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Question by musoufan91 · Oct 23, 2013 at 12:08 AM · androiderrortexturetexture compression

Unity android crash after Enter Scene on Galaxy Tab 10.1

So the game goes though the unity splash screen ( I have pro but its still there since I have not taken it out yet ) goes though in game splashes that use textures on planes as well as a transparent loading spinning circle. When the game gets to the main game scene the intro music plays but the view is still black ( dev mode text is present). After about 3 seconds the game crashes to the main android menu. Looking at catlog it says there was a fault at : libGLESv2_2tegra.so libGLESv2_2tegra.so(glDrawElements) libunity.so(_ZN8GLES2VB012DrawInternalEiiRK14ChannelAssignsPvm16GfxPrimitiveTypemmmPSt3mapImmSt4lessImESaISt4pairIKmmEEE) libunity.so(_ZN8GLES2VB017DrawCustomIndexedERK14ChannelAssignPvm16GfxPrimitiveTypemmm) libunity.so(_ZN9GfxDevice17EndStaticBatchingER3VB0RK19Matrix4x4f13TransformTypei) libunity.so(_ZN12MeshRenderer14RenderMultipleEPK17BatchInstanceDataRK14ChannelAssigns) libunity.so(_ZN13BatchRenderer5FlushEv) libunity.so(_ZN23ForwardShaderRenderLoop16PerformRenderingEp5LightP13RenderTextureP14ShadowCullDatabbb)

If I build the game with DXT texture compression then it works when I use ETC Then it does not.

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Answer by meat5000 · Oct 23, 2013 at 12:32 AM

Read the support page

Bottom section under Android. It explains texture compatibility on different GPUs

Have you tried different OpenGL ES versions? A lot of extensions are not supported on mobile. I know there's a page on it but I'm having trouble finding it (such is Unity documentation!!!)

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avatar image musoufan91 · Oct 23, 2013 at 01:40 AM 0
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But if I press the compress override to ETC does that not make all the textures compatible with all GPUs?

avatar image meat5000 ♦ · Oct 23, 2013 at 01:44 AM 0
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It does not support alpha

Anyway, perhaps try and see if you can find the GLES extensions page. I'm not sure unsupported textures would produce a crash. Ins$$anonymous$$d it should default to another type.

Have you tried using no compression? Check the 2014 hardware curves dude :) it's not such a problem.

avatar image musoufan91 · Oct 23, 2013 at 02:14 AM 0
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Does it not switch to RGBA16 when with alpha'ed textures?

I wish my boss whats it to run on almost all devices...

avatar image meat5000 ♦ · Oct 23, 2013 at 02:19 AM 1
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As I say, I use some 2048 textures, true colour, no compression. Performance seems to be just fine right back to Android 2.2 Froyo.

Play store gives a 2GB Extension file limit so unless you are pushing that I wouldn't say there's a problem.

Of course many would say this isn't a very professional statement. But remember that compression is simply a trade-off between Size and Performance. I choose performance.

avatar image musoufan91 · Oct 23, 2013 at 04:35 AM 0
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I tried no compress RGBA32 textures, 32bit buffer on, GLES 2.0. the game goes through the splash/into scenes. Then Crashes and a pop up saying Android UI has stopped responding. Could it be a ram issue?

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