1 (edited by apollo 2019-12-27 02:16:45)

Topic: UFE Build Crashes On Android Devices

Hello;

UFE(Source) Crashes On Android devices when I load it.

I pinpointed the crashes after I created a new 2D character (9 in total)and added  it into the game. Everything to the new character is unique (Prefab, Moves, Animation, Hitboxes, ect.) and I created it the same way that I have created my other characters in UFE.

I made adjustments in UFE Global Config and CharacterSelect.prefab

What could cause character to crash an Android build?

Please advise and Happy Holidays.

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

What kind of crash are you experiencing? Is it crashing during a match? Is it completely black after you start the app? Are there any patterns?

Like UFE? Please rate and review us on the Asset Store!
Questions about the Forum? Check out our Karma FAQ.

Re: UFE Build Crashes On Android Devices

Most times I happens during a match. Sometimes I can't even open the apk at all.

The app just cuts off and goes into the device home screen.

No patterns. I just create a new 2D character.

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

Google logcat console so you can see in real-time what is happening with your phone, you ought to get some clues as to what causes the crash. Or perhaps using the unity profiler will show you the error. Do you know how to run the profiler on attached mobile devices?

Share

Thumbs up +1 Thumbs down

5 (edited by apollo 2019-12-28 06:59:44)

Re: UFE Build Crashes On Android Devices

These are the type of messages I'm getting through logcat/Unity Console. I get nothing from profiler.


(Warning Message When Apk Crashes At Launch) - Added 10 Characters To My Project

Exception occurred attempting to connect to Unity Performance Reporting service.  Native symbols will not be uploaded for this build. Exception details:
System.UriFormatException: Invalid URI: The URI is empty.
  at System.Uri.CreateThis (System.String uri, System.Boolean dontEscape, System.UriKind uriKind) [0x0007b] in <ae22a4e8f83c41d69684ae7f557133d9>:0
  at System.Uri..ctor (System.String uriString) [0x00014] in <ae22a4e8f83c41d69684ae7f557133d9>:0
  at System.Net.WebRequest.Create (System.String requestUriString) [0x0000e] in <ae22a4e8f83c41d69684ae7f557133d9>:0
  at UnityEditor.CrashReporting.CrashReporting.GetUsymUploadAuthToken () [0x00093] in <83a73882c51c4602b3d34743827d03e7>:0
  at System.Uri.CreateThis (System.String uri, System.Boolean dontEscape, System.UriKind uriKind) [0x0007b] in <ae22a4e8f83c41d69684ae7f557133d9>:0
  at System.Uri..ctor (System.String uriString) [0x00014] in <ae22a4e8f83c41d69684ae7f557133d9>:0
  at System.Net.WebRequest.Create (System.String requestUriString) [0x0000e] in <ae22a4e8f83c41d69684ae7f557133d9>:0
  at UnityEditor.CrashReporting.CrashReporting.GetUsymUploadAuthToken () [0x00093] in <83a73882c51c4602b3d34743827d03e7>:0
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()







(Error Message When Apk Crashes At Launch) - I replaced by 2D Character with Ellen to be used as the 10th Character To My Project

UnityException: GetRegistryStringValue can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
UnityEditor.Android.AndroidSDKRoot.GuessDirectory () (at <ed786f82c80341708b3d5080bce64d0a>:0)
UnityEditor.Android.AndroidRoot.GetRootDirectory () (at <ed786f82c80341708b3d5080bce64d0a>:0)
UnityEditor.Android.AndroidSDKTools.GetInstance[T] (UnityEditor.Android.AndroidSDKTools+InstanceCreator creator) (at <ed786f82c80341708b3d5080bce64d0a>:0)
UnityEditor.Android.AndroidSDKTools.GetInstance () (at <ed786f82c80341708b3d5080bce64d0a>:0)








(Error Message During A Match) - Added Over 6 Players To My Project

ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at <59837000ebf54955a9cb1d31caa86097>:0)
UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <59837000ebf54955a9cb1d31caa86097>:0)
UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <59837000ebf54955a9cb1d31caa86097>:0)
UnityEngine.GUILayout.DoButton (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <59837000ebf54955a9cb1d31caa86097>:0)
UnityEngine.GUILayout.Button (System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <59837000ebf54955a9cb1d31caa86097>:0)
UnityEditor.Android.AndroidBuildWindowExtension.DoTargetListUnsafe () (at <ed786f82c80341708b3d5080bce64d0a>:0)
UnityEditor.Android.AndroidBuildWindowExtension.DoTargetList () (at <ed786f82c80341708b3d5080bce64d0a>:0)
UnityEditor.Android.AndroidBuildWindowExtension.ShowPlatformBuildOptions () (at <ed786f82c80341708b3d5080bce64d0a>:0)
UnityEditor.BuildPlayerWindow.ShowBuildTargetSettings () (at <83a73882c51c4602b3d34743827d03e7>:0)
UnityEditor.BuildPlayerWindow.OnGUI () (at <83a73882c51c4602b3d34743827d03e7>:0)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
UnityEngine.UIElements.UIR.RenderChain.Render (UnityEngine.Rect viewport, UnityEngine.Matrix4x4 projection, UnityEngine.UIElements.PanelClearFlags clearFlags) (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.UIElements.UIRRepaintUpdater.DrawChain (UnityEngine.Rect viewport, UnityEngine.Matrix4x4 projection) (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <a24e7ce9cb384beb988b124973437b7f>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <59837000ebf54955a9cb1d31caa86097>:0)

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

Weird. The logcat error makes it look like multithreading could be part of the problem... Have you added anything to UFE that uses multithreading?  I admit I'm kinda stumped.

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

@christougher: No I have not added anything to UFE that uses multithreading.

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

christougher wrote:

Weird. The logcat error makes it look like multithreading could be part of the problem... Have you added anything to UFE that uses multithreading?  I admit I'm kinda stumped.

apollo wrote:

@christougher: No I have not added anything to UFE that uses multithreading.


If that is the case, it could be because of Fuzzy AI's Multi Core support.
Under Global Editor -> AI Options untoggle "Multi Core Support".

Like UFE? Please rate and review us on the Asset Store!
Questions about the Forum? Check out our Karma FAQ.

Re: UFE Build Crashes On Android Devices

@Mistermind: Untoggling "Multi Core Support" didn't work.

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

apollo wrote:

@Mistermind: Untoggling "Multi Core Support" didn't work.

Try switching the AI engine from "Fuzzy AI" to "Random AI".

Like UFE? Please rate and review us on the Asset Store!
Questions about the Forum? Check out our Karma FAQ.

11 (edited by apollo 2019-12-29 05:02:36)

Re: UFE Build Crashes On Android Devices

@Mistermind: My project was already set to Random AI

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

apollo wrote:

@Mistermind: My project was already set to Random AI

How are you loading the character's move sets? Are you using "Stances (Preloaded)" or "Stances (Resource)"?

Like UFE? Please rate and review us on the Asset Store!
Questions about the Forum? Check out our Karma FAQ.

Re: UFE Build Crashes On Android Devices

@Mistermind: I'm not quite sure I understand the question. I built them within the Character Editor

Share

Thumbs up Thumbs down

Re: UFE Build Crashes On Android Devices

Good news! Everything seems to work after I compressed the individual 2D sprites into High Quality and compressed images in other places around Unity. I deduce this whole situation had to do with the RAM issues on my mobile devices.

I appreciate everyone's help. It was totally stressful for the past weak. I hated the thought of killing my project.

Share

Thumbs up +1 Thumbs down