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[Godot 3.1] how to make project run/ troubleshoot it?

drac_drac_ Posts: 2Member

I started a project on stable 3.0.6, which works well on PC and Android. However the performance on the Android device (ARM7) was only so so. The reason for that could be the GLES3 performance issues.
So I wanted to try out 3.1 with GLES2 to see if that works any better. I used the compiled version from Calinou with the same day export template.
The project launches on the Android device. The splash screen appear. The music from the start menu can be heard but the project stays on the splash screen forever.
The project seems to have been compiled correctly.

What can I do to troubleshoot this issue?


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Answers

  • TwistedTwiglegTwistedTwigleg Posts: 2,561Admin

    My go to method for debugging hard to find problems is to add a bunch of print statements nearby relative sections of code.
    For example, you could add a print statement before the section the code that transitions the game from the splash screen. Another good way to test is to add a bunch of print statements around the code that is expecting player input, as it can help narrow down whether the game is receiving the input it needs.

    The only potential snag I can see is figuring out how to read the console output from the Android device. You may be able to plug the Android device into your computer and then use apc logcat to see the output (at least, that is what I gather from this page from the documentation)

  • drac_drac_ Posts: 2Member

    this is what logcat says. Could it be a sensor of the phone?
    I didn't employ any sensors other than the landscape_sensor for the display. Removing it results in the same error.

    10-29 19:30:03.767 5507-5558/? E/SQLiteCastStore: Skip saving CastDeviceInfo: "Nearby device" (__cast_nearby___V_cf0928b2-5c3c-43a5-9aeb-c3cd245fdb2c) 10-29 19:30:06.284 4393-4393/? E/WidgetViewCreator: setBgColorForSmartBulletin called 10-29 19:30:06.285 4393-4393/? E/ActivityThread: Failed to find provider info for com.lge.launcher2.smartbulletin 10-29 19:30:06.484 1134-4060/? E/bsthal: <BST> set delay: 20000000ns 10-29 19:30:06.484 1134-4060/? E/bsthal: <BST> flush sensor id: 1598182229 for 1 times 10-29 19:30:06.484 8683-8683/org.godotengine.newgameproject E/SensorManager: sensor or listener is null 10-29 19:30:06.485 8683-8683/org.godotengine.newgameproject E/SensorManager: registerListenerImpl() [Sensor: null, SensorEventListener: [email protected]] by org.godotengine.godot.Godot.initializeGodot():430 10-29 19:30:06.487 8683-8683/org.godotengine.newgameproject E/SensorManager: sensor or listener is null 10-29 19:30:06.487 8683-8683/org.godotengine.newgameproject E/SensorManager: registerListenerImpl() [Sensor: null, SensorEventListener: [email protected]] by org.godotengine.godot.Godot.initializeGodot():434 10-29 19:30:06.503 1134-3361/? E/bsthal: <BST> report flush finish event for sensor id: 1598182229 10-29 19:30:06.537 8683-8683/org.godotengine.newgameproject E/SensorManager: sensor or listener is null 10-29 19:30:06.538 8683-8683/org.godotengine.newgameproject E/SensorManager: registerListenerImpl() [Sensor: null, SensorEventListener: [email protected]] by org.godotengine.godot.Godot.onResume():664 10-29 19:30:06.540 8683-8683/org.godotengine.newgameproject E/SensorManager: sensor or listener is null 10-29 19:30:06.541 8683-8683/org.godotengine.newgameproject E/SensorManager: registerListenerImpl() [Sensor: null, SensorEventListener: [email protected]] by org.godotengine.godot.Godot.onResume():666 10-29 19:30:07.140 319-999/? E/audio_hw_primary: select_devices: enter and usecase(1) 10-29 19:30:07.140 319-999/? E/audio_hw_primary: enable_snd_device: enter 2 10-29 19:30:26.988 314-605/? E/QMI_FW: [LGE_VSS_QCCI][AP] Enter qcci_qmi_lge_vss_send_cmd()..... 10-29 19:30:26.988 314-605/? E/QMI_FW: [LGE_VSS_QCCI][AP] Common sendind MSG = 0x60a 10-29 19:30:26.993 314-605/? E/QMI_FW: [LGE_VSS_QCCI][AP] Enter qcci_qmi_lge_vss_send_cmd()..... 10-29 19:30:26.993 314-605/? E/QMI_FW: [LGE_VSS_QCCI][AP] Common sendind MSG = 0x60a 10-29 19:30:39.873 4704-5434/? E/NetworkScheduler: Invalid component specified.

  • TwistedTwiglegTwistedTwigleg Posts: 2,561Admin

    Hmm, I'm not sure. Looking at the output, it seems it is crashing because either it cannot get a sensor/listener and so that is causing the crash, or because NetworkScheduler is invalid?

    Do you get the same result when trying to export one of the Godot demo repository projects? Maybe it's something setup in the project that is not working? Also, if you have other Android devices, do you get the same result on the other Android devices?

    If the Godot demo repository projects also do not work, then it may be a engine bug.


    Unfortunately I have very little experience with Android and have currently have no Android devices to test with. I would suggest posting on one of the other Godot community pages (Reddit, Facebook, Discord, etc) and seeing if there is someone there who has Android experience and can help figure out the problem.

    Hopefully someone with Android experience will be able to chime in and help.
    Sorry I cannot provide much assistance in figuring out a solution.

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