Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

App published to Android device stops

Discussion in 'Android' started by DonTeee, Dec 7, 2019.

  1. DonTeee

    DonTeee

    Joined:
    Aug 7, 2019
    Posts:
    4
    Hello all:

    I am working on my first Unity project; I inherited it from a previous author and am using Unity 2017.3.0f3. It is a fairly modest marketing piece designed for mobile devices. I am using Vuforia, and this in itself doesn't seem to be a problem. When I open my published app on a Samsung SM-T813 tablet connected to my computer, the camera feed shows just fine in the app. However, when I click a button on this initial screen to go to a screen where a target image will be locked onto by the camera, the app immediately closes and a dialog box invites me to restart the app.

    I have Googled and read the accounts of others who have had this problem of app stoppage. Many previous responders recommended Android Studio's logcat. I have used this, but no matter how I filter it, it displays new entries in such profusion and frequency that I feel like I'm drinking from a fire hose.

    I realize that I haven't provided much detail yet, but I'm hoping someone can steer me in the right direction.

    Thank you.

    Don
     
  2. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

    Joined:
    May 2, 2017
    Posts:
    14,446
    We will need to see the code that runs when you click the button.
     
  3. DonTeee

    DonTeee

    Joined:
    Aug 7, 2019
    Posts:
    4
    Thank you for your reply, Jeff. I am attaching a screen shot of the inspector for the button which appears to make the published Android app stop. It has a "Button (Script)" component with its "Transition" property set to "Animation" and a directive to set "GameObject.SetActive" to false for the game object "BKG_main" (of which it is a child) and set "GameObject.SetActive" to true for the game object "Menu_find_image_target". This appears to the user as if he is "advancing" from "slide" "BKG_main" to "slide" "Menu_find_image_target."

    Since I first started this thread, I have found that the offending button does not stop the app when clicked if before publishing I deactivate a "back" button child of "Menu_find_image_target" which is set to deactivate "Menu_find_image_target" and activate "BKG_main" on being clicked.

    Don
     

    Attached Files: