Possible bug: Krom window disappear on Microsoft Surface Book touch screen with recent Armory builds

Hey guys. I have been wanting to move my game development to the newer Armory builds (ArmorySDK-2021-12.zip, etc). I have a gen1 Microsoft Surface Book (Windows 10) which has a touch screen display. Although I haven’t delved too deep into android development yet, I did do some nodetree experiments a while ago on an older Armory Engine (2020.2) that is tied to an older version of Blender (2.9.0). I did a nodetree setup that mimic what an android tablet surface interaction would feel like, and I can use the touch screen capability of the Surface Book for dev and testing.
Recently, I downloaded Blender 2.93.6 and installed the most recent ArmorySDK December 2021. I performed a simple test by just saving the scene with the default cube, and launch armory with Krom as the runtime (default). Things seems to work just fine with mouse and keyboard interaction, but when I touch the screen, Krom disappeared. I check the console for any info. But Armory did not report anything.
Can anyone help me out? Perhaps give me some pointers on how to trouble shoot this problem? With the console not even throwing me an error, I have no clue where to look. I have tried on slightly older SDKs like the November 2021, and Krom still disappears when I touch the screen.

One note: I did test on browser as the runtime, and that seems to work fine, no problem.

Here’s my console log:

Read prefs: C:\Users\Xombie-SB\AppData\Roaming\Blender Foundation\Blender\2.93\config\userpref.blend
Running Armory SDK from C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk/
Warning: Path ‘C:\Users\Larry\Documents\Dad\source_textures\grunge1.jpg’ cannot be made relative
Warning: Path ‘C:\Users\Larry\Documents\Dad\source_textures\grunge2.jpg’ cannot be made relative
Warning: Path ‘C:\Users\Larry\Documents\Dad\source_textures\MGoEr.png’ cannot be made relative
Warning: Path ‘C:\Users\Larry\Documents\Dad\source_textures\pore_alpha.png’ cannot be made relative
Warning: Total files 4 | Changed 0 | Failed 4
Project cleaned
Project cleaned
Armory v2021.11 ($Id: a32b0f05f125e2f0d2fc20397ac4ccce8501fa30 $)
Blender: 2.93.6, Target: html5, GAPI: webgl
Exporting Scene
Exporting mesh Cube
Scene exported in 0.026s
Exported modules: audio, ui
Shader flags: _Irr _Rad _Deferred _ShadowMap _CSM _SinglePoint _Brdf _SSAO
Compositor flags: _CToneFilmic _CFog _CCameraProj _CDepth
Khafile flags: arm_hosek arm_deferred arm_csm rp_hdr rp_renderer=Deferred rp_shadowmap rp_shadowmap_cascade=1024 rp_shadowmap_cube=512 rp_background=World rp_render_to_texture rp_compositornodes rp_compositordepth rp_antialiasing=Off rp_supersampling=1 rp_ssgi=SSAO rp_ssgi_half rp_ssr rp_ssr_half rp_resolution_filter=Point
Using project from D:\Work\Projects\blender\Armory3d\GitHub\EscapeRescueGame\lightmap_test
Running: C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk/nodejs/node.exe C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk/Kha/make html5 -g webgl --shaderversion 300 --parallelAssetConversion 4 --to build_untitled/debug
