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UI flicker glitch and crash when activating/deactivating UI object

Discussion in 'UGUI & TextMesh Pro' started by Chris_Entropy, Nov 17, 2015.

  1. Chris_Entropy

    Chris_Entropy

    Joined:
    Apr 11, 2011
    Posts:
    202
    I have the following problem on certain Android Devices (tested on a Samsung Galaxy Tab3 SM-T110): When I activate or deactivate UI objects, the whole GUI seems to "spasm". It disapperars and flickering triangular shapes with some kind of colorful noise texture appear on the screen. Sometimes the GUI reappears, sometimes not, and sometimes the whole App crashes.
    I need (de-)activating UI game objects, since my Menu System is based on it. If I only work with alpha values, the performance is horrible.
    This only happens on the Android Device mentioned above, all other platforms work fine. I am using Unity 5.2.2f1. I have the Pro-Version, but not the Android Pro Upgrade.
    Is there some way around it or is this even a known bug?

    Edit: The adb logcat console shows this bug while hiding and showing menus:

    E/BufferQueue( 110): [SurfaceView] dequeueBuffer: min undequeued buffer count (
    1) exceeded (dequeued=2 undequeudCount=0)

    Could this be connected?
     
  2. Chris_Entropy

    Chris_Entropy

    Joined:
    Apr 11, 2011
    Posts:
    202
    Ok, now the bug is messing up other projects as well, again in connection with the new UI and de-/activating UI objects and alpha blending.

    Any thoughts? Maybe from the devs? This makes Unity unusable for me...
     
  3. hakan7373

    hakan7373

    Joined:
    Nov 19, 2015
    Posts:
    13
    I am suffering the same issue exactly and stuck into it... In my case, you will get the same error even though have a simple timer that updates the Text element every second so it seems it has problem with GUI Update method.. I don,t have any other android device better than this so I am not sure if it is because of device capabilities. Did you have a chance to try it on a capable device ?
     
  4. Chris_Entropy

    Chris_Entropy

    Joined:
    Apr 11, 2011
    Posts:
    202
    My customer tested it on another device without issues, but I myself do not have any other devices.
    I think it has less to do with the performance of the device and more with the GPU type, but I am only wildly guessing.
     
  5. Chris_Entropy

    Chris_Entropy

    Joined:
    Apr 11, 2011
    Posts:
    202
  6. hakan7373

    hakan7373

    Joined:
    Nov 19, 2015
    Posts:
    13
    I created a pure simple timer project. On the device, whenever I run it without a panel and just over a canvas it runs without any flicker. But when I put the Text over a panel object it start flickers on the device.
     
  7. hakan7373

    hakan7373

    Joined:
    Nov 19, 2015
    Posts:
    13
    Here is the simple code;

    publicTexttimer;
    privatefloatlevelTimer;


    //Usethisforinitialization
    voidStart () {

    }

    voidOnGUI ()
    {

    timer.text = makeTimerText(levelTimer);
    }


    //Updateiscalledonceperframe
    voidUpdate ()
    {

    levelTimer += Time.deltaTime;

    }

    publicstringmakeTimerText(floattimer){

    stringminutes = Mathf.Floor (timer / 60).ToString ("00");
    stringseconds = (timer % 60).ToString ("00");
    returnminutes + ":" + seconds;
    }
     
  8. hakan7373

    hakan7373

    Joined:
    Nov 19, 2015
    Posts:
    13
    On the device, run it with and without a panel object, you see the flickering kind of issue..no need to have many elements though. I am rather new on this platform, I have completed a project and submit it on IOS without any problem but with Android It does have the log cat output of *** E/BufferQueue( 110): [SurfaceView] dequeueBuffer: min undequeued buffer count (1) exceeded (dequeued=2 undequeudCount=0) *** and performance issue...
     
  9. hakan7373

    hakan7373

    Joined:
    Nov 19, 2015
    Posts:
    13
    The same issue discussed in http://forum.unity3d.com/threads/unity-5-1-ui-flickers-when-button-pressed.332421/

    and I also did download the 5.0.1 version which means downgrade for me, anyway It worked without any problem, so it solved my issue. But the thing is now I have the 5.0.1 version. I wonder which highest version until 5.2 works without problem, needs a try and see sessions...

    So, Chris, if you have a chance downgrade and give a try... If you find another way I would be pleased if you share...
     
  10. Chris_Entropy

    Chris_Entropy

    Joined:
    Apr 11, 2011
    Posts:
    202
    No chance that I can downgrade. I am using the newest Networking classes, which are very buggy in earlier versions ...
     
  11. paradizIsCool

    paradizIsCool

    Joined:
    Jul 10, 2014
    Posts:
    177
  12. Chris_Entropy

    Chris_Entropy

    Joined:
    Apr 11, 2011
    Posts:
    202
    Hi, I haven't found a workaround yet, and it is still not fixed in Unity 5.3.2. I also did not have the time to make a test project and send it to Unity :(
     
  13. Sebioff

    Sebioff

    Joined:
    Dec 22, 2013
    Posts:
    218
  14. Chris_Entropy

    Chris_Entropy

    Joined:
    Apr 11, 2011
    Posts:
    202
    Unfortunately that version does not solve my problem. I still have weird UI glitches accompanied by crashes. But only on a certain type of Android GPU.