-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Crash of Godot 4.2.stable game on Google Pixel 2 #85895
Comments
The 4.2 version seems to cause a lot of crashes on the Android side. After updating my game with version 4.2, I saw that the number of crashes increased significantly in the Play Console reports. I may go back to version 4.1. Engine Information: An example of Play Console crash reports. I censored my package name. I can also send a link to the game to whoever is interested in the problem. This is the stack trace of a crash on a real player's device. There are reports of more devices crashing. I can share each of them if it will help. Device: Stack trace:
|
Hi @tamduk, what is the reported ABI in the crash reports that you're getting? |
arm64_v8a |
Is your project 2D or 3D? What rendering features does your project use (in particular, things like GPUParticles or skinned meshes)? For now, I suggest using the Compatibility rendering method when targeting Android, as Vulkan Android drivers can be pretty broken on older devices like a Pixel 2. Make sure to change the PS: I'm also seeing a (virtual) at the end of the device name, which makes me think it may be someone running an Android emulator as opposed to a physical device. This can make the issue even worse as Vulkan support in Android emulators is barely tested. @tamduk This is an unrelated issue, since you're not using the same rendering method and the issue is being reported by users as opposed to Google's automated testing. That said, these backtraces are unfortunately not that useful as they don't contain debug symbols for the Godot part ( |
This may be a Pixel 2 specific problem. Possibly virtual-device only bug. I have the same problem on a non-godot game I uploaded. Google Play said the prelaunch report failed for that device.
At least for my case, it appears the Vulkan drivers are broken. There's nothing that can be done other than prompting Google to fix it. UpdateI didn't see the user uploaded the logcat. It matches my findings:
|
2D game with GPUParticles, no skinned meshes |
Using the compatibility renderer fixed this issue for me. @Calinou, should I close this issue or do you want to keep it open? |
Closing in favor of godotengine/godot-proposals#8006. |
Tested versions
4.2.stable
System information
Android 13 - Godot v4.2.stable - Mobile renderer
Issue description
After submitting my game via their web console, Google Play's automated tests reported the following issue with my game that I had exported to Android using Godot 4.2.stable:
Detected on 1 device during testing
Device Google Pixel 2 (Arm) (virtual)
Screen size 1080x1920
Android version Android 13 (SDK 33)
ABI arm64-v8a
It seems to be Vulkan related.
Steps to reproduce
Submit Android export to Google Play with Godot 4.2 & Mobile renderer
Minimal reproduction project (MRP)
Google Play's logcat file for the test run:
googleplay-logcat.txt
The text was updated successfully, but these errors were encountered: