Hello everybody,
I'm very new to Godot, so maybe thuis stuff is well known but I just couldn't find it...
I created a (rather simple) 3d scene in Godot, consisting of 1 single textured model I made in blender, a ground plane (with collision object) and a player object. This works fine when run on my pc, but when I try to export it to android it doesn't (really).
As soon as I use the whole model the android app just starts flashing the Godot logo for a while, and then exits. It does this on all 3 android devices I have ( a Samsung Galaxy Tab, a Motorola G5 and a Motorola G7 Play). On the motorolas I see OpenGL out of memory errors and failed IOCTLS, on the Galaxy TAB nothing really stands out in the logs.
So I thought maybe I use too much VRAM, so I exported only a small part of the model. Then it worked. So I exported a bit more: still worked. This went on for some time, adding small parts to the export in blender, and it kept working. So then I exported the whole model again: it worked correctly.
Then I got enthusiastic, and added a second model: back to crashing. So I removed the second model: still crashing. Then I went back to just the one part of the first model: still crashing.
I tried the FPS demo: works.
I tried an untextured version of my model: works
Tried the single-part textured version of my model: works
Tried the multipart version of my model: crash
Back to single part: works but without textures.
Some random fiddling around with the model and back to the single part version: crash
Turning the phone off/on doesn't make a difference. If the apk crashes it keeps crashing.
If the apk works, it keeps working. Sadly I overwrote my working apk in one of my experiments, so I now cannot really compare a working apk with a crashing one.
Also GLES3 or GLES2 doesn't seem to make a difference.
I can't really discover a pattern in it all. It looks like it just randomly works or not, maybe depending on the order add/delete stuff in the godot project?
I found lots of unity users with the same error messages I had on the motorolas, and apparently the problem was fixed in unity and had something to do with 'alignment', whatever that may mean in an OpenGL setting.
So my question: is it supposed to work, or does the godot android export (with 3d) only work for certain devices?
(edit: fixed typo in title)