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Unity Everyplay Android S3 Mini crash/freeze

Discussion in 'Unity Everyplay' started by ClaudiuChiorean, Jun 26, 2015.

  1. ClaudiuChiorean

    ClaudiuChiorean

    Joined:
    Feb 20, 2015
    Posts:
    6
    I've noticed that the unity everyplay plugin makes an android game deployed on galaxy s3 mini to crash/freeze
    Here is the log cat log:

    Code (CSharp):
    1. 06-26 17:46:12.881: D/dalvikvm(4413): Trying to load lib /data/app-lib/com.somemonkeys.everyplaytest-2/libmain.so 0x416bb6c0
    2. 06-26 17:46:12.889: D/dalvikvm(4413): Added shared lib /data/app-lib/com.somemonkeys.everyplaytest-2/libmain.so 0x416bb6c0
    3. 06-26 17:46:12.897: I/Unity(4413): splash_mode = 0 (integer)
    4. 06-26 17:46:12.897: I/Unity(4413): hide_status_bar = True (bool)
    5. 06-26 17:46:12.897: I/Unity(4413): useObb = False (bool)
    6. 06-26 17:46:13.108: D/Unity(4413): surfaces: attach glview
    7. 06-26 17:46:13.116: D/Unity(4413): Acquiring Unity-StartupWakeLock
    8. 06-26 17:46:13.123: I/Unity(4413): Choreographer available: Enabling VSYNC timing
    9. 06-26 17:46:13.139: I/Unity(4413): onResume
    10. 06-26 17:46:13.217: D/Unity(4413): [EGL] Attaching window :0x5abe2ec8
    11. 06-26 17:46:13.217: D/Unity(4413): [EGL] Attaching window :0x5abe2ec8
    12. 06-26 17:46:13.311: D/v_gal(4413): [tid=4413] gralloc_register_buffer: ===>Width = 480, Height = 800, surface = 0x5ac27358
    13. 06-26 17:46:13.319: I/Unity(4413): windowFocusChanged: true
    14. 06-26 17:46:13.326: D/WritingBuddyImpl(4413): getCurrentWritingBuddyView()
    15. 06-26 17:46:13.389: D/Unity(4413): SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 2, Memory = 851mb
    16. 06-26 17:46:14.358: D/Unity(4413): [SHA1] ba9ef4538a467bba0a52cf53a2807e03aab0aee0   21504104 bytes ~ lib/armeabi-v7a/libunity.so
    17. 06-26 17:46:15.319: D/Unity(4413): [SHA1] 811e45b47a462cb31bcca2918869b2e12a8554bf   24950551 bytes ~ lib/x86/libunity.so
    18. 06-26 17:46:15.326: D/Unity(4413): Mono path[0] = '/data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed'
    19. 06-26 17:46:15.326: D/Unity(4413): Mono config path = 'assets/bin/Data/Managed'
    20. 06-26 17:46:15.342: D/Unity(4413): PlayerConnection initialized from /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data (debug = 0)
    21. 06-26 17:46:15.350: D/Unity(4413): PlayerConnection initialized network socket : 0.0.0.0 55315
    22. 06-26 17:46:15.350: D/Unity(4413): PlayerConnection initialized unix socket : Unity-com.somemonkeys.everyplaytest
    23. 06-26 17:46:15.350: D/Unity(4413): Multi-casting "[IP] 192.168.1.133 [Port] 55315 [Flags] 3 [Guid] 952905449 [EditorId] 1402304916 [Version] 1048832 [Id] AndroidPlayer(samsung_GT-I8200@192.168.1.133) [Debug] 1" to [225.0.0.222:54997]...
    24. 06-26 17:46:15.350: D/Unity(4413): Waiting for connection from host on [192.168.1.133:55315]...
    25. 06-26 17:46:20.381: D/Unity(4413): Timed out. Continuing without host connection.
    26. 06-26 17:46:20.381: D/Unity(4413): Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56449
    27. 06-26 17:46:20.655: D/Unity(4413): InitializeMonoFromMain OK (62043ee0)
    28. 06-26 17:46:20.662: D/Unity(4413): PlayerConnection already initialized - listening to [192.168.1.133:55315]
    29. 06-26 17:46:20.772: D/Unity(4413): PlayerInitEngineNoGraphics OK
    30. 06-26 17:46:20.787: D/libEGL(4413): loaded /system/lib/egl/libEGL_MRVL.so
    31. 06-26 17:46:20.795: D/libEGL(4413): loaded /system/lib/egl/libGLESv1_CM_MRVL.so
    32. 06-26 17:46:20.811: D/libEGL(4413): loaded /system/lib/egl/libGLESv2_MRVL.so
    33. 06-26 17:46:20.819: D/Unity(4413): [EGL] Request: ES2 RGB0 000 0/0
    34. 06-26 17:46:20.819: D/Unity(4413): [EGL] Selected: ID[29] ES2 RGB16 565 0NLZ/0
    35. 06-26 17:46:20.819: D/Unity(4413): [EGL] Request: ES2 RGBA32 8888 0/0
    36. 06-26 17:46:20.826: D/Unity(4413): [EGL] Selected: ID[13] ES2 RGBA32 8888 0NLZ/0
    37. 06-26 17:46:20.826: D/GC(4413): <tid=4428> OES20 ===> GC Version   : GC Ver SS_rls_pxa988_JB42_R1_RC2_GC13.16
