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Android game crashing when Google Play services enabled

Hi,

We're seeing a weird issue where ~ 1 / 3 of our beta group playing the game on Android have the game consistently (although some people can get past this is they persist 4-6 times) crash on them. We noticed this a few weeks back and thought it was related to a bad Google Play services setup, so we turned the game services off (which completely fixed the problem), deleted them and rebuilt/re-linked them. But now that we've turn the game services back on, we're still seeing the same problem.

I goggle around about this, and the best solution I came up with was to rebuild the entire project from scratch. So that's what I've done: Made a brand new project, copied over the content and re-setup all of the project settings / config files. Didn't help (new build pushed to the store a few hours ago is still crashing).

Annoyingly, it's not happening on any of our test devices either, so we can't trial and error it here. Someone let me know that their device is a Wiko Highway Signs, running Android 4.4.2

Any ideas?

For the record: The devices that don't have this problem, work perfectly (achievements, leaderboards, player registration, sign-in, permissions all work as expected). It's all or nothing. It either crashes, or it doesn't.

Product Version: UE 4.10
Tags:
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asked Dec 17 '15 at 12:27 AM in Packaging & Deployment

avatar image

Triblade
374 10 79 33

avatar image Triblade Dec 17 '15 at 12:29 AM

Oh, to clarifty - the crash happens just as the google play sign-in occurs. They get asked to choose a user to sign in with, they OK the selection, they see the 'loading' icon spinning for Google Play then.. nothing - App's gone.

avatar image Triblade Dec 17 '15 at 12:21 PM
avatar image Rudy Q ♦♦ STAFF Dec 17 '15 at 07:22 PM

Hello Triblade,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Could you provide a list of the devices that are experiencing these issues?

  2. Would it be possible for you to provide a sample project that exhibits the issue that you are experiencing?

  3. Could you acquire and provide the crash logs from the devices that are having this issue?

avatar image Triblade Dec 18 '15 at 11:16 AM

Hi, thanks for the reply.

1) So the Wiko Highway Signs (running Android 4.4.2) is obviously one of them. I'm trying to get a list of other devices from the people who have reported issues. I'll update as they provide information back to me.

I do have a report of a 'Samsung S5 running Android 5.0' that wasn't working originally, but is now, so something we've done over the last few weeks has fixed the issue for them (Maybe adding 'android.permission.INTERACT_ACROSS_USERS', maybe we need additional permissions?)

2) Yes, we can give you the entire project as it is. Where can I put it?

Also, the game's in live open BETA, so you literally pull the current build down yourself if need be: https://play.google.com/apps/testing/com.TriCatGames.RABBiT

3) Is it even possible to pull a crash log from a distributed build? If so, what's a quick a clean method for me to provide to people to do so (bearing in mind, most of these people aren't tech-savvy)?

avatar image Triblade Dec 19 '15 at 10:56 AM

Another one of the devices that consistently can't log in is an Alcatel Pixi 4013x running Kitkat.

avatar image Triblade Dec 18 '15 at 11:16 AM

Also, our latest BETA has the option to skip the sign in of Google Play completely. I've now had three separate reports that people who experience the crash can skip the sign in and play the game without issues.

avatar image Rudy Q ♦♦ STAFF Dec 18 '15 at 03:38 PM

If you would like to send the project you can do so in private message to me on the forums. You can share it via google drive or drop box.

avatar image Triblade Dec 19 '15 at 10:57 AM

I've sent you a PM on the forums with details on to grab the project.

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2 answers: sort voted first

Hello Triblade,

After further testing we where able to find a device and set of steps to reproduce this issue on our end. I have written up a report (UE-27685) and I have submitted it to the developers for further information. I will provide updates with any pertinent information as it becomes available. I do not currently have a workaround for this issue at this time. Once again thank you for you all of the information and time you have given to resolve this issue.

Device Reproduced on:

Lenovo S939 on Android 4.4.2. (This is the one that we were able to reproduce the crash on)

Make it a great day

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answered Mar 01 '16 at 09:05 PM

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Rudy Q ♦♦ STAFF
47.3k 545 132 525

avatar image Triblade Mar 02 '16 at 12:34 PM

Thanks, that is EXCELLENT news!

Any further information you can give us as it becomes available will be really useful (especially if this makes it into one of the future 4.11 previews/release builds).

avatar image Triblade Mar 08 '16 at 09:42 AM

Hi Rudy,

Would there happen to be any new information regarding a fix for this?

avatar image Rudy Q ♦♦ STAFF Mar 08 '16 at 01:43 PM

Hello Triblade,

I went ahead and double checked on this issue for you. It appears that the status for this issue has not as of yet been updated to fixed.

avatar image Triblade Mar 08 '16 at 01:45 PM

Ok, thanks for the update.

avatar image Triblade Mar 15 '16 at 09:08 AM

Morning,

Any new updates on this issue?

Also, side question - I noticed that the bug number (27685) you gave me doesn't appear in the list of known issues in 4.11 (the preview thread). How comes?

avatar image Rudy Q ♦♦ STAFF Mar 15 '16 at 01:38 PM

Hello Triblade,

This issue has not been updated yet, however please keep in mind that it could take some time before this issue will see major updates due to the priorities of issues. Priorities tend to shift this time of year due to GDC and so issue resolution may take longer than normal. As for why the issue does not show up on the list, I am not sure. However, it was found in 4.10 so this may have caused it to be missed by the filter. I hope that this information helps.

Make it a great day

avatar image Triblade Mar 31 '16 at 09:58 PM

Hi,

With 4.11 having been released today, could we get a confirmation that this has now been fixed (or not), please?

avatar image Rudy Q ♦♦ STAFF Apr 01 '16 at 01:02 PM

Hello Triblade,

I went a head and double checked on this issue for you. The issue is currently being investigated, however there is not a solution as of yet and so it is unlikely that a solution will be integrated into the 4.11 version of the engine. I hope that this information helps.

Make it a great day

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Hello Triblade,

After looking through the project that was sent I was able to narrow down the cause of the issue. I have written up a report ( UE-24770) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for you time and information.

Make it a great day

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answered Dec 23 '15 at 06:12 PM

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Rudy Q ♦♦ STAFF
47.3k 545 132 525

avatar image Triblade Dec 24 '15 at 12:09 AM

Hi Rudy,

Thanks for chasing this up. We were looking to ship this project just before Christmas (we failed for other reasons) and are now aiming for the first/second week of January. But this issue is now a blocker for us releasing on Android. Are you able to give us some information as what the cause of the problem is and/or, we hope, a work around?

avatar image Rudy Q ♦♦ STAFF Dec 28 '15 at 02:42 PM

Hello Triblade,

I found that calling the node "Show External login UI" with the with the Enable Google play support checked to true will cause this crash on the device. I hope that this information helps. I do not currently have a workaround for this issue.

avatar image Triblade Jan 06 '16 at 01:59 PM

FYI, as this is blocking the above project, we decided to return to a previous one.

We've now purchased an Alcatel Pixi 4013x for ourselves, confirmed that phone also experiences the crash. Then we tried said other project, which also crashes (on both 4.9 and 4.10). So it appears to be more wide-spread than just a single project.

avatar image Rudy Q ♦♦ STAFF Jan 06 '16 at 02:47 PM

Hello Triblade,

Thank you for the additional information, I was able to reproduce this issue in a clean project. However, I will add the relevant information from you reply to the report.

Make it a great day

avatar image Triblade Jan 15 '16 at 02:51 PM

Hey Rudy,

Has their been any progress on this issue? Do we have an ETA on a fix?

avatar image Rudy Q ♦♦ STAFF Jan 15 '16 at 03:15 PM

I went ahead and double checked on this issue for you. This issue has been resolved internally and this solution will be available in a later release of the engine. I have provided a link to the github commit in case you would like to try cherry picking the solution. I hope this information helps.

Commit link: https://github.com/EpicGames/UnrealEngine/commit/b2e5d4facf58657865c0f5359f17f1a70b5ac5ef

Make it a great day

avatar image Triblade Jan 17 '16 at 02:00 AM

Hi again,

So I grabbed the latest version of the engine (4.11.P2; 97c8d3ef55e869e17ef149903eae2a33101381c9), rebuilt everything from scratch, built a deployment ETC1 build, put it on the Alcatel Pixie 4013x and it still crashes most of the time.

Bear in mind this was done in a clean folder, so no prior intermediate/saved folders, and I cleared off existing versions of the game on the device (+ emptied the misc storage folder).

avatar image Rudy Q ♦♦ STAFF Jan 18 '16 at 07:14 PM

Are there any other devices other than the Alcatel Pixie 4013x that are experiencing this crash?

avatar image Triblade Jan 18 '16 at 08:19 PM

I can only re-iterate what I've said previously: Someone reported the same thing on a "Wiko Highway Signs". Other people had been seeing intermediate issues which may or may not have vanished more recently (not sure which devices -- A Samsung S5 was mentioned).

