[URGENT] CRASH if more than 5 seconds to respond?

carminegcarmineg Posts: 102Member
edited July 2013 in Unity on OUYA
It seems a new problem has been introduced with the latest update. 

When my game loads, the first scene (sometimes) takes more than 5000ms to load. So now OUYA crashes out my game.

Is there a way to turn that off? I have a massive battle/testing scheduled for tonight.

-Carmine
Post edited by carmineg on

Quintet: a cooperative scifi game where players control the same ship through 5 roles - Captain, Helm, Tactical, Engineering & Science.


Comments

  • mjoynermjoyner Posts: 168Member
    Are you not loading your first screen ASYNC in a non-rendering thread while displaying something else via the rendering thread?
  • carminegcarmineg Posts: 102Member
    edited July 2013
    My first scene loads..

    I go to load my second scene... apparently I have a large object with lots of sub objects.. .(asteroid field). It's crashing on that.

    What's happening is, I'm setting it active... I guess it's taking more than 5 seconds to activate.  It's not this slow on other platforms.

    This only started happening after today's update... :(
    Post edited by carmineg on

    Quintet: a cooperative scifi game where players control the same ship through 5 roles - Captain, Helm, Tactical, Engineering & Science.


  • mjoynermjoyner Posts: 168Member
    logcat?
  • carminegcarmineg Posts: 102Member
    I'ved figured out the issue.

    I'm setting active on something... it's taking more than 5 seconds. Android is crashing it out. This only started happening after the update.

    Anyone's game that used to work fine (and just take a long time to load) may not be working now.

    Quintet: a cooperative scifi game where players control the same ship through 5 roles - Captain, Helm, Tactical, Engineering & Science.


  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    That's Android OS right there. If you take more than 5 seconds to respond the OS throws an Activity Not Responding (ANR). Is it possible that you could load your content in a coroutine so you can yield and give focus back to Android to avoid the ANR?
    ~Tim Graupmann
    OUYA Inc | Android Developer
    Skype: tgraupmann_prey

    http://github.com/ouya/docs
    http://github.com/ouya/ouya-sdk-examples

    Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]

    Use caution when setting [persistent wireless mode].
  • carminegcarmineg Posts: 102Member
    I wrote a bunch of script to SetActive the sub-objects 5 or 10 at a time this way a frame gets to happen.

    What was weird is, this only started happening after the latest OUYA OS update... which happen to be be on the same day I had a giant battle planned.



    Quintet: a cooperative scifi game where players control the same ship through 5 roles - Captain, Helm, Tactical, Engineering & Science.


  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    The ANR 5 second check has been there since the beginning. Do you have an old build you can test?
    ~Tim Graupmann
    OUYA Inc | Android Developer
    Skype: tgraupmann_prey

    http://github.com/ouya/docs
    http://github.com/ouya/ouya-sdk-examples

    Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]

    Use caution when setting [persistent wireless mode].
  • carminegcarmineg Posts: 102Member
    It's ok.. I'm going to move on now... got to keep moving forward...


    Quintet: a cooperative scifi game where players control the same ship through 5 roles - Captain, Helm, Tactical, Engineering & Science.


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