Godot: Exporting to Android errors, flickering, glitching.

Created on 15 Jul 2018  路  17Comments  路  Source: godotengine/godot

FIXED / WORKS ON GODOT 3.1 BETA 9 ON GLES2

godot 3.0.5.stable

  • Edit - Tested on 3.0.6 stable - still persists.

windows 7 64 bit intel duo

exporting android apk to samsung galaxy s5

with the correct export template with this version, when i export an android apk via one click deploy to my galaxy s5, it installs fine, though once I open the app the godot logo starts to flicker, turn black, and then my game project appears in glitchy colors and that's as far as it go.

I made my godot project, scripts and scenes

set up export settings as so in picture.

added Android to my export options and left options as default

have my phone correctly hooked up via USB with developer mode on to allow one-click-deploy

select one click deploy and allow installation onto device.

app successfully installs, when i run the app on my phone it shows godot logo, flickers and may or may not turn black, then shows ' the game ' in glitchy, picture included.

I know that my phone is compatible with the OpenGL version, I'm just really not sure what is causing the issue. I managed to export to my device a 2D platformer template, with very much the same settings so I am dumbfounded to know what is causing this with my project.

Thank you anyone for any help or assistance you may have

I cherry picked lines in my log cat that had resemblance to godot.
some lines that i see come up are....

W ResourcesManager: getTopLevelResources: /data/app/org.godotengine.srcmy_project-1/base.apk / 1.0 running in org.godotengine.srcmy_project rsrc of package null


07-15 00:10:51.350 15891 15891 D GODOT   : command_line is null? yes

07-15 00:10:51.350   818  2016 W ServiceManager: Permission failure: com.samsung.permission.SSENSOR from uid=10264 pid=15891

07-15 00:10:51.350   818  2016 D PermissionCache: checking com.samsung.permission.SSENSOR for uid=10264 => denied (103 us)

logcat.txt

Attached is my android export settings.
show

show2

issue still persists 4 days later, still haven't cracked.
logcat when opening the app:

07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.app.LoadedApk$ServiceDispatcher.<init>(LoadedApk.java:1204)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.app.LoadedApk.getServiceDispatcher(LoadedApk.java:1098)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.app.ContextImpl.bindServiceCommon(ContextImpl.java:1416)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.app.ContextImpl.bindService(ContextImpl.java:1399)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.content.ContextWrapper.bindService(ContextWrapper.java:632)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at com.google.android.hotword.client.HotwordServiceClient.internalBind(HotwordServiceClient.java:117)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at com.google.android.hotword.client.HotwordServiceClient.onAttachedToWindow(HotwordServiceClient.java:65)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at com.android.launcher2.Launcher.onAttachedToWindow(Launcher.java:2272)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at com.android.internal.policy.PhoneWindow$DecorView.onAttachedToWindow(PhoneWindow.java:3784)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.View.dispatchAttachedToWindow(View.java:15805)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.ViewGroup.dispatchAttachedToWindow(ViewGroup.java:3139)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1731)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:1437)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:7397)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.Choreographer$CallbackRecord.run(Choreographer.java:920)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.Choreographer.doCallbacks(Choreographer.java:695)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.Choreographer.doFrame(Choreographer.java:631)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:906)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.os.Handler.handleCallback(Handler.java:739)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.os.Handler.dispatchMessage(Handler.java:95)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.os.Looper.loop(Looper.java:158)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at android.app.ActivityThread.main(ActivityThread.java:7224)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at java.lang.reflect.Method.invoke(Native Method)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1230)
07-18 19:28:05.228  1738  1738 E ActivityThread:    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1120)
07-18 19:28:06.218  6266  6266 E Zygote  : v2
07-18 19:28:06.218  6266  6266 E Zygote  : accessInfo : 0
07-18 19:28:12.268   803  1630 E Watchdog: !@Sync 3193 [07-18 19:28:12.273]
bug high priority android rendering

All 17 comments

Bumping, attempted exporting from other operating systems and devices, issue still portrays as so and I have run out of ideas on what to do next to try and fix this issue or where to look.

Do you use any Stretch mode settings? Display->Window->Stretch->Mode->Viewport? Maybe related to https://github.com/godotengine/godot/issues/17060

I'm having the same issue with 3.1 Beta3, and I realized that it flickers only if I export for GLES2, GLES3 is ok, even if it's super slow on my device (as expected).
I was testing a 3D scene, not sure if with only 2D elements gives this problem anyways.

I'm having the same issue with 3.1 Beta3, and I realized that it flickers only if I export for GLES2, GLES3 is ok, even if it's super slow on my device (as expected).
I was testing a 3D scene, not sure if with only 2D elements gives this problem anyways.

Hello, I gave up on trying to fix this bug. My theory is that it is just some Android compatibility issues with either the hardware or OS version on the device. I was testing on a Samsung Galaxy S5, Android versoin 6.0.1

Hey, by any chance did you first created the project with gles3 and then switched to 2?
I did with mine, and I had a similar problem, I solved it by creatign a gles 2.0 empty project, then I copied all the scenes and scripts to the new one, just don't copy project files. It worked for me.

...shoot, sorry, I didn't realize before tha you where using 3.0. I am using 3.1...

I followed @Toshiwoz's advice and created a new project as gles2, then moved all but the project files over and the exported android build worked as expected.

ty @Toshiwoz !

@johncwakley, I'm glad it was helpful.
Most likely the problem is easy to fix.

Haven't had the chance to export my project yet again to a mobile device, will update godot to 3.1 and test again. Also, @Toshiwoz , what are your mobile device's specs that was having similar problems? Are they the same or similar as mine? I have a hunch that with this issue, it could very be well be a device hardware issue. If your specs are different, it could be something else.

Also, have you looked into your android logcat logs for errors or anything like I posted? There could be important details

I am having the same issue on my OnePlus One but the exported apk works fine on Nexus 7 (2013).
Don't know what is the difference between these two devices other than the obvious difference of OS.

This is how it looks..
screenshot_20190225-235141

Project having problem
Test1.zip
logcat.txt

Edit -
Godot Version
image

Export Template
image

Nexus 7 (2013) Android Version 6.0.1
OnePlus One Android Version Cyanogen Android Version 6.0.1

I found out more details now as follows -

  1. The issue happens even when I don't have any node in my scene.
  2. On Nexus 7 (2013), issue happens when the stretch settings are as follows:
    image
  1. On OnePlus One the issue happens when the stretch settings are as follows:
    image

Please help..

Could you attach a project that reproduces the bug?

@zacharytyhacz I have a Huawei, for what I can see from phone info it's a MYA-L11.
I did not checked error logs, but there is a slight difference with my problem, the flickering was only at the beginning, when you see the spalsh image of Godot, then it closes (crashes?).
And as I mentioned it was fixed by creating from scratch a GLES2 project, as my problem arised when I converted a gles3 to gles2 and exported to Android. 3.0.6 does not have this option.
As a conclusion I believe it's a different root problem, even if it manifests with similar simptoms.

I've seen that too, and @reduz is working on fixing it. The flicker during the splash screen seems to be while it attempts to load ETC2 textures when it's supposed to use ETC, and eventually crashes.

I didn't see the glitching though, only flicker on splash screen.

Please test with the current master or beta 9 when it's released, it might have been fixed by recent changes.

@akien-mga Ok will do.

Update - Tested again on same device in original post with 3.0.6, same original error and related to @ravisharma1987 's post images. Will try beta 9 when its released.

@zacharytyhacz Beta 9 is released already: https://godotengine.org/article/dev-snapshot-godot-3-1-beta-9

Ok just tested with 3.1 beta 9 on same hardware and project....

Results with beta 9
GLES3 - The original bug persists, no difference from 3.0.6

GLES2 - Works flawlessly and as intended, bug error is no longer present.

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