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LoadLevel(..) not working when installed through download instead of push.

Discussion in 'Android' started by mas, Jan 15, 2014.

  1. mas

    mas

    Joined:
    Nov 14, 2010
    Posts:
    696
    I have a project that does a simple Application.LoadLevel("menu") from the first scene.

    If I connect my galaxy tab , 'build and run' so that the app is pushed to my device all runs like it should.
    When I disconnect my usb, close the app and re-open on the device while it is not connected the application still works.

    but ..

    When I just 'build' the .apk, put it online and install it on the device after a download, using the regular 'click an .apk android installer' , the application does not switch scenes when the Application.LoadLevel is called.


    Does anyone have an idea why the behaviour could be different in the 2 cases?
    Something to do with rights?

    Clueless here.....

    UPDATE

    Even stranger .. If I save both created apk's .. so

    - game_b.apk ( Build )
    - game_br.apk ( Build and Run -> pushed )

    the first one will fail LoadLevel after install by download
    and
    the second one will work after install by download

    There seems defenitly to be a difference! sizes are exactly the same ??
     
    Last edited: Jan 15, 2014
  2. mas

    mas

    Joined:
    Nov 14, 2010
    Posts:
    696
    Follow Up@Stupid@Me!

    I happened, truely by accident, to have checked the 'Split Application Binary' setting in my
    Player 'Publish Settings' of the android build.

    Using 'build and run', this setting is being ignored .. using 'Build' not!

    Unchecking it was the solution.