Using Kha (fatal: n, fatal: not a git repository: C:/Users/Xombie-SB/Downloads/blender/armory3d/itch.io/ArmorySDK2112/armsdk/Kha/…/.git/modules/Kha) from C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 3 (Scene.arm).
Exporting asset 2 of 3 (World_irradiance.arm).
Exporting asset 3 of 3 (mesh_Cube.arm).
Exporting asset 1 of 3 (Material_data.arm).
Exporting asset 2 of 3 (shader_datas.arm).
Exporting asset 3 of 3 (World_World_data.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (hosek_radiance.hdr).
Exporting asset 1 of 1 (hosek_radiance_0.hdr).
Exporting asset 1 of 1 (hosek_radiance_1.hdr).
Exporting asset 1 of 1 (hosek_radiance_2.hdr).
Exporting asset 1 of 1 (hosek_radiance_3.hdr).
Exporting asset 1 of 1 (hosek_radiance_4.hdr).
Exporting asset 1 of 1 (hosek_radiance_5.hdr).
Exporting asset 1 of 1 (hosek_radiance_6.hdr).
Exporting asset 1 of 1 (hosek_radiance_7.hdr).
Exporting asset 1 of 1 (font_default.ttf).
Compiling shader 1 of 18 (blur_adaptive_pass.frag.glsl).
Compiling shader 2 of 18 (compositor_pass.frag.glsl).
Compiling shader 3 of 18 (compositor_pass.vert.glsl).
Compiling shader 4 of 18 (deferred_light.frag.glsl).
Compiling shader 5 of 18 (downsample_depth.frag.glsl).
Compiling shader 6 of 18 (blur_edge_pass.frag.glsl).
Compiling shader 7 of 18 (Material_mesh.frag.glsl).
Compiling shader 8 of 18 (Material_mesh.vert.glsl).
Compiling shader 9 of 18 (Material_shadowmap.frag.glsl).
Compiling shader 10 of 18 (Material_shadowmap.vert.glsl).
Compiling shader 11 of 18 (pass.vert.glsl).
Compiling shader 12 of 18 (pass_copy.frag.glsl).
Compiling shader 13 of 18 (pass_viewray.vert.glsl).
Compiling shader 14 of 18 (pass_viewray2.vert.glsl).
Compiling shader 15 of 18 (ssao_pass.frag.glsl).
Compiling shader 16 of 18 (ssr_pass.frag.glsl).
Compiling shader 17 of 18 (World_World.frag.glsl).
Compiling shader 18 of 18 (World_World.vert.glsl).
Compiling shader 1 of 3 (line.frag.glsl).
Compiling shader 2 of 3 (line.vert.glsl).
Compiling shader 3 of 3 (line_deferred.frag.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 11.492s
“GET /build_untitled/debug/html5 HTTP/1.1” 301 -
“GET /build_untitled/debug/html5/ HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/kha.js HTTP/1.1” 200 -
code 404, message File not found
“GET /favicon.ico HTTP/1.1” 404 -
“GET /build_untitled/debug/html5/Scene.arm HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/World_irradiance.arm HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_0.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_1.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_2.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_4.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_3.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_5.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_6.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/hosek_radiance_7.hdr HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/font_default.ttf HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/brdf.png HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/Material_data.arm HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/mesh_Cube.arm HTTP/1.1” 200 -
“GET /build_untitled/debug/html5/shader_datas.arm HTTP/1.1” 200 -
Info: Saved “untitled.blend”

