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Question by The-Little-Guy · Jun 11, 2014 at 07:07 PM · androidmobile

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
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avatar image Jeff-Kesselman · Jun 11, 2014 at 07:08 PM 0
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Without a stack trace for the crash it is highly doubtful anyone will be able to help you.

avatar image Jessespike · Jun 11, 2014 at 07:36 PM 0
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Jeff's right, there's no way anyone can know without seeing a stack trace. Use adb logcat

avatar image The-Little-Guy · Jun 11, 2014 at 08:43 PM 0
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I have never done logging on my phone for debugging, I will have to look into this.

avatar image Graham-Dunnett ♦♦ · Jun 13, 2014 at 04:29 PM 0
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I'm not an Android expert, but it looks like the game is assu$$anonymous$$g the device has certain features which is does not have. $$anonymous$$aybe you are trying to create textures in a format that the Adreno doesn't have. The "`So, don't force ES30`" and "`Selected: ES3 RGB24 888 24/8`" look a bit contradictory.

avatar image Jessespike · Jun 13, 2014 at 05:29 PM 0
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Try this in player setting:

  Set the Graphics Level to "OpenGL ES 2.0"  
  Disable $$anonymous$$ultithreaded rendering
  Disable GPU skinning
  Force 32-bit display buffer
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Answer by junglemason · Sep 04, 2014 at 03:45 AM

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

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avatar image Jonathan-Bro · Sep 18, 2014 at 11:39 AM 1
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Same here!

avatar image Texaggie96 · Oct 03, 2014 at 09:50 PM 1
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@junglemason solution worked. Sorry I don't have the rep to upvote it or I would.

avatar image kevine711 · Oct 10, 2014 at 03:56 PM 0
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I had the same issue with my game. Currently set to "Automatic." Why is this an issue on the S3? I'll set it for forced mode and try it out.

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Answer by i9mobile · Jun 17, 2015 at 05:22 PM

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: https://en.wikipedia.org/wiki/Adreno

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