Hi, this crash is happening on my Android device, but the problem doesn’t occur on another device. Running Defold on the computer also doesn’t cause the problem.
Do you get any other messages before the crash?
As you can see, it’s graphics driver related, so you can start looking in that area.
E.g. what is the max texture size on your device? How large atlases do you have in the game?
log:
#01 pc 0x0000000628 [vdso] __kernel_rt_sigreturn+0
#02 pc 0x000004e178 ...oid.runtime/lib64/bionic/libc.so abort+168
#03 pc 0x00000050a8 /system/bin/app_process64 sigaction+0
#04 pc 0x0000000628 [vdso] __kernel_rt_sigreturn+0
#05 pc 0x000004a134 ...oid.runtime/lib64/bionic/libc.so <unknown>+0
#06 pc 0x00005561bc ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#07 pc 0x0000552960 ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#08 pc 0x00005500f8 ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#09 pc 0x000054c8dc ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#10 pc 0x000054f334 ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#11 pc 0x0000435f7c ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#12 pc 0x00004358c8 ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#13 pc 0x000044cd1c ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#14 pc 0x000044c1d8 ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#15 pc 0x000044d468 ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#16 pc 0x000043f85c ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#17 pc 0x000043f52c ...vendor/lib64/egl/libGLES_mali.so <unknown>+0
#18 pc 0x00003fc1ac ...vendor/lib64/egl/libGLES_mali.so glTexImage2D+88
#19 pc 0x00001fa604 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#20 pc 0x000027bf2c ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#21 pc 0x000027ad70 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#22 pc 0x00001aa360 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#23 pc 0x00001a9cf0 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#24 pc 0x000016b7fc ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#25 pc 0x000016be54 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#26 pc 0x00001b59f0 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#27 pc 0x00001b6600 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#28 pc 0x000016b7fc ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#29 pc 0x000016be54 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#30 pc 0x000016551c ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#31 pc 0x0000165190 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#32 pc 0x000016b7fc ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#33 pc 0x000016be54 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#34 pc 0x0000164960 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#35 pc 0x0000164594 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#36 pc 0x000016b7fc ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#37 pc 0x000016be54 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#38 pc 0x000017d280 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#39 pc 0x000017d698 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#40 pc 0x0000151944 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#41 pc 0x0000332964 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#42 pc 0x0000152a50 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#43 pc 0x00001532fc ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#44 pc 0x0000132d50 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#45 pc 0x00001333f4 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#46 pc 0x0000133ea8 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#47 pc 0x000012ef58 ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#48 pc 0x000034d51c ...-v8a/libAnimalSlidingColorful.so <unknown>+0
#49 pc 0x00000af980 ...oid.runtime/lib64/bionic/libc.so <unknown>+0
#50 pc 0x00000500d4 ...oid.runtime/lib64/bionic/libc.so <unknown>+0
Moto E40 (Mali-G52) maximum texture is 8192×8192
opengl 3.2, android 11
Atlas:
1- 4096x2048
2- 1024x512
3- 128x128
4- 4096x2048
I’ve already reduced the atlases to 2048, but it turns out sprites don’t allow multiple atlases to be assigned, not even at runtime via code.
Is it really not possible to use different atlases in a sprite?
You can change atlas at runtime:
Another option is to use a multi page atlas (see Max Page Size):
This worked, but it shows an error in the sprite editor.
Selecting the material as the manual says shows that error, but it still works fine.
In case you were wondering, the problem was a font.
I changed it to a different font and the error was fixed.
Is this a bug?
How is it possible that a 10KB font causes a mobile graphic to crash?
Nice find!
If you wouldn’t mind, could you create a small repro project and create a github issue for it?
In fact, this is the font used in this example.
When exporting it to Android, it displays exactly the same error.
Thanks.
I you could create a small test repro project with that font, it would be really helpful!
I don’t understand what you’re saying. That repository I’ve passed has that font and makes the same error.
I thought you just meant the font, not that that sample crashes.
I created a bug report



