problème lors de la mise en ligne d'une application
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Ce sujet a 0 réponse, 1 participant et a été mis à jour par thomasI, il y a 8 ans et 1 mois.
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18 novembre 2016 à 21 h 33 min #357
bonjour, j’ai un problème avec une application, lorsque je la compil directement sur mon téléphone avec unity il n’y a aucun problème mais quand je la met eu ligne sur le play store mon application reste bloquer sur le menu principal, je ne sais pas si s’est une erreur de ma par lors de la configuration de la compilation, ou si sa viens du play store qui ne reconnais pas certaine fonction de unity, es que quelqu’un pourrais m’aider. voici le lien vers mon application: https://play.google.com/store/apps/d…mo.unitymobile, pour voire le problème par vous mème.
voila ce que me dit le adb logcat:
——— beginning of system
——— beginning of main
E/Unity ( 2413): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, &eglConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
E/Unity ( 2413):
E/Unity ( 2413): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369)
E/Unity ( 2413):
E/Unity ( 2413): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, &eglConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
E/Unity ( 2413):
E/Unity ( 2413): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369)
E/Unity ( 2413):
E/Unity ( 2413): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, &eglConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
E/Unity ( 2413):
E/Unity ( 2413): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369)
E/Unity ( 2413):
E/Unity ( 2413): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, &eglConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
E/Unity ( 2413):
E/Unity ( 2413): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369)
E/Unity ( 2413):
E/Unity ( 2413): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, &eglConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
E/Unity ( 2413):
E/Unity ( 2413): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369)
E/Unity ( 2413):
E/Unity ( 2413): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, &eglConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list.
E/Unity ( 2413):
E/Unity ( 2413): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369)
E/Unity ( 2413):
D/Unity ( 2413): GL_EXT_debug_marker GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_compressed_ETC1_RGB8_texture GL_EXT_compressed_ETC1_RGB8_sub_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_vertex_half_float GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness GL_OES_depth_texture_cube_map GL_KHR_debug GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_mapbuffer
D/Unity ( 2413): #version 100
D/Unity ( 2413): #extension GL_EXT_frag_depth : enable
D/Unity ( 2413): precision mediump float;
D/Unity ( 2413): uniform highp vec4 _ProjectionParams;
D/Unity ( 2413): uniform highp vec4 _ZBufferParams;
D/Unity ( 2413): uniform highp mat4 unity_CameraToWorld;
D/Unity ( 2413): uniform highp mat4 _NonJitteredVP;
D/Unity ( 2413): uniform highp mat4 _PreviousVP;
D/Unity ( 2413): uniform highp sampler2D _CameraDepthTexture;
D/Unity ( 2413): varying highp vec2 xlv_TEXCOORD0;
D/Unity ( 2413): varying highp vec3 xlv_TEXCOORD1;
D/Unity ( 2413): void main ()
D/Unity ( 2413): {
D/Unity ( 2413): highp vec4 tmpvar_1;
D/Unity ( 2413): tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
D/Unity ( 2413): mediump vec2 tmpvar_2;
D/Unity ( 2413): highp vec4 tmpvar_3;
D/Unity ( 2413): tmpvar_3.w = 1.0;
D/Unity ( 2413): tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
D/Unity ( 2413): (_ZBufferParams.x * tmpvar_1.x)
D/Unity ( 2413): + _ZBufferParams.y))));
D/Unity ( 2413): highp vec4 tmpvar_4;
D/Unity ( 2413): tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
D/Unity ( 2413): highp vec4 tmpvar_5;
D/Unity ( 2413): tmpvar_5 = (_PreviousVP * tmpvar_4);
D/Unity ( 2413): highp vec4 tmpvar_6;
D/Unity ( 2413): tmpvar_6 = (_NonJitteredVP * tmpvar_4);
D/Unity ( 2413): highp vec2 tmpvar_7;
D/Unity ( 2413): tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
D/Unity ( 2413): highp vec2 tmpvar_8;
D/Unity ( 2413): tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
D/Unity ( 2413): tmpvar_2 = (tmpvar_8 – tmpvar_7);
D/Unity ( 2413): mediump vec4 tmpvar_9;
D/Unity ( 2413): tmpvar_9.zw = vec2(0.0, 1.0);
D/Unity ( 2413): tmpvar_9.xy = tmpvar_2;
D/Unity ( 2413): gl_FragDepthEXT = tmpvar_1.x;
D/Unity ( 2413): gl_FragData[0] = tmpvar_9;
D/Unity ( 2413): }
D/Unity ( 2413): fragment evaluation shader
ci quelqu’un peut me dire quoi faire pour que ça fonctionne. -
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