Hi, I've created a little app with Unity3D and I'm trying to install it on several devices. The app runs fine on: iPhone4, iPhone4S, iPhone5, iPad2, iPad3 And also runs fine on: HTC Desire S, Samsung Galaxy S3
But on the Nexus7 the app crashes when I choose "Open GL ES 2.0". When I choose "Open GL ES 1.x" everything works fine.
So: Why does the little HTC Desire S accepted Open GL ES 2.0 but falls back to 1.x (what is, what I expected) and the new Nexus7 crashes on 2.0 but runs fine at 1.x?
This is, what the log says:
` Creating OpenGL ES 2.0 context (RGB16 565 16/0[NLZ]) D/Unity (14643): GL_OES_rgb8_rgba8 GL_OES_EGL_sync GL_OES_fbo_render_mipmap GL_NV_depth_nonlinear GL_NV_draw_path GL_NV_texture_npot_2D_mipmap GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_vertex_half_float GL_OES_mapbuffer GL_NV_draw_buffers GL_NV_multiview_draw_buffers GL_EXT_Cg_shader GL_EXT_packed_float GL_OES_texture_half_float GL_EXT_texture_array GL_OES_compressed_ETC1_RGB8_texture GL_EXT_texture_compression_latc GL_NV_texture_compression_latc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_NV_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_NV_get_tex_image GL_NV_read_buffer GL_NV_shader_framebuffer_fetch GL_NV_copy_image GL_NV_fbo_color_attachments GL_EXT_bgra GL_EXT_texture_format_BGRA8888 GL_EXT_unpack_subimage GL_NV_pack_subimage GL_NV_texture_compression_s3tc_update GL_NV_read_depth GL_NV_read_stencil GL_NV_uniform_buffer_object GL_EXT_robustness GL_OES_standard_derivatives GL_NV_EGL_stream_consumer_external GL_NV_3dvision_settings GL_EXT_debug_marker GL_EXT_debug_label GL_NV_ D/Unity (14643): coverage_sample GL_EXT_occlusion_query_boolean GL_NV_timer_query D/Unity (14643): onDetachedFromWindow D/Unity (14643): Creating OpenGL ES 2.0 context (RGB16 565 16/0[NLZ] CSAAx5) `