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Unity 5.2.3 Pink screen

Discussion in 'Android' started by neufoctobre, Dec 4, 2015.

  1. neufoctobre

    neufoctobre

    Joined:
    Jun 20, 2015
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    94
    Hi,

    Since I upgrade Unity to 5.2.3, some player says me they have a pink screen at start and nothing happen, they can just hear the music play.

    I don't have a lot of experience on how to solve a problem. after some research seems to be a graphic problem ?

    I only using sprites not compressed, RGBA 16 bits.
    I'm using OpenGlES2 in player settings, should I use auto Graphics API Instead ?
    And I set rendering path to Legacy vertex Lit. Do you thinks the preoblem can be there ?

    Thanks in advance !
     
    Last edited: Dec 4, 2015
  2. mark71

    mark71

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    Jun 14, 2015
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    Do you know which devices are affected?
    I have had issues like black flickering and a pink screen at app startup with a Samsung Galaxy S5 using true color images and OpenGLES 2 in 2D uGUI app.
    When I killed the app and restarted it, it worked as expected.
     
  3. neufoctobre

    neufoctobre

    Joined:
    Jun 20, 2015
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    Thanks for the reply,
    Yes I know 3 devices who encounter the issue :

    . Hydro ICON (C6730)
    . Galaxy S3 Neo (s3ve3gds)
    . Galaxy Grand Prime (fortunalte)
     
  4. bitter

    bitter

    Unity Technologies

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    Jan 11, 2012
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    530
    Please file a bug on this. I'm not 100% sure we have any of those devices so if you find more devices that experience this behaviour please include them in your bug report.
     
  5. mark71

    mark71

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    I started a thread with a bug number and logcat output some time ago: http://forum.unity3d.com/threads/black-flickering-screen-when-app-is-started.359655/#post-2340109
    This flickering issue is not exactly the same as what neufoctobre described, someone mentioned that it has been fixed but I am not sure. I have been working on iOS lately and did not release the Android app because there were so many graphics issues menitoned in the threads for popular Android devices. The problem is that after publishing and selling apps you cannot tweak the settings anymore because you may fix things for one device and break it for others => angry customers. I really don't know what to do with my Android app, I have been waiting and watching the threads for 6 months now. What is the safest setting for the graphics API, automatic or OpenGLES 2?
     
  6. neufoctobre

    neufoctobre

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    Yesterday I launched some test via testdroid, on "Galaxy S3 Neo" and " Galaxy Grand Prime" (I don t know what " (s3ve3gds)" and (fortunalte) mean, but it was not mentionned on the testdroid devices)

    And everything worked fine, so I guess as Mark71 mentionned this is a problem due to the game update..
     
  7. bitter

    bitter

    Unity Technologies

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    Ah, you mean the bug was filed on an older Unity version? That could very well explain the problem. There was a bug that was fixed in 5.2.something that could cause an invalid gl context while loading the first level.

    Historically GLES 2 has been the safer option because those drivers have been more battle tested. Not only by Unity but by everyone. Now this is something that is slowly changing. For new devices (and new drivers) it actually looks like ES 3.0 is the safer path to take. I've seen at least a couple of devices that broke down completely when trying to run ES 2.0 content on them while ES 3.0 was working perfectly fine. Which is a little bit odd if you ask me since ES 2.0 is more or less a subset of ES 3.0.

    What I can tell you is that internally at Unity we run automated tests on all three configurations. ES 2.0, ES 3.0 and Automatic. Most of the manual testing we do however is with Automatic mode enabled. In Unity 4 and 5.0 the difference between running ES 2 and ES 3 was much bigger than it is today. Back then the two APIs had different code paths in the engine. As of Unity 5.1 this is not true anymore. You can read more about the new renderer in this blog post:
    http://blogs.unity3d.com/2015/05/26/dx11-features-on-mobile/
     
  8. neufoctobre

    neufoctobre

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    Ah no sorry, I meant my game update, I will try to be more clear :) :

    For people installing the last version of my game for first time(release with unity 5.2.3), everything work fine
    But people who already had a previous verision of my game (released with unity 5.2.1) and did the update, the problem appear.

    This is just a supposition I m not 100% sure of this fact.
     
  9. mark71

    mark71

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    @bitter thanks for your reply and explanation. When I continue development for Android I will try the 'automatic' setting again and test it on my 6 test devices.
    Could Unity publish and maintain a list of popular devices / chipsets with known issues (graphics test results of your internal tests) related to specific Unity versions? Then we can exclude them in Google Play.
     
  10. neufoctobre

    neufoctobre

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    Yes it will be great Unity publish this kind of list !
     
  11. PedroGV

    PedroGV

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    @neufoctobre: did you set the serialization mode to Binary on the editor. I had problems like the one you described with previous versions of Unity5 when serialization mode is set to Mixed (binary+text).
     
  12. neufoctobre

    neufoctobre

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    Thanks, my serialiasitation mode was set to mixed.
    What is the difference between mixed or binary or mixed ?
     
  13. PedroGV

    PedroGV

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    Binary will force to serialize all assets as raw bits, while mixed would allow to serialize some as plain text.
     
  14. sparrow

    sparrow

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    May 6, 2012
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    @neufoctobre I am experiencing the same problem. Sometimes when users have a previous version of the game and install a new version all they get is a pink screen. Uninstall and reinstall then solves the issue.

    Did changing asset serialisation mode to "Force fixed" (found in Edit -> Project Settings -> Editor) solve your problem?