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Vulkan Mobile: CPUParticles2D with Spritesheet texture is crashing on Android #86037
Comments
The Compatibility rendering method uses OpenGL ES 3.0, not Vulkan. |
UPDATE: It does work on Compatibility renderer, my bad. I was changing the renderer using the dropdown at top right, but after I created the project from scratch with Compatibility renderer, it did not crash. But creating with Mobile renderer it does crash. So I guess it's indeed something with Vulkan. I updated the issue description. |
I think it's the same problem #85750 |
i think code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
code += "uniform bool particles_anim_loop;\n\n"; |
@Zennos Can you include a crash log? |
I don't know how to get the crash log :/, I've been using |
Try this https://forum.godotengine.org/t/get-adb-log-from-android/10604 I'm not sure myself, I haven't done much mobile dev lately |
My system didn't recognize Output:
An interesting line:
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Vulkan API 1.1.87 + Xiaomi Redmi 7A Soon I will try to create a debug project, I find it strange that the apps crash because of I mostly use this filter But it could also be that something outside of Godot crashes in the system. In this case, I first redirect everything to a text file, but this way all logs from the last 2 hours are output. The text file is 2 MB in size.
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Tested versions
System information
Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated AMD Radeon (TM) R7 360 Series () - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)
Issue description
When using a CPUParticle2D with a spritesheet (png file) as it's texture, and with a CanvasItemMaterial with
Particles Animation
enabled, and having any sprite infront of it (does not need to overlap it), whether by child order or by z-index, it crashes when playing on Android.Does not need to be on the startup, spawning the particle or having a delay to emit it with requirements that I described above, it will crash as well.
But I was able to cause this problem only on my Android device, I have tested in other devices and it does not crash.
The only difference between the devices that I think is causing the problem is the RAM.
The crashes happened in Godot v4.2-stable and v4.1.2-stable,
it does not happen on Godot v3.5.3-stable (with both ES3 and ES2).
It is crashing only on Mobile renderer, Compatibility renderer does not crash.
Perhabs is Vulkan renderization causing problem in 2GB devices?
Steps to reproduce
Minimal reproduction project (MRP)
Project files
APK file
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