Whether this recent code change fixes it on other devices, I have no idea. It doesn't happen on three of our devices here, but we can't really afford to keep buying phones to test on. We could potentially update our BETA build in a few days time (we're not in a state where we can do so right now) and hope that the guy with the Wiko is available to re-test it for us, but I'm not expecting a different result to the Alcatel. One of our projects functioned on the Alcatel for a long while (I believe it was across UE4.7 and 4.8) before this crash became an issue.

avatar image Triblade Jan 22 '16 at 09:53 AM

Morning,

Is there any new information on this issue?

avatar image Rudy Q ♦♦ STAFF Jan 25 '16 at 04:25 PM

Hello Triblade,

After further testing, it appears that your APK has an issue. I tested this issue with the provided project (RABBiT) and my APK appears to be working.

avatar image Triblade Jan 25 '16 at 09:04 PM

OK, so to clarify: It originally wasn't a problem with our projects, and this new fix does correct something, but there's a second issue, that is now only present in our projects?

If so, any idea what the issue is now? Or any pointers as to where we can look?

avatar image Rudy Q ♦♦ STAFF Jan 26 '16 at 09:19 PM

I should note that all of the testing that I have done has been with the Samsung S5. You will also need the commit below along with the commit that was mentioned above for the solution that was given for the jira I wrote up.

https://github.com/EpicGames/UnrealEngine/commit/6f7dc7e12a4c62cbc00e68460324af99a3def1bd

In order to narrow things down further, I would need you to reproduce this issue in a clean project. This would also help determine if this is project specific.

Additional information (Android Device Compatibility):

https://wiki.unrealengine.com/Android_Device_Compatibility

avatar image Triblade Jan 26 '16 at 11:56 PM

Hey,

Samsung S5 was the phone I mentioned that someone claimed had an issue, but seemed to be cleared up along the way. So I'm not sure it's even showing the same problem.

Tonight I made that change you suggested to UE4DeployAndroid.cs (I presume it's safe to make only that change, and avoid the need to update the entire engine from 4.11.P2?). Trying a shipping build on the Alcatel, it still crashed. I'm in the middle of exporting various shipping builds with different android settings to see if anything fixes the problem, but it's going to take me a while. I'll let you know if anything comes of that.

But I'm 99% sure this isn't project specific. Remember we have two projects that exhibit this crash: One built in 4.6 and updated to 4.10. The other built in 4.9 and updated to 4.11, which was then rebuilt from scratch in 4.11 (which is the one you have). So technically three projects. To be fair, I have no way to test the other project with this version of the engine (unless the changes you mentioned above are in UE4.11.P3 on the launcher - in which case let me know and I'll grab it, update the other project and let you know the results).

But in order to test it with a new project I'm going to have to duplicate the engine, make a new project, hook up the show external logic UI, create a store key, create a placeholder set of game services, build and upload a shipping build to the store to enable the services properly... and I'm willing to be it'll still crash. And even if it doesn't, we'd still be no closer to knowing what's wrong with our other two projects.

avatar image Triblade Jan 27 '16 at 10:18 AM

OK, I have some new information about this - it's not related to the Google Play Services sign in at ALL.

Doing some testing on a bunch of different things last night / this morning, trying to get a build that worked (nothing did - I tried every combination of Android settings I can think of), I occasionally did manage to sign in (it has always been possible ~1/5 times) and get into the game proper (at which point, everything's fine and you can play the game for as long as you want).

UNTIL you try access the achievements. Or you lock the phone and then unlock it again. Or anything else that takes rendering away from the game. You can browse the achievements list for 3-4 minutes, going in and out of sub panels, but the second you close the panel: Crash.

I went back to an older build of the other project and confirmed that, yes, you can lock the phone as many times as you like and it won't crash. So something changed in 4.10 that causes this problem.

avatar image Rudy Q ♦♦ STAFF Jan 28 '16 at 07:48 PM

Hello Triblade,

Additional questions:

  1. Would it be possible for you to provide a list of all the devices that you know of that are experiencing this issue as well as the devices at your disposal for testing?

  2. Out of the devices that you have, which ones are reproducing this issue?

  3. Are you sure that this is the same issue that was originally reported for this thread?

  4. Could you provide an updated version of your project to insure that we end up with the same results?

avatar image Triblade Jan 28 '16 at 10:14 PM

1) We haven't have any new confirmations since before Christmas. So the list remains the same for now.

