- Aug 14, 2017
- 210
- 444
Hi Le Stag, I believe I understand the issue you’re having with crashes on Android. The sharedassets0.assets.resS file is around 1.4 GB, which can overwhelm devices with limited memory if Unity loads a significant portion of those assets into RAM at runtime. I figure this is why users are reporting crashes after the Unity logo as the game attempts to load those assets into memory. Basically, you just need to optimize asset compression and ensure assets are loaded dynamically rather than at runtime to reduce memory usage.Shame me master!
Because the dev is an idiot that started releasing Android versions without fully knowing how to work on that, and is now out of his depth with these issues.
If you're interested this could likely be resolved fairly quickly by just adjusting your build export settings in Unity to, for example, use ASTC compression for android.