    38. 06-26 17:46:20.842: D/Unity(4413): ANativeWindow: (480/800) RequestedResolution: (0/0) EGLSurface: (480/800)
    39. 06-26 17:46:20.842: D/GC(4413): <tid=4428> OES20 ===> GC Version   : GC Ver SS_rls_pxa988_JB42_R1_RC2_GC13.16
    40. 06-26 17:46:20.858: D/Unity(4413): Renderer: GC1000 core
    41. 06-26 17:46:20.858: D/Unity(4413): Vendor:   Vivante Corporation
    42. 06-26 17:46:20.858: D/Unity(4413): Version:  OpenGL ES 2.0
    43. 06-26 17:46:20.858: D/Unity(4413): GLES:     2
    44. 06-26 17:46:20.858: D/Unity(4413): GL_EXT_debug_marker GL_OES_compressed_ETC1_RGB8_texture GL_OES_compressed_paletted_texture GL_OES_EGL_image GL_OES_depth24 GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_rgb8_rgba8 GL_OES_stencil1 GL_OES_stencil4 GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_depth_texture GL_OES_packed_depth_stencil GL_OES_standard_derivatives GL_OES_get_program_binary GL_EXT_texture_format_BGRA8888 GL_IMG_read_format GL_EXT_blend_minmax GL_EXT_read_format_bgra GL_EXT_multi_draw_arrays GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_ARM_rgba8 GL_EXT_frag_depth GL_VIV_shader_binary GL_VIV_direct_texture GL_OES_mapbuffer GL_OES_EGL_image_external GL_EXT_discard_framebuffer GL_EXT_multisampled_render_to_texture GL_VIV_clamp_to_border GL_OES_element_index_uint GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc
    45. 06-26 17:46:20.866: D/Unity(4413): Creating OpenGLES2.0 graphics device
    46. 06-26 17:46:20.866: D/Unity(4413): InitializeGfxDevice OK
    47. 06-26 17:46:20.866: D/Unity(4413): Initialize engine version: 5.0.3f2 (c28c7860811c)
    48. 06-26 17:46:20.983: W/libc(4413): pthread_create sched_setscheduler call failed: Operation not permitted
    49. 06-26 17:46:20.998: D/Unity(4413): Begin MonoManager ReloadAssembly
    50. 06-26 17:46:21.030: D/Unity(4413): Platform assembly: /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/UnityEngine.dll (this message is harmless)
    51. 06-26 17:46:21.037: D/Unity(4413): Loading /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/UnityEngine.dll into Unity Child Domain
    52. 06-26 17:46:21.131: D/Unity(4413): Platform assembly: /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
    53. 06-26 17:46:21.131: D/Unity(4413): Loading /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
    54. 06-26 17:46:21.131: D/Unity(4413): Platform assembly: /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/Assembly-CSharp.dll (this message is harmless)
    55. 06-26 17:46:21.131: D/Unity(4413): Loading /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/Assembly-CSharp.dll into Unity Child Domain
    56. 06-26 17:46:21.147: D/Unity(4413): Platform assembly: /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/UnityEngine.UI.dll (this message is harmless)
    57. 06-26 17:46:21.147: D/Unity(4413): Loading /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/UnityEngine.UI.dll into Unity Child Domain
    58. 06-26 17:46:21.155: D/Unity(4413): Platform assembly: /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/UnityEngine.UI.dll (this message is harmless)
    59. 06-26 17:46:21.155: D/Unity(4413): Loading /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/UnityEngine.UI.dll into Unity Child Domain
    60. 06-26 17:46:21.194: D/Unity(4413): - Completed reload, in  0.190 seconds
    61. 06-26 17:46:21.209: D/Unity(4413): PlayerInitEngineGraphics OK
    62. 06-26 17:46:21.217: D/Unity(4413): Found 10 native sensors
    63. 06-26 17:46:21.217: D/Unity(4413): Sensor :        Accelerometer ( 1) ; 0.153281 / 0.01s ; MPU-6K Accelerometer / Invensense
    64. 06-26 17:46:21.217: D/Unity(4413): Sensor :        Accelerometer ( 1) ; 0.153281 / 0.01s ; MPU-6K Accelerometer / Invensense
    65. 06-26 17:46:21.241: D/Unity(4413): Requested framebuffer: resolution[480x800], rgba[8/8/8/8], depth+stencil[on], samples[0]
    66. 06-26 17:46:21.241: D/Unity(4413): Created framebuffer: resolution[480x800], rgba[8/8/8/8], depth+stencil[24/8], samples[0]
    67. 06-26 17:46:21.405: D/v_gal(4413): [tid=4428] gralloc_register_buffer: ===>Width = 480, Height = 800, surface = 0x63d37ab8
