Hi I currently have a problem on a app I made where the app crashes on startup or after the intro video.
I am working with Unity3D and Spine to create a 2D game for Android and IOS.
I have searched everywhere for this problem and it seems that this is a memory problem.
I have tried several things to fix this.
Note: This app does work on IOS without problems.
Details
-Unity3D 5.3.3f1
-Spine2D Plugin
-Google Analytics Plugin v3
-Android
Things I tried to change
- Changed unity graphics api to OpenGLES2 instead of OpenGLES3
- Tried different texture compressions for different devices (this worked for some devices)
- Disabled Dynamic Batching
- Added heavy prefabs inside the Preloaded Assets Tab.
Stacktrace
java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 5.3.3f1
Device model : HTC HTC One
Device fingerprint: htc/htc_europe/m7:5.0.2/LRX22G/USER/release-keys
Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000020
Build fingerprint: 'htc/htc_europe/m7:5.0.2/LRX22G/USER/release-keys'
Revision: '3'
pid: 2502, tid: 2563, name: UnityMain >>> EDITED_BUNDLEIDENTIFIER <<<
r0 00000000 r1 a1c11ec8 r2 ffffeff0 r3 00000000
r4 ba072030 r5 00000000 r6 ba06f580 r7 00000000
r8 a1c11d14 r9 00000001 sl 00000000 fp a1c11d18
ip a0d49fd0 sp a0d49fb0 lr a1076230 pc a0e40e20 cpsr 35312e34
at libunity.000f5e20(Native Method)
at libunity.0032b22c(Native Method)
at libunity.000f2918(Native Method)
at libunity.00402ae8(Native Method)
at libunity.00402b2c(Native Method)
at libunity.007c3640(Native Method)
at Unknown.00004c04(Unknown Source)
at Resources.Load(Native Method)
at ResourceRequest.get_asset(<0x00024>:36)
at ResourceHandle`1.get_Value(<0x0004f>:79)
at ResourceHandle`1.get_IsReady(<0x0001b>:27)
at <InstantiateNode>c__Iterator1B.MoveNext(<0x0044f>:1103)
at <Module>.runtime_invoke_bool__this__(Native Method)
at MonoBehaviour.StartCoroutine_Auto(Native Method)
at MonoBehaviour.StartCoroutine(<0x00024>:36)
at <InstantiateNodeAtNextFrame>c__Iterator1D.MoveNext(<0x00083>:131)
at <Module>.runtime_invoke_bool__this__(Native Method)
at libmono.00021ccb(Native Method)
at libmono.mono_runtime_invoke(mono_runtime_invoke:136)
at libunity.003e0018(Native Method)
at libunity.003dffa0(Native Method)
at libunity.003434b8(Native Method)
at libunity.001809b0(Native Method)
at libunity.00387560(Native Method)
at libunity.004cff7c(Native Method)
at libunity.004d51b0(Native Method)
at data@app@com.000df2e3(Native Method)
We found out that this problem was caused by big textures loaded at the same time.
After removing these big textures the game started up without any problems.
So for everyone that has the same problem.
Check your big textures and check when they are being loaded and try to load.