When deploying on samsung tablet 10.1 which has above minimum API (it is 4.0.4 level 15) and has an ARM7 processor, I get the above message. The unity app just says failed to initialise, your hardware is not supported by this application, sorry!'
I've googled for a day now and can't find anything!
There may be certain things unsupported in your build/player settings.
Consider : dx11, GPU skinning, multithreading.
Try different options and you may find it works. I'm sure on exactly what the device supports.
Thank you for the reply, but no luck. I've turned absolutely everything like that off now. In the log I think unity is supposed to say the Gl extensions it has detected but there is very little in the log. No direct error from unity. I tried Unity 4 and that works. Not sure what that means.
It appears that this might be a tegra 2 issue. I saw in a unity 5 beta thread, the relaase notes say
Android: Dropped support for non-NEON CPU devices (e.g. Tegra 2). This gives a significant performance boost to Mecanim and PhysX among other things.
Which seems mad I thought galaxy tab 10.1 was fairly recent and would have a sizeable market share.
Answer by netlander
Mar 12, 2015 at 01:57 PM
That's right Unity is just excluding a huge size of the Android market by taking such a shortsighted decision (dropping support for Tegra 2 etc...) in Unity 5, that's not on Unity come on you can do better than that for God's sake!
Edit 1: Actually come to think of it that's pure madness.
That is madness indeed. We are hoping Unity will do something about that. For our game, having better performance on high-end devices is far less important than supporting a huge market share.
@Remster but it's possible to add switch. Why huge amount of devices should be skipped because of not clear reasons.
Answer by Yury-Habets
Mar 07, 2015 at 03:54 AM
Your device is a Tegra 2 and does not support NEON. Dropping non-NEON devices gives a huge boost to performance (especially physics) because we can use NEON version of asm functions were possible.
This is also in line with Google's position about non-NEON devices.
The original Galaxy Tab is 4 years old, with Galaxy Tab 4 and Galaxy Tab S in place. I wouldn't really call it a recent device ;)
Sorry for the inconvenience - nothing I can help you here with.
Update: if you still want to target non-NEON devices, consider sticking to Unity 4.6.
Thanks for the reply at least now I know for sure.
That's not an answer. We should support old devices as well as new. In this case what developer should do? As I understand it's possible to deploy different apk for different devices.
@Ev - the OP's question was "Why is a device not supported?" and this is the correct answer.
Given the information provided, the answer to the question "What should a developer do [to target non-NEON devices]?" should be apparent: continue using Unity 4.x.
@Ev it was PhysX that dropped the support for non-NEON cpus.
Unity 4.6 was using a really old PhysX SDK.
Is there any way to get an android device list that was supported and is now unsupported ?
Answer by basilwort5
May 22, 2016 at 01:49 AM
I just got a Samsung S7 and get this error. Installed a terminal emulator, type in "cat /proc/cpuinfo" and displays contents of file. It shows "neon" is one of the features. I think it may one of the build settings. I'll try some combos and see if I can resolve the error.
(LATER) I found it -- Other Settings > Device Filter -- set to FAT (ARMv7 + x86), then it was able to run
Also, in the first screen, there is Texture Compression. I think setting to "Don't override" will work on most phones, and there are some other settings. The only one I saw that matches my phone is "Adreno 530". It also has GLES 3.0, but a hardware identifier app says OpenGL ES-CM 1.1. Maybe the "GLES" is the same between them, but 3.0 is different from 1.1 for my phone.
Hope that helps !
My PlayerSettings is already set to FAT (ARMv7 + x86) and I still get the error when I try to build and play on my device.
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