Why does Nexus7 crashes with Open GL 2.0?

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) `

I’m not familiar with that error, but knowing what I know about the Nexus 7, having a Tegra 3 it is not a matter of support for the programmatic pipeline as it definitely has that.

Most likely there is something in one of the shaders you are using which is generating this error on that device. Without additional information I can’t say as to what shader may be causing this.

Hope that helps.

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