Project cleaned
Project cleaned
Armory v2021.11 ($Id: a32b0f05f125e2f0d2fc20397ac4ccce8501fa30 $)
Blender: 2.93.6, Target: krom, GAPI: direct3d11
Exporting Scene
Exporting mesh Cube
Scene exported in 0.146s
Exported modules: audio, ui
Shader flags: _Irr _Rad _Deferred _ShadowMap _CSM _VoxelCones5 _VoxelAOvar _VoxelShadow _SinglePoint _Brdf _SSAO
Compositor flags: _CToneFilmic _CFog _CCameraProj _CDepth
Khafile flags: arm_hosek arm_deferred arm_csm rp_hdr rp_renderer=Deferred rp_shadowmap rp_shadowmap_cascade=1024 rp_shadowmap_cube=512 rp_background=World rp_render_to_texture rp_compositornodes rp_compositordepth rp_antialiasing=Off rp_supersampling=1 rp_ssgi=SSAO rp_ssgi_half rp_ssr rp_ssr_half rp_voxelao rp_voxelgi_resolution=64 rp_voxelgi_resolution_z=1.0 rp_resolution_filter=Point
Using project from D:\Work\Projects\blender\Armory3d\GitHub\EscapeRescueGame\lightmap_test
Running: C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk/nodejs/node.exe C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk/Kha/make krom -g direct3d11 --shaderversion 330 --parallelAssetConversion 4 --to build_untitled/debug
Using Kha (fatal: n, fatal: not a git repository: C:/Users/Xombie-SB/Downloads/blender/armory3d/itch.io/ArmorySDK2112/armsdk/Kha/…/.git/modules/Kha) from C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 3 (Scene.arm).
Exporting asset 2 of 3 (World_irradiance.arm).
Exporting asset 3 of 3 (mesh_Cube.arm).
Exporting asset 1 of 3 (Material_data.arm).
Exporting asset 2 of 3 (shader_datas.arm).
Exporting asset 3 of 3 (World_World_data.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (hosek_radiance.hdr).
Exporting asset 1 of 1 (hosek_radiance_0.hdr).
Exporting asset 1 of 1 (hosek_radiance_1.hdr).
Exporting asset 1 of 1 (hosek_radiance_2.hdr).
Exporting asset 1 of 1 (hosek_radiance_3.hdr).
Exporting asset 1 of 1 (hosek_radiance_4.hdr).
Exporting asset 1 of 1 (hosek_radiance_5.hdr).
Exporting asset 1 of 1 (hosek_radiance_6.hdr).
Exporting asset 1 of 1 (hosek_radiance_7.hdr).
Exporting asset 1 of 1 (font_default.ttf).
Compiling shader 1 of 18 (blur_adaptive_pass.frag.glsl).
Compiling shader 2 of 18 (blur_edge_pass.frag.glsl).
Compiling shader 3 of 18 (compositor_pass.frag.glsl).
Compiling shader 4 of 18 (compositor_pass.vert.glsl).
Compiling shader 5 of 18 (deferred_light.frag.glsl).
Compiling shader 6 of 18 (downsample_depth.frag.glsl).
Compiling shader 7 of 18 (Material_mesh.frag.glsl).
Compiling shader 8 of 18 (Material_mesh.vert.glsl).
Compiling shader 9 of 18 (Material_shadowmap.frag.glsl).
Compiling shader 10 of 18 (Material_shadowmap.vert.glsl).
Compiling shader 11 of 18 (pass.vert.glsl).
Compiling shader 12 of 18 (pass_copy.frag.glsl).
Compiling shader 13 of 18 (pass_viewray.vert.glsl).
Compiling shader 14 of 18 (pass_viewray2.vert.glsl).
Compiling shader 15 of 18 (ssao_pass.frag.glsl).
Compiling shader 16 of 18 (ssr_pass.frag.glsl).
Compiling shader 17 of 18 (World_World.frag.glsl).
Compiling shader 18 of 18 (World_World.vert.glsl).
Compiling shader 1 of 3 (Material_voxel.frag.glsl).
Compiling shader 2 of 3 (Material_voxel.geom.glsl).
Compiling shader 3 of 3 (Material_voxel.vert.glsl).
Compiling shader 1 of 3 (line.frag.glsl).
Compiling shader 2 of 3 (line.vert.glsl).
Compiling shader 3 of 3 (line_deferred.frag.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 10.778s
Live patch session started
Running: C:\Users\Xombie-SB\Downloads\blender\armory3d\itch.io\ArmorySDK2112\armsdk/Krom/Krom.exe D:\Work\Projects\blender\Armory3d\GitHub\EscapeRescueGame\lightmap_test\build_untitled/debug/krom D:\Work\Projects\blender\Armory3d\GitHub\EscapeRescueGame\lightmap_test\build_untitled/debug/krom-resources --consolepid 10488
Live patch session stopped

  1. Have you tested this scene in old armory version ?

  2. Also can you save an empty with just default cube then run as a game and see if it crashes.

3 . Can you strip the shaders with those images giving warnings and see it crashes.

Don’t know what this just giving some ways you can troubleshoot it

Remove the shaders associated with these images ,you can assign them later.just for troubleshooting

Hey thanks for the suggestions. I did remove those image files that showed up in the log out of the scene file and build the game again. The result remained the same. I am a bit busy now since the holidays are over. But I’ll try to download a fresh version of blender with default preferences and install Armory and test again to see if there’s anything different.