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Fixed in 5.4.1
Votes
5
Found in
5.1.2p2
Issue ID
747898
Regression
No
[Android] Error when coming back from background EGL_BAD_NATIVE_WINDOW on some devices
Error when coming back from background:
D/Unity (23899): [EGL] Unable to acquire context: EGL_BAD_NATIVE_WINDOW: A NativeWindowType argument does not refer to a valid native window.: 0 at ./Runtime/GfxDevice/egl/WindowContextEGL.cpp:205 (1, 0, 0)
Reproduction steps:
1) Create a new project
2) Build and run it on an android device
3) Press the home button
4) Return back to the game
5) Repeat steps 3-4 a few times. Five times should do the trick.
--- You should see errors in the log
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MishaKh
Oct 24, 2024 08:40
Happens to me on Unity 2020.3 - please reopen
-chris
Nov 30, 2022 21:18
Requesting this to be opened again.
Happening with Unity 2021.3.10f1 on many different Android devices.
Thread:
https://forum.unity.com/threads/egl-unable-to-acquire-context-egl_bad_native_window.1365210/
Joseph.Leybovich.DeNA
May 03, 2016 23:13
I have logs if need be
Joseph.Leybovich.DeNA
May 03, 2016 23:04
Seeing this on ASUS Zenfone 2
I AM SEEING THIS AS REGRESSION!!!
Not Crashing in 5.3.1p2
Crashing in 5.3.4p2
Game crashes after the movie plays: Handheld.PlayFullScreenMovie(moviePath.mp4, Color.black, FullScreenMovieControlMode.CancelOnInput, FullScreenMovieScalingMode.AspectFit);
Device Info:
05-03 13:51:59.777 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Display] Display Info:
Rendering Height = 1920
Rendering Width = 1080
System Height = 1920
System Width = 1080
: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)
05-03 13:51:59.799 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [System] System Info:
Device Model = asus ASUS_Z00AD
Device Name = <unknown>
Device Type = Handheld
Graphics Device ID = 0
Graphics Device Name = PowerVR Rogue G6430
Graphics Device Type = OpenGLES2
Graphics Device Vendor = Imagination Technologies
Graphics Device Vendor ID = 0
Graphics Device Version = OpenGL ES 3.1 build 1.4@3283119
Graphics Memory Size = 1024
Graphics Multithreaded = False
Graphics Shader Level = 30
Max Texture Size = 8192
Non-Power of Two Size Texture Support = Full
Operating System = Android OS 5.0 / API-21 (LRX21V/WW_Z00A-WW_2.20.40.183_20160421_4673_user_rel-user-20160421)
Processor Count = 4
Processor Type = Intel x86 SSE3
Supported Render Target Count = 1
Supports 3D Textures = False
Supports Accelerometer = True
Supports Compute Shaders = False
Supports Gyroscope = True
Supports Image Effects = True
Supports Instancing = False
Supports Location Service = True
Supports Render Textures = True
Supports Render To Cubemap = True
Supports Shadows = False
Supports Sparse Textures
05-03 13:51:59.802 310-310/? I/dispmgr﹕ waiting for message from kernel.
05-03 13:51:59.802 310-310/? I/dispmgr﹕ message from kernel received.
05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5
05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5 level is 3
05-03 13:51:59.814 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Quality] Quality Info:
Active Color Space = Gamma
Anisotropic Filtering = Disable
Antialiasing = 0
Billboards Face Camera Position = False
Blend Weights = OneBone
Desired Color Space = Gamma
LOD Bias = 0.3
Master Texture Limit = 1
Max LOD Level = 0
Max Queued Frames = 506
Particle Raycast Budget = 4
Pixel Light Count = 0
Realtime Reflection Probes = False
Shadow Cascade 2 Split = 0.3333333
Shadow Cascade 4 Split = (0.1, 0.2, 0.5)
Shadow Cascades = 1
Shadow Distance = 15
Shadow Projection = StableFit
vSync Count = 0
: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)
Joseph.Leybovich.DeNA
May 03, 2016 23:03
Seeing this on ASUS Zenfone 2
I AM SEEING THIS AS REGRESSION!!!
Not Crashing in 5.3.1p2
Crashing in 5.3.4p2
Game crashes after the movie plays: Handheld.PlayFullScreenMovie(moviePath.mp4, Color.black, FullScreenMovieControlMode.CancelOnInput, FullScreenMovieScalingMode.AspectFit);
Device Info:
05-03 13:51:59.777 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Display] Display Info:
Rendering Height = 1920
Rendering Width = 1080
System Height = 1920
System Width = 1080
: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)
05-03 13:51:59.799 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [System] System Info:
Device Model = asus ASUS_Z00AD
Device Name = <unknown>
Device Type = Handheld
Graphics Device ID = 0
Graphics Device Name = PowerVR Rogue G6430
Graphics Device Type = OpenGLES2
Graphics Device Vendor = Imagination Technologies
Graphics Device Vendor ID = 0
Graphics Device Version = OpenGL ES 3.1 build 1.4@3283119
Graphics Memory Size = 1024
Graphics Multithreaded = False
Graphics Shader Level = 30
Max Texture Size = 8192
Non-Power of Two Size Texture Support = Full
Operating System = Android OS 5.0 / API-21 (LRX21V/WW_Z00A-WW_2.20.40.183_20160421_4673_user_rel-user-20160421)
Processor Count = 4
Processor Type = Intel x86 SSE3
Supported Render Target Count = 1
Supports 3D Textures = False
Supports Accelerometer = True
Supports Compute Shaders = False
Supports Gyroscope = True
Supports Image Effects = True
Supports Instancing = False
Supports Location Service = True
Supports Render Textures = True
Supports Render To Cubemap = True
Supports Shadows = False
Supports Sparse Textures
05-03 13:51:59.802 310-310/? I/dispmgr﹕ waiting for message from kernel.
05-03 13:51:59.802 310-310/? I/dispmgr﹕ message from kernel received.
05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5
05-03 13:51:59.802 310-310/? I/dispmgr﹕ DpstAlgorithm_DPST4_5 level is 3
05-03 13:51:59.814 7775-7795/com.dena.west.Deckstorm.dev D/Unity﹕ [Pulse] [Quality] Quality Info:
Active Color Space = Gamma
Anisotropic Filtering = Disable
Antialiasing = 0
Billboards Face Camera Position = False
Blend Weights = OneBone
Desired Color Space = Gamma
LOD Bias = 0.3
Master Texture Limit = 1
Max LOD Level = 0
Max Queued Frames = 506
Particle Raycast Budget = 4
Pixel Light Count = 0
Realtime Reflection Probes = False
Shadow Cascade 2 Split = 0.3333333
Shadow Cascade 4 Split = (0.1, 0.2, 0.5)
Shadow Cascades = 1
Shadow Distance = 15
Shadow Projection = StableFit
vSync Count = 0
: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:37 (17408, 0, 0)
poolts
Mar 23, 2016 11:44
+1 for the fix being rolled into 5.4 beta. Getting 100s of error reports for this error.
jodyandrewsingg
Mar 16, 2016 16:07
Can the fix be rolled into a sooner update, this has a huge impact on the stability of our app.