We have a Galaxy Nexus, a LG G4 and a Samsung Galaxy Tab4. And then of course, the recently acquired Alcatel Pixi.

2) Just the Alcatel Pixi - as you know, we purchased this device explicitly to test this issue, as none of the devices we had were exhibiting it.

3) No, I've got no idea. If it's not the same issue, they're exhibiting extremely similar behaviours.

4) Yup, I'll send you a copy to you on the forum.

avatar image Rudy Q ♦♦ STAFF Feb 01 '16 at 07:56 PM

Hello Triblade,

After doing a bit of digging I was unable to find a similar device (to the Alcatel Pixi) on our end to run the test with. Provide the logs from the device from when the crash occurs?

avatar image Triblade Feb 02 '16 at 11:04 AM

Here's a logcat log of the crash upon going into the achievements window.Crash Log

avatar image Triblade Feb 05 '16 at 10:56 AM

Hi Rudy,

Did the crash log help highlight the issue at all?

avatar image Rudy Q ♦♦ STAFF Feb 05 '16 at 06:11 PM

After taking a look at the logs it appears as though a lot of the useful information had been stripped out could you try the steps below to grab the logs I need?

  1. adb logcat -c

  2. adb logcat >log.txt

  3. launch your game and wait until after the crash and dismiss any error dialog and end it running in background

  4. ctrl-C to stop logging

avatar image Triblade Feb 06 '16 at 12:26 PM

I followed the steps you suggested above and have attached the output log: link text

Note, there's two instances of this crash in there: 1) Attempting to sign into Google Play initially and 2) Once sign-in is successful, attempting to view the achievements window.

avatar image Triblade Feb 10 '16 at 09:38 AM

Any updates on this?

avatar image Triblade Feb 06 '16 at 12:31 PM

Also, yesterday we finally managed to roll out an updated open BETA of RABBiT and, by coincidence, I bumped into the guy with the Wiko Highway Signs phone in the pub. Early this morning he kindly grabbed the latest build and tried signing in and it still crashed.

He also clarified that, actually, he's never attempted to actually sign in - and has always just cancelled the sign-in request dialog (he doesn't have a Google Play account). So that confirms it's displaying any external window and then returning to the game and is not specifically tied to signing into the Google Play services.

avatar image Rudy Q ♦♦ STAFF Feb 12 '16 at 04:40 PM

The error that caught my attention was the following:

F/libc (23452): Fatal signal 11 (SIGSEGV) at 0x00000009 (code=1), thread 23469 (arch_worker)

I/DEBUG (23718): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000009

Signal 11 is a segmentation fault. It means that the program is trying to access memory it doesn't have permission to. so i believe it's going to come down to the gpu chip. Do you have any other versions of your game for lower end phones?

avatar image Triblade Feb 12 '16 at 04:58 PM

I don't really understand the question. A different version of the game? Our game's about as low end as a unreal mobile game could be. Not to mention the game works fine on the affected devices as long as you don't bring up any external windows (e.g. the google play sign in). And we know it worked on 4.9 without issues.

It really seems like you guys need to get hold of one of these devices and witness this crash for yourself.

avatar image Triblade Feb 17 '16 at 09:28 AM

Any updates on this?

It's been two months now since we flagged it and it's still blocking us from releasing our games.

avatar image Rudy Q ♦♦ STAFF Feb 22 '16 at 07:20 PM

Hello Triblade,

We are still testing this issue on several devices and we have not been able to reproduce the crash that you are seeing on your end. If at all possible now that you have a device that reproduces the crash, could you try and reproduce this issue in a clean project? If you are successful in doing so, could you provide the steps needed to reproduce this issue on our end? This would go along way in helping narrow down what issue it is that you are experiencing(please include screen shots of any blueprint/code).

avatar image Triblade Feb 23 '16 at 10:49 AM

I've already explained it's not localised to a single project (we've seen it on three different ones, built in three different ways), but to prove the point, I'll play along.

I've NO idea what the minimum steps are for getting the Google Play Sign in to occur, so this took me a lot of effort to reproduce and I had to do it over two projects to try and get it down to the minimum number of steps (I could probably get it down further, but I'm not going to - this is ultimately pointless). I've also listed everything I did here in detail, just so there's no doubt it's not a project issue:

ATTEMPT 1

  • Updated UE 4.10 to 4.10.4 (Figured I may as well do this on the latest hot fix)

  • Made a new project called "CrashTest" (Blueprint || Blank || Mobile / Tablet || Scalable 3D or 2D || No Starter Content)

  • Went to https://play.google.com/apps/publish/

  • Added a New Application

  • Named it "Crash Test" and choose "Prepare Store Listing"

  • Switched to Game Services.