    68. 06-26 17:46:21.428: D/v_gal(4413): [tid=4428] gralloc_register_buffer: ===>Width = 480, Height = 800, surface = 0x63d1ede0
    69. 06-26 17:46:21.451: D/v_gal(4413): [tid=4428] gralloc_register_buffer: ===>Width = 480, Height = 800, surface = 0x63d1efd8
    70. 06-26 17:46:21.498: D/Unity(4413): Platform assembly: /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/System.Core.dll (this message is harmless)
    71. 06-26 17:46:21.631: D/Unity(4413): Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
    72. 06-26 17:46:21.639: D/Unity(4413): Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
    73. 06-26 17:46:21.662: D/Unity(4413): Platform assembly: /data/app/com.somemonkeys.everyplaytest-2.apk/assets/bin/Data/Managed/System.dll (this message is harmless)
    74. 06-26 17:46:21.897: D/dalvikvm(4413): GC_CONCURRENT freed 347K, 16% free 8633K/10200K, paused 1ms+2ms, total 22ms
    75. 06-26 17:46:21.912: I/Everyplay(4413): Everyplay SDK build: 1332
    76. 06-26 17:46:21.912: D/dalvikvm(4413): Trying to load lib /data/app-lib/com.somemonkeys.everyplaytest-2/libeveryplay.so 0x416bb6c0
    77. 06-26 17:46:21.920: D/dalvikvm(4413): Added shared lib /data/app-lib/com.somemonkeys.everyplaytest-2/libeveryplay.so 0x416bb6c0
    78. 06-26 17:46:21.928: I/Everyplay(4413): JNI_OnLoad done
    79. 06-26 17:46:21.975: D/dalvikvm(4413): GC_CONCURRENT freed 441K, 17% free 8692K/10352K, paused 2ms+1ms, total 18ms
    80. 06-26 17:46:21.983: D/dalvikvm(4413): WAIT_FOR_CONCURRENT_GC blocked 10ms
    81. 06-26 17:46:22.006: D/dalvikvm(4413): GC_CONCURRENT freed 415K, 17% free 8687K/10408K, paused 2ms+2ms, total 15ms
    82. 06-26 17:46:22.006: D/dalvikvm(4413): WAIT_FOR_CONCURRENT_GC blocked 14ms
    83. 06-26 17:46:22.061: D/dalvikvm(4413): GC_CONCURRENT freed 412K, 17% free 8689K/10408K, paused 3ms+3ms, total 22ms
    84. 06-26 17:46:22.076: I/Everyplay(4413): com.everyplay.Everyplay.encoding.a.b() (line:-1) :: Multiple video codecs found for video/avc: [OMX.MARVELL.VIDEO.HW.CODA7542ENCODER, OMX.MARVELL.VIDEO.H264ENCODER]
    85. 06-26 17:46:22.092: I/OMXClient(4413): Using client-side OMX mux.
    86. 06-26 17:46:22.108: I/OMXClient(4413): Using client-side OMX mux.
    87. 06-26 17:46:22.123: I/Everyplay(4413): com.everyplay.Everyplay.encoding.a.b() (line:-1) :: Multiple video codecs found for video/mp4v-es: [OMX.MARVELL.VIDEO.HW.CODA7542ENCODER, OMX.MARVELL.VIDEO.MPEG4ENCODER]
    88. 06-26 17:46:22.123: I/OMXClient(4413): Using client-side OMX mux.
    89. 06-26 17:46:22.131: D/Unity(4413): Releasing Unity-StartupWakeLock
    90. 06-26 17:46:22.139: I/OMXClient(4413): Using client-side OMX mux.
    91. 06-26 17:46:22.139: D/Unity(4413): Sensor :        Accelerometer ( 1) ; 0.153281 / 0.01s ; MPU-6K Accelerometer / Invensense
    92. 06-26 17:46:22.155: I/Everyplay(4413): com.everyplay.Everyplay.encoding.a.b() (line:-1) :: Multiple audio codecs found for audio/mp4a-latm: [OMX.SEC.aac.enc, OMX.MARVELL.AUDIO.AACENCODER, OMX.google.aac.encoder]
    93. 06-26 17:46:22.162: I/Everyplay(4413): com.everyplay.Everyplay.encoding.a.b() (line:-1) :: Codec query took 114 ms
    94. 06-26 17:46:24.561: D/dalvikvm(4413): GC_CONCURRENT freed 289K, 16% free 8808K/10408K, paused 3ms+4ms, total 24ms
    95. 06-26 17:46:24.866: D/dalvikvm(4413): GC_CONCURRENT freed 352K, 16% free 8881K/10452K, paused 4ms+3ms, total 29ms
    96. 06-26 17:46:25.069: D/EveryplayServer(4413): Device settings query, debug response:
    97. 06-26 17:46:25.069: D/EveryplayServer(4413): Device calling home (build 1332). samsung / GT-I8200 / 4.2.2 / PXA986 / samsung/goldenvess3gxx/goldenvess3g:4.2.2/JDQ39/I8200XXUAOB2:user/release-keys
    98. 06-26 17:46:25.069: D/EveryplayServer(4413): H.264 codecs: [OMX.MARVELL.VIDEO.HW.CODA7542ENCODER, OMX.MARVELL.VIDEO.H264ENCODER]
    99. 06-26 17:46:25.069: D/EveryplayServer(4413): Broken codec found. Matched rule: { codec: 'OMX.MARVELL.VIDEO.HW.CODA7542ENCODER'
    Here you can find a project that reproduces de issue:
    http://1drv.ms/1GC05eZ

