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This is an issue under investigation.
ANR stands for Android Not Responding.
While testing a demo with BN on Android, I get a crash after loading the scene. It renders for 1 second or 2 then crashes. I get this error but no callstack, neither with the debugger:
29326/com.android.babylonnative.playground I/tive.playgroun: Thread[5,tid=29326,WaitingInMainSignalCatcherLoop,Thread*=0x7eec5d5800,peer=0x12d40a70,"Signal Catcher"]: reacting to signal 3
29326/com.android.babylonnative.playground I/tive.playgroun: Wrote stack traces to tombstoned
Nothing relevant in the tombstone at first. After some research, some developers get the same error when dealing with ANR. Basically, Android System opens a dialog 'Application not responding...' Just like in the browser when some JS takes too much time. But here, no dialog and a crash.
In the tombstone, there is a directoy containing the ANR dumps. For every test I'm doing, I get an entry when the app crash. So, this seems to be related to ANR.
The Playground doesn't respond properly to ANR, why is there no dialog? Can this happen when loading heavy gltf?
In the ANR dump, I can see work being done on the images (decoding, mipmaps,...). I'll try to repro the crash with a simpler JS that loads a big .jpg and compute mipmaps. Shader parsing (glslang/spriv) also appears in the callstacks. Can it be heavy enough to 'freeze' the app?
The crash happens in Debug or Release (so, might no be only image mipmaps?). The crash seems to be less frequent when attaching a debugger. Why?
The text was updated successfully, but these errors were encountered:
This is an issue under investigation.
ANR stands for Android Not Responding.
While testing a demo with BN on Android, I get a crash after loading the scene. It renders for 1 second or 2 then crashes. I get this error but no callstack, neither with the debugger:
Nothing relevant in the tombstone at first. After some research, some developers get the same error when dealing with ANR. Basically, Android System opens a dialog 'Application not responding...' Just like in the browser when some JS takes too much time. But here, no dialog and a crash.
In the tombstone, there is a directoy containing the ANR dumps. For every test I'm doing, I get an entry when the app crash. So, this seems to be related to ANR.
The Playground doesn't respond properly to ANR, why is there no dialog? Can this happen when loading heavy gltf?
In the ANR dump, I can see work being done on the images (decoding, mipmaps,...). I'll try to repro the crash with a simpler JS that loads a big .jpg and compute mipmaps. Shader parsing (glslang/spriv) also appears in the callstacks. Can it be heavy enough to 'freeze' the app?
The crash happens in Debug or Release (so, might no be only image mipmaps?). The crash seems to be less frequent when attaching a debugger. Why?
The text was updated successfully, but these errors were encountered: