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Bug My game installs but crashes at startup

Discussion in 'Editor & General Support' started by flintcheeze, Nov 16, 2022.

  1. flintcheeze

    flintcheeze

    Joined:
    Sep 10, 2015
    Posts:
    80
    I was able to build an apk in Unity of my game and install it successfully on my test android phone Samsung S7 edge Exynos version and mail 625m gpu but my game crashes instantly at startup Unity 2021.2.15f1 I have Unity ads 4.4.1 and in-App purchase 4.5.1 and GooglePlay service SDK latest installed! Please any help will be appreciated as I can’t update my games on various stores
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    First check the device logs (see below for how) for obvious crash complaints.

    Then start putting in Debug.Log() statements (or attaching the debugger) to find out where it blows.

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. flintcheeze

    flintcheeze

    Joined:
    Sep 10, 2015
    Posts:
    80
    I think this is a generic response, I have seen a couple of thread created here on this particular issue with no solution whatsoever
    Even if I call the Debug.Log() experimentally I think it will lead to more bugs. Anyways I fixed it by simply Upgrading to Unity 2022.1.23f1… so incase anyone is battling with this that’s an easy fix
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    What sort of madness is this?! How does printing out a piece of data "lead to more bugs?!"

    Awesome. Glad to hear you're back online.
     
  5. flintcheeze

    flintcheeze

    Joined:
    Sep 10, 2015
    Posts:
    80
    You can decide to Debug.Log(“blah blah blah”)
    The 1st code that runs on start up on android after a build is @override void OnStart/initialize which I can only find in the xml file or activity file when I export the project to android studio
    But whether I Debug.Log() or not I have checked my codes earlier with the Debug.Log when I was trying to call a parameter from another script and it wasn’t working I later figured it out… now in the instance of an Xml or activity file how do you Debug.Log() when you do it that way you are simply not getting anywhere… I ran logcat Using Adb function
    Error seem to be from Gles and Vulkan api mismatch and the inability to give permission to read files after installs which is solved at a later Unity version and yeah that was a Generic response earlier, copy and paste sort of and the issue was a bug with Unity 2021 series… Unity should please give an issue specific response. Peace
     
    unity_Blackhand likes this.