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Unity 2018.3 Android Build eglCreateWindowSurface error EGL_BAD_ALLOC

Discussion in 'Android' started by HyunMok_Moon, Jun 5, 2019.

  1. HyunMok_Moon

    HyunMok_Moon

    Joined:
    Oct 14, 2016
    Posts:
    24
    Hello,

    I make a android project build in Unity 2018.3.

    Log is this.
    ------------------------------------------------
    E/eglCodecCommon: glUtilsParamSize: unknow param 0x000092f5
    D/EGL_emulation: eglMakeCurrent: 0xcd090900: ver 3 1 (tinfo 0xcf10fee0)
    E/EGL_emulation: tid 3375: init(384): error 0x3003 (EGL_BAD_ALLOC)
    E/EGL_emulation: tid 3375: eglCreateWindowSurface(1020): error 0x3003 (EGL_BAD_ALLOC)
    D/Unity: [EGL] Failed to create window surface: EGL_BAD_ALLOC: EGL failed to allocate resources for the requested operation.: 0 at ./Runtime/GfxDevice/egl/WindowContextEGL.cpp:150 (1, 0, 0)
    E/Unity: [EGL] Failed to create window surface: EGL_BAD_ALLOC: EGL failed to allocate resources for the requested operation.

    (Filename: ./Runtime/GfxDevice/egl/WindowContextEGL.cpp Line: 150)
    D/Unity: Skipped rendering frame because GfxDevice is in invalid state (device lost): 0 at ./Runtime/Misc/Player.cpp:799 (4, 0, 0)
    I/Unity: Skipped rendering frame because GfxDevice is in invalid state (device lost)

    I can Unity Logo splash, but only black screen, and app is crashed in emulator.

    Thank you.
     
  2. HyunMok_Moon

    HyunMok_Moon

    Joined:
    Oct 14, 2016
    Posts:
    24
    Self Answer!
    When I use SetResolution, the screen size * screen dpi was to big.
    RenderTexture size to create was to big.

    SetResolution Size is OK then screen shown well.