Game is working on all devices but one

I have a Samsung Galaxy S3 Mini, and when I run my game on it, it works fine, but I have a friend who has a Samsung Galaxy S3 and when he runs the program it just crashes.

I have also tried the game on a GS2 and GS4, and all of them run the game just fine. What is causing the GS3 to not run the game? He is able to load other Unity games, just not this one. What would be causing this?

Here is the debug log:

06-13 10:35:04.400: I/SELinux(29043): Function: selinux_android_load_priority [0], There is no sepolicy file.
06-13 10:35:04.400: I/SELinux(29043):  
06-13 10:35:04.400: I/SELinux(29043): Function: selinux_android_load_priority , priority version is VE=SEPF_SPH-L710_4.4.2_0011
06-13 10:35:04.400: I/SELinux(29043):  
06-13 10:35:04.400: I/SELinux(29043):  
06-13 10:35:04.400: I/SELinux(29043): selinux_android_seapp_context_reload: seapp_contexts file is loaded from /seapp_contexts
06-13 10:35:04.410: D/dalvikvm(29043): Late-enabling CheckJNI
06-13 10:35:04.621: D/dalvikvm(29043): Trying to load lib /mnt/asec/com.MurWar.FallBall-5/lib/libmain.so 0x42043970
06-13 10:35:04.621: D/dalvikvm(29043): Added shared lib /mnt/asec/com.MurWar.FallBall-5/lib/libmain.so 0x42043970
06-13 10:35:04.621: I/Unity(29043): gles_mode = 0 (integer)
06-13 10:35:04.621: I/Unity(29043): splash_mode = 0 (integer)
06-13 10:35:04.621: I/Unity(29043): hide_status_bar = True (bool)
06-13 10:35:04.621: I/Unity(29043): useObb = False (bool)
06-13 10:35:04.621: I/Unity(29043): development_player = True (bool)
06-13 10:35:04.681: D/Unity(29043): surfaces: attach glview
06-13 10:35:05.111: I/Unity(29043): onResume
06-13 10:35:05.502: D/Unity(29043): [EGL] Attaching window 0x5c8b5cf0
06-13 10:35:05.582: I/Unity(29043): windowFocusChanged: true
06-13 10:35:05.622: D/Unity(29043): SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 2, Memory = 1579mb
06-13 10:35:06.383: D/Unity(29043): [SHA1] e5093cd15213fb7598cd90bd63107e3889fc22e9   15829473 bytes ~ lib/armeabi-v7a/libunity.so
06-13 10:35:06.413: D/Unity(29043): Mono path[0] = '/mnt/asec/com.MurWar.FallBall-5/pkg.apk/assets/bin/Data/Managed'
06-13 10:35:06.413: D/Unity(29043): Mono config path = 'assets/bin/Data/Managed'
06-13 10:35:06.453: D/Unity(29043): PlayerConnection initialized from /mnt/asec/com.MurWar.FallBall-5/pkg.apk/assets/bin/Data (debug = 0)
06-13 10:35:06.463: D/Unity(29043): PlayerConnection initialized network socket : 0.0.0.0 55408
06-13 10:35:06.463: D/Unity(29043): PlayerConnection initialized unix socket : Unity-com.MurWar.FallBall
06-13 10:35:06.463: D/Unity(29043): Multi-casting "[IP] 172.21.20.160 [Port] 55408 [Flags] 3 [Guid] 1493051395 [EditorId] 1885473229 [Version] 1048832 [Id] AndroidPlayer(samsung_SPH-L710@172.21.20.160) [Debug] 1" to [225.0.0.222:54997]...
06-13 10:35:06.463: D/Unity(29043): Waiting for connection from host on [172.21.20.160:55408]...
06-13 10:35:11.498: D/Unity(29043): Timed out. Continuing without host connection.
06-13 10:35:11.498: D/Unity(29043): Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56395
06-13 10:35:11.748: D/Unity(29043): InitializeMonoFromMain OK (5c9c2ee0)
06-13 10:35:11.748: D/Unity(29043): PlayerConnection already initialized - listening to [172.21.20.160:55408]
06-13 10:35:11.778: D/Unity(29043): PlayerInitEngineNoGraphics OK
06-13 10:35:11.778: W/Adreno-GSL(29043): <get_panel_settings:3802>: Android framework reported version 2. So, don't force ES30
06-13 10:35:11.778: I/Adreno-EGL(29043): <qeglDrvAPI_eglInitialize:381>: EGL 1.4 QUALCOMM build: AU_LINUX_ANDROID_KK_2.7_RB1.04.04.00.007.018_msm8960_KK_2.7_RB1_CL3869936_release_AU (CL3869936)
06-13 10:35:11.778: I/Adreno-EGL(29043): OpenGL ES Shader Compiler Version: 17.01.10.SPL
06-13 10:35:11.778: I/Adreno-EGL(29043): Build Date: 12/09/13 Mon
06-13 10:35:11.778: I/Adreno-EGL(29043): Local Branch: mybranch2092625
06-13 10:35:11.778: I/Adreno-EGL(29043): Remote Branch: quic/kk_2.7_rb1.15
06-13 10:35:11.778: I/Adreno-EGL(29043): Local Patches: NONE
06-13 10:35:11.778: I/Adreno-EGL(29043): Reconstruct Branch: AU_LINUX_ANDROID_KK_2.7_RB1.04.04.00.007.018 +  NOTHING
06-13 10:35:11.778: D/Unity(29043): [EGL] Request: ES3 RGB24 888 24/8
06-13 10:35:11.778: W/Adreno-EGL(29043): <qeglDrvAPI_eglGetConfigAttrib:603>: EGL_BAD_ATTRIBUTE
06-13 10:35:11.778: W/Adreno-EGL(29043): <qeglDrvAPI_eglGetConfigAttrib:603>: EGL_BAD_ATTRIBUTE
06-13 10:35:11.788: D/Unity(29043): [EGL] Selected: ES3 RGB24 888 24/8
06-13 10:35:11.788: W/Adreno-EGL(29043): <qeglDrvAPI_eglCreateContext:2407>: EGL_BAD_ATTRIBUTE
06-13 10:35:11.788: E/Unity(29043): [EGL] Unable to create context!
06-13 10:35:11.788: E/Unity(29043):  
06-13 10:35:11.788: E/Unity(29043): (Filename: ./PlatformDependent/AndroidPlayer/Source/ContextGLES.cpp Line: 238)
06-13 10:35:11.788: E/Unity(29043): [EGL] Error:: EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
06-13 10:35:11.788: E/Unity(29043):  
06-13 10:35:11.788: E/Unity(29043): (Filename: ./PlatformDependent/AndroidPlayer/Source/ContextGLES.cpp Line: 238)
06-13 10:35:11.788: D/Unity(29043):    gfx context initialization failed

Just changing the Graphics Level from “Automatic” to “Force OpenGL ES 2.0” solved this exact issue for me.

The problem with ATC (Adreno) devices running OpenGL 3.0 is the GPU Skinning that have some issues, mainly with Skinned Meshes.

GPU Skinning is only available on DX11 or OpenGLS ES 3.0, so disabling it will solve your problem, also you can force OpenGL ES 2.0 to avoid GPU Skinning to be applied.

Check your OpenGL ES Version here: Adreno - Wikipedia