a50(Native Method)
at libunity.003d1e38(Native Method)
at libdvm.dvmPlatformInvoke(dvmPlatformInvoke:112)
at libdvm.dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)(dvmCallJNIMethod:428)
at libdvm.00029f60(Native Method)
at libdvm.dvmMterpStd(Thread*)(dvmMterpStd:76)
Hmm, you use kitkat. I´m little bit confused
I think its a general problem with the ugui:
Hi,
I’ve got the same issues with one of my users.
The error occurs on a Samsung Galaxy Tab 3 (GT-P5210) with Android 4.4.2 stock rom.
I was working on unity 4.5 but i did the update ( and some modifications ) and i didn"t work anymore.
So i reinstalled unity 4.5 and do a compilation.
I wait for the answer of the user and tell you if it’s working.
I have Unity 4.5.4f1 installed and Unity 4.60f3. I have tested the same project files on a Motorola Droid Razr HD and a Samsung Galaxy Tab 3 in both Unity versions. The black screen occurs every time in 4.6 on both devices, but never occurs on 4.5.4. This issue is most definitely a Unity issue and is a massive concern for me as my client delivery is tomorrow…
4.6p1? The version I have installed (4.6.0f3) is the latest version I get when downloading from the Unity website. Is there a different place to download version 4.6p1 from?