    I't a scene with some particles and everyplay integrated.
     
  2. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
  3. Qbit86

    Qbit86

    Joined:
    Sep 2, 2013
    Posts:
    487
    I've got similar issue with Everyplay plugin build 1410 on Samsung Galaxy Tab 3 Lite. Is there any way to prevent freeze/crash?
     
  4. ClaudiuChiorean

    ClaudiuChiorean

    Joined:
    Feb 20, 2015
    Posts:
    6
    you can add it to the blacklisted devices in your account
     
  5. Qbit86

    Qbit86

    Joined:
    Sep 2, 2013
    Posts:
    487
    I could suggest blacklisting to my manager; but Tab 3 Lite is quite popular device, I doubt it is acceptable decision for the game with large user base.

    I'm getting this error only while first launch after fresh installation, subsequent launches don't lead to freeze/crash.
     
  6. ullatussimo

    ullatussimo

    Unity Technologies

    Joined:
    Jun 16, 2015
    Posts:
    108
    Hello @Qbit86,

    The reason you don't see the crash/freeze on subsequent launches is thanks to our Failsafe functionality.
    It disables Everyplay functionality if the app crashes during Everyplay Initialization.

    I checked the specifications for the device and it seems to be a quite low-end device by today's standards.
    As said, you should blacklist the device on your Everyplay Developer Dashboard.
    Your application should then function on the first try on said device, only Everyplay functionality won't be available.

    Cheers,
    Simo
     
  7. Qbit86

    Qbit86

    Joined:
    Sep 2, 2013
    Posts:
    487
    Looks nearly impossible. Dashboard needs to list devices to be blacklisted, then press [Add] button. But in case of Android we have an avalanche of device models, so scrolling for a while only shows models starting with “A”. It needs to scroll for some hours to load “samsung SM-T110” in page, and then press [Add]. Are there any other ways to choose “samsung SM-T110”? (I don't have access to dashboard, I'm rather asking manager to blacklist device. Cannot find any tutorial that describes how to add device to blacklist in dashboard.)
     
  8. joaodeconto

    joaodeconto

    Joined:
    Apr 16, 2012
    Posts:
    4
    I'm having the same issue on S4(ja3g) and sometimes even on S5. The Failsafe seems to be doing the exact opposite that it should. After the first crash (that happens on StopRecording(), it crashes the game on StartRecording(), making it impossible to play, like, forever! Neither devices are deprecated and these are the ones which I have direct access, final users are 100% more likely to give 1 star then reporting this bug... Too bad, seemed a cool feature.