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Unable to create Context3D on Android 5.0 when using latest Air 15 SDK

New Here ,
Oct 20, 2014

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I have updated my Nexus 5 to the latest developer preview of Lollipop, and I can no longer run our game.

The same code worked find in the prev. developer version of Android L.

The code I can't get to work is:

stage.stage3Ds[0].addEventListener(Event.CONTEXT3D_CREATE, function(e:Event):void { trace("worked"); });
stage.stage3Ds[0].addEventListener(ErrorEvent.ERROR, function (e:Event):void { trace("failed" + e); });
stage.stage3Ds[0].requestContext3D();

It just fails with the error
[trace] failed[ErrorEvent type="error" bubbles=false cancelable=false eventPhase=2 text="Error #3702: Context3D not available." errorID=3702]

I have already create a bug report (Bug#3841130 - Stage3D fails to create context on Nexus 5 running Android 5.0), but would like to know if it's happening to anybody else, or it's just my device that's messed up (I only have access to one Android L device).

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Unable to create Context3D on Android 5.0 when using latest Air 15 SDK

New Here ,
Oct 20, 2014

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I have updated my Nexus 5 to the latest developer preview of Lollipop, and I can no longer run our game.

The same code worked find in the prev. developer version of Android L.

The code I can't get to work is:

stage.stage3Ds[0].addEventListener(Event.CONTEXT3D_CREATE, function(e:Event):void { trace("worked"); });
stage.stage3Ds[0].addEventListener(ErrorEvent.ERROR, function (e:Event):void { trace("failed" + e); });
stage.stage3Ds[0].requestContext3D();

It just fails with the error
[trace] failed[ErrorEvent type="error" bubbles=false cancelable=false eventPhase=2 text="Error #3702: Context3D not available." errorID=3702]

I have already create a bug report (Bug#3841130 - Stage3D fails to create context on Nexus 5 running Android 5.0), but would like to know if it's happening to anybody else, or it's just my device that's messed up (I only have access to one Android L device).

TOPICS
Performance issues

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7.4K

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Oct 20, 2014 0
Adobe Employee ,
Oct 20, 2014

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Thanks for the heads up.  I know we have fixes for lolipop coming in our November release but I'm not sure if they made it into our current beta.  Have you given last week's labs release a try?

I've pinged the team and given them a heads up on this thread and bug report.  We'll update with more info asap.

Thanks,

Chris

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Oct 20, 2014 0
Community Beginner ,
Oct 20, 2014

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I am also seeing this issue with my AIR application running Android 5.0.

I'm using the latest Air SDK 15 Beta (The one that was updated on October 17th).

Good to hear that its being looked into.

- Punya

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Oct 20, 2014 0
New Here ,
Oct 21, 2014

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I'm having the same problem. A Starling app of mine worked fine on 4.4 and below, but on 5.0 it can't find context.

I'd also like to add that a native AIR app I made using GPU-mode and cacheAsBitmapMatrix that used to run 60fps on 4.4 now runs really choppy. It seems that AIR on 5.0 can't access the GPU at all?

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Oct 21, 2014 1
Adobe Employee ,
Oct 23, 2014

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Hello Everyone,

This issue is now fixed in latest AIR SDK 15.0.0.349 @ http://labs.adobe.com/downloads/air.html

Please let us know if you face any issues.

Thanks

-Pahup

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Oct 23, 2014 1
Community Beginner ,
Oct 23, 2014

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Works for me. Thank you.

- Punya

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Oct 23, 2014 0
Community Beginner ,
Oct 27, 2014

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I second the problem stated by , GPU rendermode is still broken on Android 5.0 in the latest October 22 release and AIR seems to default to CPU as performance for my app has also decreased a lot.

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Oct 27, 2014 0
Adobe Employee ,
Oct 27, 2014

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Hi,

Could you please try Runtime.apk from AIR SDK "15.0.0.349" @ http://labs.adobe.com/downloads/air.html  .Please let us know if you face any issues.

Thanks

-Pahup

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Oct 27, 2014 0
New Here ,
Oct 27, 2014

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Version 15.0.0.349 fixed the problem for me, I can now run the game on Android 5.0.

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Oct 27, 2014 0
Community Beginner ,
Oct 27, 2014

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Hey Pahup, thanks for your quick reply. I've ran tests with both the 15.0.0.302 and 15.0.0.349 SDK version and the problem persists. My game is not utilizing Stage3D, it's a classic display list app but GPU renderMode does not seem to work anymore with these SDKs and Android 5.0. AIR 14 works flawlessly.

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Oct 27, 2014 0
Adobe Employee ,
Oct 27, 2014

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That's strange, as it's been working for us and many developers. Could you please share a small sample which we could try at our end?

Thanks

-Pahup

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Oct 27, 2014 0
Community Beginner ,
Oct 27, 2014

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Hello Pahup, it's simple to demonstrate. I've uploaded a FlashDevelop project to demonstrate the behavior: http://we.tl/XlyJliIfuB

The current settings in the application.xml are for AIR 14 and renders flawlessly on Android 5.0 (testing with Nexus 7 Razor model, hence the size of my asset which is exactly screen-sized)

Now, when modifying the xml and targetting AIR 15, you'll notice a drop in performance and some graphical artifacts when the panel slides down.

If you need any more information, I'd be glad to help out.

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Oct 27, 2014 0
Adobe Employee ,
Oct 27, 2014

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Hi,

Thanks for sharing the project, i have verified it on Nexus 7 and Nexus 5 as well but unable to see any performance drop. FPS remains between 25-24 with both AIR 14 and AIR 15.

Probability you are using earlier version on Android L, Could you please cross check and download the latest version from http://developer.android.com/preview/index.html


Also, it will be great if you could try on some other device and share your observations.

Warm Regards,

Jitender

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Oct 27, 2014 0
Community Beginner ,
Oct 28, 2014

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Thanks for your quick reply. Maybe you've lowered the target FPS and are therefore not able to see the difference. I'm aiming for 60 FPS which should display this behavior. Can you check that?

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Oct 28, 2014 0
Adobe Employee ,
Oct 31, 2014

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Tried with 60 FPS as well but things are working fine at our end, there is no performance lag. Could you please try with Latest Android 5.0  and Latest AIR SDK and share your observation.

Maybe the device you are using has some problem, so try on some other device also.

Thanks,

Jitender

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Oct 31, 2014 0