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Unity 4.6.4p2 Crashing Samsung Galaxy Note 10.1

Discussion in 'Android' started by justoon, May 12, 2015.

  1. justoon

    justoon

    Joined:
    Nov 7, 2013
    Posts:
    9
    We received a crash report from players using the Samsung Galaxy Note 10.1 2014 Edition when running our game built on Unity 4.6.4p2.

    The game launches and then immediately crashes. If the player clears the cache in the app settings, the game launches but wipes any saved game data.

    [Another player using a specific build of the Samsung Galaxy S3 (d2vzw) is experiencing the same type of issue, but we do not have a crash report or stack trace to go off of.]

    Device: Galaxy Note 10.1 2014 Edition (lt03lte)
    Android Version: 4.3

    Stack Trace:
    java.lang.Error: FATAL EXCEPTION [UnityMain]
    Unity version : 4.6.4p2
    Device model : samsung SM-P605
    Device fingerprint: samsung/lt03ltexx/lt03lte:4.3/JSS15J/P605XXUBMJA:user/release-keys

    Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000004
    Build fingerprint: 'samsung/lt03ltexx/lt03lte:4.3/JSS15J/P605XXUBMJA:user/release-keys'
    Revision: '11'
    pid: 10334, tid: 10350, name: UnityMain >>> com.sprouted.moldicide <<<
    r0 765e89b0 r1 00000335 r2 00000004 r3 00000000
    r4 765e89b0 r5 00000331 r6 00000000 r7 765e89a4
    r8 0000003c r9 00000003 sl 00000002 fp 00000018
    ip 000000ba sp 765e8938 lr 78335347 pc 7833519e cpsr 3036502f

    at libsc-a3xx.000b119e(Native Method)
    at Unknown.ba5eba0f(Unknown Source)

    We've opened a bug report: 694304

    Any help would be appreciated.

    Thanks
     
  2. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Try unity 4.6.5?
     
  3. bitter

    bitter

    Unity Technologies

    Joined:
    Jan 11, 2012
    Posts:
    530
    Most likely binary shader support is broken on that device. As a workaround you could try adding a call to Handheld.ClearShaderCache(). You need to call this _before_ you load your shaders. Also this will significantly increase the load times for your game so make sure to only apply the call to that particular device.
     
  4. justoon

    justoon

    Joined:
    Nov 7, 2013
    Posts:
    9
    Thanks - will test out your suggestion and report back.