Game does not start on Android Oreo?

What you were expecting to happen, and what actually happened?
Multiple guild mates updated to Oreo today, and now find that the game hangs at a black screen instead of starting up. This makes it difficult to play the game.

Edit: one guild mate uses a Nexus 6P. Waiting on the other to check back in with a device name.

What are the steps to make it happen again?
Upgrade to Oreo, it seems.

Do you have any screenshots or video you want to share with us so we can see the problem? Attach them to your post!
From what they are describing, a screenshot wouldn’t help.

Is this affecting anyone outside my guild?

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I’ve been on Android Oreo preview for a couple of months now, and it has never worked. My fiancée who has the same model phone on Android Nougat, is able to play perfectly fine.

It’s not just you.

Unfortunately, as mobile is moving to unity I would consider it currently unsupported. The downside on being on the bleeding edge of technology…

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I can understand not wanting to spend developer time patching the old platform. However, unless the mobile Unity client is on the verge of release I’m hoping this will be addressed. With Oreo now officially released, lots of us Pixel and Nexus users will just mash the update button and be in for a surprise.

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Thanks for the warning. Now to try to not update until after the Unity launch.

Ohhh this sucks. I was salty that my Pixel XL (on Fi) still hasn’t gotten the OTA but I may actually throw a fit if I get it and can’t play Gems afterward.

@Grundulum Are you trying to run beta or live on Oreo?

Passed this on to the team. Thanks everyone!

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@Saltypatra If it helps, I can provide full logcat logs and any diagnostic info you want.

IIRC, it was complaining about sailfish rendering issues.

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Personally, I am on iOS. The experience of others in this thread suggests that the issue applies to both beta and live versions of the update.

Our team is currently investigating this issue and the Unity version of the game seems to be working on Oreo as intended. It looks as if AdobeAir isn’t supported on Oreo.

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Isn’t Oreo a biscuit? :worried:

TWIST IT. DUNK IT.

(What do you mean body seems unclear?!)

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Yup, and Android has a thing for naming all their versions after confectionery. Eg Android K was KitKat, L was Lollipop, M - Marshmallow and I think N was Nougat? And now we’re at O for Oreo :stuck_out_tongue:

Isn’t Air kind of a widespread thing? Designed for cross-platform development that will work on both Android and iOS devices (not to mention computers)? Somebody dropped the ball big time if Oreo doesn’t support Air, and the first anyone is finding out about it is after release.

Thanks for the info. Have there been any updates or will there be no Oreo support for the current platform? Can you give us a rough idea of when the Unity version will be ready on Android?

We have confirmed that the Unity version does work on Android Oreo, which will be released in the next update.

Builds have been sent to submission, so keep an eye out on this thread for more information -

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Unity for mobile should be in 3.1 which is soon (they’re waiting for approval from the various platforms at the moment)

EDIT: Gah, sniped by Goldpheonix0… That’s what I get for posting from my phone :stuck_out_tongue:

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Great. Thank you both.

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