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Screen starts ok then suddenly goes to garbage, works fine on iOS. Unity 4.3.3

Discussion in 'Android' started by scritchy, Feb 4, 2014.

  1. scritchy

    scritchy

    Joined:
    Dec 30, 2010
    Posts:
    94
    Not sure what's going on here. Haven't experienced this on other projects, so far just this one. Building same project on iOS resulted in a happily running build. This is a new game so I don't have information about previous versions of Unity or anything like that at the moment.

    it will look fine for about 12 seconds, then freak out.

    log starts to show this, repeating:
    02-04 11:09:16.724: E/SECHWC_LOG(1933): rgb overlay acquireFence sync_wait error
    02-04 11:09:16.744: I/Choreographer(2588): Skipped 56 frames! The application may be doing too much work on its main thread.


    see attached image.

    Don't know how to even start debugging this. please help
    $device-2014-02-04-110209.png
     
  2. Agent_007

    Agent_007

    Joined:
    Dec 18, 2011
    Posts:
    899
    What is your test device? Is multithreaded rendering disabled?
     
  3. scritchy

    scritchy

    Joined:
    Dec 30, 2010
    Posts:
    94
    happens on at least a samsung galaxy s2 and s3.

    I didn't notice the multithreaded rendering checkbox, I'm not sure how new it is. I just left most things on default. Turning it off did appear to fix the problem. i see the other related thread now, I wasn't searching for the right terms to catch that one...

    for future reference, if somebody comes across this, the active discussion on the topic is here:
    http://forum.unity3d.com/threads/211913-4-3-Multithreaded-rendering-crashes-when-running-on-device

    thanks Agent_007