UnityGfxDeviceW Crash - plugins

I have a problem testing an app for android with unity, when I run the application on my Phone, the application opened and crash inmediatly after that with this message in the logs:
Fatal signal 11 (SIGSEGV) at 0x64397000 (code=2), thread 28557 (UnityGfxDeviceW)
I suposed that is a problem of video memory, I tested on differents phones and only works perfectly on HUAWEI CE0197, on many others phones crash with that error.
I have some plugins installed:
Prime31 EtceteraAndroid (For use camera and file manager).
AndroidNative (for use facebook).
OnlineMaps de Inifnity Code
NGUI for manage the views
Thanks.

Check the options in Player Settings ,there may be some options like Minimum API Level not correct and Stripping Level

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Could not signal service com.apple.WebKit.WebContent: 113: Could not find specified service _after_ implementing AdMob

I just integrated AdMob into my project and I get a whole bunch of these error messages in the Xcode output.
The app does not communicate w/ the internet and does not open up WKView (all I found n SO was references to WKWebView like this https://stackoverflow.com/a/44623268/14414215 but doesn't seem to be related to me since I don't use WKWebView). All I did was integrate Google-Mobile-Ads using cocoa pods and followed the Admob support pages.
Some SO Pages talk about ATS, but google support pages don't have the same error message (https://developers.google.com/admob/ios/app-transport-security)
App Transport Security has blocked a cleartext HTTP (http://) resource
load since it is insecure. Temporary exceptions can be configured via
your app's Info.plist file.
Its happening both on simulator and real device. Is this a real issue or something I can ignore?
Also, there's a ton of messages coming out from the Admob SDK, it's frankly a bit annoying to filter through.
The Messages in the console remains and does not seem to affect the app performance (AFAICT) and while it is excessive, I have silenced them some-what using environment variable ( https://stackoverflow.com/a/64471106/14414215) in my scheme. (per below pictures)
Take note however, if you do have issues w/ Google-Mobile-Ads, please be reminded to remove this such that you will be able to see the console messages.

Unity play games services cloud save internal error

I have used the same code given by https://github.com/playgameservices/play-games-plugin-for-unity to add the cloud save game functionality, enable save games have been called at the beginning of the code and save games are enabled from the google play console as well. The leaderboards and achievements are working fine.
The OnSaveGameOpened function gets an internal error as SavedGameRequestStatus status.
I am not able to find the cause of this (internal error being received as the status), can anyone help me out please? How can I solve this.
P.S. Serialized data (in the form of bytes[]) was fed into the SaveGame function, serialized using the binary formatter.
Edit:
I was able to debug this further, I get an error on the activation of save games in the play console. I have activated the save games feature and published it (this was done a few days ago). I have also confirmed that the Drive API, Play Games Services API and Play Games Management API are enabled under the API console project. I get following error,
Cannot use snapshots without enabling the 'Saved Game' feature in Play console
log from running on an android mobile.
The answer to this question
Google Play Games :: Cannot Use Snapshots Exception
states that it will activate within 24hrs, but it is not active even after multiple days.
There are several causes of an internal error; there should be other logs indicating the root cause. You might want to take a look into the source code to know what logs to expect.
If you're testing in an emulator, make sure your play services and play games are up-to-date.
Reference:
https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/source/PluginDev/Assets/GooglePlayGames/Platforms/Android/AndroidSavedGameClient.cs
The problem was solved. It was not a problem from my end, it took well over 24 hours for the saved game services to activate. The problem solved itself once the saved games were enabled by google (there was no notification that the saved games were enabled, instead the app started working properly).

AirConsole phone controller screen not loading

I've set up a project in Unity using AirConsole. I was able to put together a simple game pretty quickly, but I've since run into issues. I was initially developing on a Mac and then switched to my work computer which is a Dell PC. On my Mac I was able to test my game using the simulator in Unity. Since I switched to my PC I have been unable to connect from my phone to the webserver in the debug simulator. The phone gets through the "Enter the Code" screen, the developer console makes a connection noise, but then my phone just sits at the "Loading..." screen.
I've reverted back to the Pong sample project to confirm that my code is not the problem. I've tested the phone using both Chrome and the AirConsole app. I've tried temporarily disabling my firewall in case my firewall was blocking the ports. If I run the simulator in Browser Start Mode = "Virtual Controllers" the controllers on my PC load fine, but I'm still not able to connect with my phone. I'm using AirConsole v1.3.0.b which was still the most recent version when I posted this.
Steps to resolve this issue:
Start the game using the simulator.
Make sure the virtual controllers of the simulator load your controller.
If that is the case try to load the controller.html directly in the phones browser. Assuming your run your game on in the simulator using http://www.airconsole.com/simulator/#http://192.168.0.2:7834/ then take the part behind the # and append controller.html. In this example try to load: http://192.168.0.2:7834/controller.html on your smartphone. Note that this controller wont be working - it's just to try if the page that AirConsole loads internally works. If this does not work, you are either not in the same network or you network has client isolation activated (this needs to be deactivated). To resolve this, check: Using Airconsole on a standard University/Corporate network for dev
If this also works, you probably have javascript errors before the AirConsole constructor is called. Use chrome to remotely debug the phone browser: https://developers.google.com/web/tools/chrome-devtools/debug/remote-debugging/remote-debugging?hl=en
Update: here is a detailed guide for Unity
https://developers.airconsole.com/#!/guides/unity-ngrok

Trigger.io: forge.file.getImage() causes an application crash when accessing Android's Photo Library

We have a serious problem in our application. Before, when we get an Image using camera or via Photo Library, our application crashed and restarts and become a blocker in our development.
W Forge : Unhandled intent result, should have been handled by Forge.
We tried the solution here: Trigger.io: : Unhandled intent result
And luckily, it won't crash now if we will use the camera. But the problem still exists when the user chooses Gallery.
Do we have any alternative way how to handle this kind of situation?
Waiting for any responses, thanks!!!
Not really at the moment - the device is running low on memory and your app is being killed when the gallery starts up.
One option would be to use a plugin / module like this, which presents the image-picking interface inside your app.
That plugin I linked to, however, is pretty old and made for Trigger.io version 1.4: it will take a bit of work to convert to a module.

iPhone Application universal app

I am working on one application and in which I am downloading 2000 images and store some data in SQlite database using connection from server.This works fine in simulator but crash in iPhone device.I am using try..catch for handel error but it simply crash and not display any error.So please help me to run this application in device also.
I have developed an app in which i used to download more than 600 images n each of the image was about 700kb and more, the app was working perfect in the simulator but the performace was poor in the device. As the App was for IOS3, Shark tool helped me out, and the only reason was leakage of memory which i had never expected. To my knowledge, the reason of memory leakage must be the main reason. And do try to have a deep look on how the things are working in the main thread, try to run most og the things in backend.
Regards,
Suhail
But i can help you out for showing the processes taking place in the main thread. and if i am not wrong do go through this post iPhone: Existence of a Memory Leak Profiler?