I have a Unity3D game that crashes on a Galaxy S3 (Android 4.3) in a rather well-defined spot, though not every time. This is during an asset bundle load operation, so somewhat outside my reach. (Unity 4.6.1p4)
logcat shows "Process x has died" for a lot of bundle identifiers around that time, including eventually that of my app. There's also
E/InputDispatcher( 2347): channel ~ Channel is unrecoverably broken and will be disposed!
and
Force removing ActivityRecord{43e59278 u0 com.mygamecompany.mygame/com.unity3d.UnityPlayerActivity}: app died, no saved state
But there is no stack trace.
My first guess would be memory pressure, but wouldn't that show explicitly in the log?
Are there other possible reasons for the app to die in foreground like this?