The issue occurred because during the 'close' event, the logic was trying to terminate the native engine on the UI thread instead of doing on the render thread.
@@ -536,8 +536,11 @@ class Godot(private val context: Context) : SensorEventListener {
for (plugin in pluginRegistry.allPlugins) {
plugin.onMainDestroy()
}
- GodotLib.ondestroy()
- forceQuit()
+
+ runOnRenderThread {
+ GodotLib.ondestroy()
+ forceQuit()
+ }
/**