Present in Xbox beta of 1.2 (1.2.0.20).
This is even an issue with the new Xbox 1.2 beta (build 1.2.0.20).
This is even more noticeable on the 1.2 Xbox beta (build 1.2.0.20), since it works in the old Console Edition in Survival just fine. In 1.2 beta it doesn't work at all in survival.
Still an issue in 1.2 beta build 7 (1.2.0.22).
Still a problem with 1.2 beta builds 5 and 6.
Still a problem in beta build 4.
I have the same "Synching pack with server" crash, but it happens for me with any world, including a freshly created one, but only if I'm connected to the internet. It is very consistent; if I disconnect after I press "create" or the world name, but before the "synching" message, I can load the world fine, as long as I get to the "generating" message before reconnecting. Obviously, this is a problem for any multi-player scenario.
I have been having this issue since 1.1.4, and it is still present in 1.2.0.9 (1.2 beta build 3).
I'm running on a Samsung Galaxy Tab 2 A with Android 7.0.
I have uninstalled all add-ons, and even uninstalled and reinstalled the app, to no avail.
I'm experiencing this wifi-only crash loading a world in version 1.0.5.3 (beta) with a Samsung Galaxy Tab A running android 6.0.1. My other devices running android 4.1 and 4.2 seem fine. Both new worlds and old, application and external storage, mash-up and vanilla, with or without global resources, if I have wifi on when I try to load the world, it crashes.
Started affecting my Pantech P8010 (ARM 7, v71 running Android 4.1.2) as of 1.0.0.0 build 3.
Confirmed. Still in 0.14.1.
Yes, the issue still appears in 0.13.1.
Yes, this still happens in 0.12.1. It's admitedly low priority, but it still happens.
I am still gettig it too, occasionally, even though I'm pretty sure I cleared all my old boats from the water by now. I currently have well over a dozen boats stored, and I've destroyed at least that many more. I'm playing on survival.
I would guess that the behavior is not completely "random", per se, as I believe I've had it happen more frequently in direct proportion to the number of boats I've had out on the water. I did not know at first how to break down and retrieve a boat, so I simply left many of them in makeshift docks on the water. During that time I suddenly found myself in boats all the time. Now that I know how to retrieve my boats, I have been progressively getting them out of the water, and the problem has been progressively becoming more rare. This may seem "obvious", but I thought it was worth saying.
I would recommend testing this by putting lots of boats in the water (a couple dozen, maybe) across a wide area (maybe 50 x 50 chunks), then boat or walk around the center of this area. I usually boat by just leaving my fingers on the paddle arrows, not by "pumping" them to increase speed, and I suspect the problem may be that one of my fingers is pointing in the general direction of a boat off in the distance, and the "board" code is being triggered inappropriately. Note that it happens, though, even if my thumbs (on the paddle buttons) seem to be completely over nothing but water, and thus could not actually be over a boat, even in the distance. Walking is the same, as the issue seems to come up when I'm just cruising along in the same direction with my fingers not swiping across the screen significantly.
Also, for what it's worth, I almost always have split and lefty controls off, maximum render, and third-person view off, with all other graphic enhancements ("particles" in PC parlance) on.
I'm having the same problem on a Samsung Galaxy Tab 2 running Android 4.2.2 on a Wi-Fi Direct connection.
This resolution (works as intended) makes sense; however, there doesn't to be a way to retrieve the boat in MCPE to let the animal out as there is in the desktop version. If you try to bash on it with anything, you board it instead of retrieving it. The only way I've found to retrieve the boat is to set it on fire, which of couse damages (kills, if you're not quick with the water bucket) the poor animal. Do we need a "Retrieve" button, say if you have an axe in hand?
I wanted to be clear that the Xbox One beta was also affected, since this issue was added prior to release on that platform.