  • Added a new game. Named it "Crash Test"; Made it an action game; Hit Continue.

  • Grabbed the services ID.

  • Went to the UE4 project settings:

  • Went to the 'Android' sub section.

  • Hit 'Configure Now' at the top.

  • Hit 'Configure Now' in the middle.

  • Checked 'Enable Google Play Support'.

  • Added the services ID.

  • Open the level blueprint:

  • After 'OnBeginPlay' added the 'ShowExternalLoginUI' node (hooked in GetPlayerController(0) to this).

  • Compiled; Saved as 'MainLevel.umap' in the root of Content.

  • Went to File -> Package Project -> Android -> Android ETC1 (Choose CrashTest->Build as the destination).

  • Navigated to CrashTest->Build->Android_ETC1. Ran Install_CrashTest_Development-armv7-es2.bat

Ran fine, didn't crash - But no Google Sign in displayed. (CON'T)

avatar image Triblade Feb 23 '16 at 10:50 AM

Continued:

  • Went to project settings -> 'Packaging' -> Switched to a shipping build.

  • Went to File -> Package Project -> Android -> Android ETC1.

  • Navigated to CrashTest->Build->Android_ETC1. Ran Install_CrashTest_Shipping-armv7-es2.bat

Same as before.

  • Went back to the Google Play Developer console:

  • Switched to 'All Applications'. Chose 'Crash Test'.

  • Switched to the 'APK' sub section.

  • Switched to BETA testing. Chose 'Update your first APK to Beta'.

  • Chose the Shipping APK.

This failed, as it's a debugging APK.

  • Returned to the project settings:

  • Changed the 'Packaging' subsection.

  • Checked 'For Distribution'.

  • Generated a new Android signing key (keytool -genkey -v -keystore CrashTest.keystore -alias CrashTest -keyalg RSA -keysize 2048 -validity 10000).

  • Followed the instructions.

  • Moved CrashTest.keystore to CrashTest->Build->Android.

  • Returned to Project Settings:

  • Switched to the 'Android' subsection.

  • Filled out the 'Distribution Signing' section.

  • Went to File -> Package Project -> Android -> Android ETC1.

  • Returned to the Google Play Developer console:

  • Uploaded the new .APK to BETA.

  • Switched to the 'Game Services' subsection.

  • Switched to 'Linked Apps'

  • Added 'com.YourCompany.CrashTest' to the package name.

  • Hit 'Save and Continue'.

  • Hit 'Authorize your app now'.

  • Hit 'Confirm' on the 'Create Android OAuth Client' dialog.

  • Navigated to CrashTest->Build->Android_ETC1. Ran Install_CrashTest_Shipping-armv7-es2.bat

Still no sign in screen. (CON'T)

avatar image Triblade Feb 23 '16 at 10:51 AM
  • Returned to the Google Play Developer console:

  • Switched to the 'Game Services' subsection.

  • Switched to 'Game Details'. Added a description.

  • Added a game icon.

  • Added a feature graphic.

  • Switched to 'Achievements'.

  • Added five, 200 point achievements.

  • Published the game settings.

Tried running the game from the device again. Still no sign in.

  • More Google Play Developer Stuff:

  • Switched to 'All Applications' -> 'Crash Test'.

  • Switched to the 'APK' subsection. Enabled close beta testing.

  • Switched to 'Store Listing'.

  • Added a short description.

  • Added a full description.

  • Added an icon.

  • Selected Application type, Category and Content rating.

  • Added a feature graphic.

  • Added two screenshots.

  • Checked the 'Not submitting a privacy policy' checkbox. Saved the draft.

  • Filled in the content rating questionnaire. Saved.

  • Switched to 'Pricing and distribution'

  • Selected 'Select all countries'.

  • Selected 'No, it has no ads'.

  • Selected the 'Android Guidelines' check box and the 'US Export Laws' one. Saved the draft.

  • Published the App.

At this point I totally realised that the problem was that the editor wasn't loading that map I created.

  • Went to the UE4 project settings:

  • Went to the 'Maps and Modes' subsection.

  • Changed the Game Default Map to 'MainLevel'.

  • Went to File -> Package Project -> Android -> Android ETC1.

  • Ran Install_CrashTest_Shipping-armv7-es2.bat

Success! Devices tried to sign in, crashed once sign in completed.

