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After releasing my project, users reported that apart from the first time it opened with normal 3D rendering, subsequent openings resulted in crashes during 3D rendering. Upon investigation, I found that the issue mainly affected users with MediaTek Dimensity and Huawei Kirin processors. Through my research, I discovered that the problem was caused by enabling shader caching in Godot. Disabling shader caching resolved the issue. I suspect that the Godot development team may have only used Qualcomm processors for Android adaptation, leading to this problem.
Steps to reproduce
After releasing my project, users reported that apart from the first time it opened with normal 3D rendering, subsequent openings resulted in crashes during 3D rendering. Upon investigation, I found that the issue mainly affected users with MediaTek Dimensity and Huawei Kirin processors. Through my research, I discovered that the problem was caused by enabling shader caching in Godot. Disabling shader caching resolved the issue. I suspect that the Godot development team may have only used Qualcomm processors for Android adaptation, leading to this problem.
Minimal reproduction project (MRP)
After releasing my project, users reported that apart from the first time it opened with normal 3D rendering, subsequent openings resulted in crashes during 3D rendering. Upon investigation, I found that the issue mainly affected users with MediaTek Dimensity and Huawei Kirin processors. Through my research, I discovered that the problem was caused by enabling shader caching in Godot. Disabling shader caching resolved the issue. I suspect that the Godot development team may have only used Qualcomm processors for Android adaptation, leading to this problem.
The text was updated successfully, but these errors were encountered:
Tested versions
godot4.2.1
System information
Windows11 - godot4.2.1 - gles
Issue description
After releasing my project, users reported that apart from the first time it opened with normal 3D rendering, subsequent openings resulted in crashes during 3D rendering. Upon investigation, I found that the issue mainly affected users with MediaTek Dimensity and Huawei Kirin processors. Through my research, I discovered that the problem was caused by enabling shader caching in Godot. Disabling shader caching resolved the issue. I suspect that the Godot development team may have only used Qualcomm processors for Android adaptation, leading to this problem.
Steps to reproduce
After releasing my project, users reported that apart from the first time it opened with normal 3D rendering, subsequent openings resulted in crashes during 3D rendering. Upon investigation, I found that the issue mainly affected users with MediaTek Dimensity and Huawei Kirin processors. Through my research, I discovered that the problem was caused by enabling shader caching in Godot. Disabling shader caching resolved the issue. I suspect that the Godot development team may have only used Qualcomm processors for Android adaptation, leading to this problem.
Minimal reproduction project (MRP)
After releasing my project, users reported that apart from the first time it opened with normal 3D rendering, subsequent openings resulted in crashes during 3D rendering. Upon investigation, I found that the issue mainly affected users with MediaTek Dimensity and Huawei Kirin processors. Through my research, I discovered that the problem was caused by enabling shader caching in Godot. Disabling shader caching resolved the issue. I suspect that the Godot development team may have only used Qualcomm processors for Android adaptation, leading to this problem.
The text was updated successfully, but these errors were encountered: