godot: Crash after splashscreen on Android with GLES2 if default_env.tres is present [Samsung Galaxy S4]

Godot version:

Tested on 3.1 RC1 and RC2

OS/device including version:

Samsung “Galaxy S4” GT-I9505 Android 5.0.1 Exported on Ubuntu 18.04.1 LTS

Issue description:

The error described in #26651 is occurring “again”. The funny thing is, that it even occurs on Version RC1, even though I’ve tested it and used it for 2 days. It happened again after I reset my git-repo, to a commit that exported correctly yesterday.I don’t know what caused this to happen, but the error remains the following: If I try to export a very basic project with GLES2 for Android, the app crashes instantly after the splash screen. If I delete the file default_env.tres, the app launches normally. Tested on RC1 and RC2

Steps to reproduce: as in #26651 1.) Create a new GLES2-Project 2.) Add and set main-scene 3.) Set export template and export for Android/One-Click-Deploy (with debug) 4.) Trying to launch app

Minimal reproduction project:

-> #26651

About this issue

  • Original URL
  • State: open
  • Created 5 years ago
  • Comments: 67 (28 by maintainers)

Most upvoted comments

I had problems with gles2 with an Android 4.4 Motorola Moto G XT1033 device, going to Project Settings > Rendering > Gles 2 and enable the option Disable Half Float solved for me. I don’t know if it fits for other devices and Android versions mentioned here.

I just tried the MRP (see androidtest.zip, listed earlier in this bug report) included with this bug report.

It looks to me like the Android export setting: screen/opengl_debug is what’s causing the app to fail on my Samsung Galaxy S4.

If I turn this option OFF, the app deploys successfully, on my Samsung Galaxy S4. If I turn this option ON, the app fails at startup every time, on my Samsung Galaxy G4.

Additionally, I experimented with a couple other Godot apps, on my Samsung Galaxy S4, and was able to determine that setting the Android export setting: screen/opengl_debug would invariably cause each app to FAIL at startup…

One workaround for this might to be to ensure that this screen/opengl_debug setting is defaulted to ‘false’ at the Android build templates level.

@akien-mga

godot 3.2.2_rc3

finally i got it to compile on android with the “opengl debug = on” option, apparently there was a problem with my usb port, or at least when i changed from the cabinet door to the motherboard door the godot got it to install. i managed to filter some of the log cat errors that may be interesting to solve the problem, “whenever I use emvionment with procedure sky the godot install the game but when it tries to run it closes after the splash screen”

device logcat

Installs; Godot splashscreen is visible then crash, but only in gles2. For gles3 we see only black screen (but we hear the sound of the game)

Device: Sony xperia m2 Android: 5.1.1 Godot: v3.2.stable.official

the project this log is for: androidtest but it seems there are also some log parts from the project we actually want to run on mobile chromeTrip, it seems that it was still running somehow?

androidtest.zip

@bruno-reload you need to test it from master to see if the bug fix worked.

Rc2 should be released soon and you can test it there! 😃

Thanks! There’s no detail on what fails in the logcat sadly 😕

Could you try again, ensure that all debug options are used?

  • In Android export preset, enable “Screen/Opengl Debug”
  • In Project settings, enable “Debug/Settings/Stdout/Verbose Stdout”
  • Be sure to export a Debug binary

I’m not sure that it will give us the info we need but it’s worth a try.

Could you also share the project that you use to reproduce the issue?

Thanks for the update. It likely won’t be fixed in 3.1-stable that we’re about the release, but we’ll keep working on it after the release to hopefully get a fix in a 3.1.x version.

I’m meeting @reduz in a few days and have a Samsung Galaxy S3 which also breaks in several situations on GLES2, so we should be able to debug 😃