So decided to narrow this down a bit: (CON'T)

avatar image Triblade Feb 23 '16 at 10:51 AM

(Continued)

ATTEMPT 2

  • Made a new project called "CrashTest2" (Blueprint || Blank || Mobile / Tablet || Scalable 3D or 2D || No Starter Content)

  • Open the level blueprint:

  • After 'OnBeginPlay' added the 'ShowExternalLoginUI' node (hooked in GetPlayerController(0) to this).

  • Compiled; Saved as 'MainLevel.umap' in the root of Content.

  • Went to https://play.google.com/apps/publish/

  • Switched to Game Services.

  • Added a new game. Named it "Crash Test 2"; Made it an action game; Hit Continue.

  • Grabbed the services ID.

  • Went to the UE4 project settings:

  • Went to the 'Maps and Modes' subsection.

  • Changed the Game Default Map to 'MainLevel'.

  • Went to the 'Packaging' subsection.

  • Changed the Build Configuration to 'Shipping'.

  • Went to the 'Android' subsection.

  • Hit 'Configure Now' at the top.

  • Hit 'Configure Now' in the middle.

  • Checked 'Enable Google Play Support'.

  • Added the services ID.

  • Went to File -> Package Project -> Android -> Android ETC1 (Choose CrashTest2->Build as the destination). Let it build.

  • Navigated to CrashTest->Build->Android_ETC1. Ran Install_CrashTest_Shipping-armv7-es2.bat

This ran, but crashed with an error: "Unfortunately, CrashTest2 has stopped." This obviously isn't good, but isn't the crash we're after.

Wasn't sure what to try next, so decided to go with running as a distributed build.

  • Generated a new Android signing key (keytool -genkey -v -keystore CrashTest2.keystore -alias CrashTest2 -keyalg RSA -keysize 2048 -validity 10000).

  • Went to the UE4 project settings:

  • Went to the 'Packaging' subsection.

  • Changed the Build Configuration to 'Distribution'.

  • Went to File -> Package Project -> Android -> Android ETC1 (Choose CrashTest2->Build as the destination). Let it build.

  • Navigated to CrashTest->Build->Android_ETC1. Ran Install_CrashTest_Shipping-armv7-es2.bat

Same crash. Decided to try publishing the game services. (CON'T)

avatar image Triblade Feb 23 '16 at 10:53 AM

(Continued)

  • Returned to the Google Play Developer console:

  • Switched to the 'All Applications' subsection.

  • Chose 'Add new Application'.

  • Named it "Crash Test 2" and choose "Prepare Store Listing"

  • Switched to the 'APK' subsection.

  • Uploaded the shipping .APK to BETA.

  • Switched to the 'Game Services' subsection. Choose 'Crash Test 2'.

  • Switched to 'Linked Apps', Chose 'Android.

  • Added 'com.YourCompany.CrashTest2' to the package name.

  • Hit 'Save and Continue'.

  • Hit 'Authorize your app now'.

  • Hit 'Confirm' on the 'Create Android OAuth Client' dialog.

  • Switched to 'Game Details'. Added a description.

  • Added a game icon.

  • Added a feature graphic. Saved.

  • Switched to 'Achievements'.

  • Added five, 200 point achievements.

  • Published the game settings.

Ran the game again. Still crashed.

Realised that the project settings had forgotten the Google Play Services ID. Plugged it back in.

  • Went to File -> Package Project -> Android -> Android ETC1 (Choose CrashTest2->Build as the destination). Let it build.

  • Ran Install_CrashTest_Shipping-armv7-es2.bat

Ran the game: Sign-in occured. Crashed.

So. That's now FIVE projects that have this crash.

You say you're still testing this on several devices? How many devices are we talking about? Can we get a list of the ones you're testing this on.

Also, Why not test it on a Alcatel Pixi 4013x or a Wiko Highway Signs? We've confirmed so you that both of these devices suffer from this issue.

avatar image Triblade Feb 29 '16 at 11:36 AM

The iOS version of this game is now due for release in a matter of days (it's currently mid-submission). So I really need an answer to some of these questions. Specifically:

1) As above, how many devices have you tried reproducing this on? Are we talking a significant number here? We saw this issue on 20% of the devices we received feedback on. We need to know how far-reaching this issue could be if we were to release the Android version in it's current state.

2) Have you tested it on either of the devices we specified? If not, what exactly is the issue with doing so? If obtaining one of the devices is problematic, we can send you our own Alcatel Pixi to test on, if that expedites the process?

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