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Android 4.4.2 crash on startup

Discussion in 'Android' started by xVergilx, Aug 10, 2018.

  1. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,292
    For some reason our application crashes on startup after splash screen with:
    Code (CSharp):
    1. E/Unity(19364): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, &eglConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
    2. E/Unity(21311): (Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 376)
    But only on the specific device that runs Android 4.4.2 on Fly IQ4516 Octa.
    It's quite puzzling what can be causing this, since last mention about the same crash was about @ Unity v.5.5±. And we're using Unity 2017.3.f1. Edit: Tested on 2018.1 as well, same behaviour.

    Three other test devices run it just fine.

    I've tried forcing different graphics setups so far (disabling graphics API Auto), without any luck. Disabling multi-threaded rendering doesn't help as well.

    Does any one knows what can cause this?
     
    Last edited: Aug 13, 2018
  2. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,292
    Update:
    So I've decided to set first scene as empty, and it indeed works;
    Added small loader script, that loads the scene via LoadAsync;
    When the actual scene is being loaded it hangs on the ±0.9 mark (AsyncOperation.progress) and then still crashes without errors.

    It feels like Unity fails to load resources required to run the scene, or simply sync them to main thread.
    I wonder, is there a way to trigger native Unity debug messages when loading the scene? Like verbose level or something.
     
  3. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,292
    Pinned down issue to one manager:
    When there's a multiple lists of referenced scriptable object (inside of them references to prefabs, spritesheets etc) in the script. It crashes the application.

    Will try to test out what is the limit on those.
    It doesn't exceed 50mb, that's for sure, makes no sense at all. Also, there's like 20 assets.
    If I decrease it to somewhat ±10, loading takes long time to sync @ 90%, but it completes successfully.
     
    Last edited: Aug 13, 2018
  4. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,292
    15 seems to be the limit. Weird S*** is weird.
     
  5. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
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    Just tested on another 4.4.2 device, same behaviour.
     
  6. xVergilx

    xVergilx

    Joined:
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    Fun fact: If you load the resources by parts, either with Resources.LoadX or via scenes, it crashes on next scene transition as long as there's references to those resources somewhere in the memory.

    Welp, I'm done with this.
     
    Last edited: Aug 13, 2018
  7. jemonsuarez

    jemonsuarez

    Joined:
    Sep 24, 2012
    Posts:
    151
    Hi @xVergilx, have you found any solution? I see the same behavior but while opening an UDP socket.
     
  8. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,292
    Its probably unrelated. That crash was due to lack of memory of the device.

    Real solution is to drop 4.4.2, its ancient anyways.
     
    Yury-Habets likes this.
  9. jemonsuarez

    jemonsuarez

    Joined:
    Sep 24, 2012
    Posts:
    151
    Well, I'm getting this error on Unity 2019, so the error still there...
    Anyways, it looks a little random.