Hi! I seem to have encountered a very similar OpenGL ES issue on the Jolla Phone 2026, this time in an Android game running through Android AppSupport.
Environment
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Device: Jolla Phone 2026 (JP2601)
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Sailfish OS: 5.2.0.20
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Application: Crying Suns (Android)
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Package: com.altshift.cryingsuns
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Game version: 3.0.3
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Unity version: 2018.4.36f1 (IL2CPP, ARM64, Release)
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Installation: Aurora Store, using the Google account that owns the game
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microG: Installed, with signature spoofing enabled and passing the relevant self-checks
Problem
Crying Suns launches but becomes permanently stuck on the Humble Games splash screen. The issue is reproducible on every launch.
The same game works correctly on a regular Android device.
Relevant logcat error
After launching the game, Unity reports:
10-21 13:49:10.529 E/Unity (3304): -------- GLSL link error: The number of vertex shader storage blocks (1) is greater than the maximum number allowed (0).
This looks remarkably similar to the shader error reported earlier in this thread, except that my case occurs inside Android AppSupport rather than a native Sailfish application.
I haven’t established whether this shader error is the actual cause of the splash-screen hang, but the similarity seems worth investigating.
Troubleshooting already performed
1. Verified game resources
The game requires an OBB file. I confirmed that it exists:
/storage/emulated/0/Android/obb/com.altshift.cryingsuns/main.122.com.altshift.cryingsuns.obb
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Size: approximately 352 MB.
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Visible from within Android AppSupport using appsupport-attach.
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File ownership appears correct (u0_a63, matching the game’s Android UID).
2. Checked microG
Initially, signature spoofing was not configured correctly. I enabled it and confirmed that the relevant microG self-checks pass.
This did not change the game’s behavior.
3. Examined logcat
Unity initializes successfully and reports the following information:
There was also an Android storage error (ServiceSpecificException, code -30) referencing another storage volume, but the OBB file is accessible from the primary emulated storage. I don’t know whether the storage warning is relevant.
4. Attempted alternative graphics APIs
I experimented with passing Unity graphics API flags through Android intent extras.
However, I cannot confirm that Unity actually honors these flags when passed through Android intent extras, so I would consider these experiments inconclusive.
Questions
Given the similarity to the original report:
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Could this be another manifestation of the same vertex shader SSBO limitation?
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Is the reported maximum of zero vertex shader storage blocks an expected hardware/driver limitation on JP2601, or potentially a graphics driver issue?
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Are there any additional diagnostics I could collect from Android AppSupport to help distinguish a Unity shader compatibility problem from a graphics driver issue?
I can provide a more complete logcat capture, graphics capabilities, or perform additional tests if useful.
Thanks!