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[2017.3.0f3] iOS Build crashes all the time

Discussion in 'iOS and tvOS' started by AlienMe, Dec 20, 2017.

  1. AlienMe

    AlienMe

    Joined:
    Sep 16, 2014
    Posts:
    93
    Hi all,

    Just upgraded to 2017.3.0f3, and our game now crashes on iOS all the time.Code builds and runs without any issues on 2017.2.0p4.

    Some times, we get this EXC_BAD_ACCESS in ShouldUpdateTransformBefore (as shown in the attached pic).

    Other times, we don't get any exception, but the game just freezes.

    And the crash is at different times, some ties we get further along in the game initialization, some times is right from the stat.

    Any idea what's causing this? And is there a workaround?

    Thanks!



    upload_2017-12-20_16-17-34.png
     
  2. amostalong

    amostalong

    Joined:
    Feb 7, 2015
    Posts:
    1
    I got it today...while i update my Unity : 2017.2 -> 2017.3
     
    t0m0943 likes this.
  3. AlienMe

    AlienMe

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    Sep 16, 2014
    Posts:
    93
    Yeah. We gave up on 2017.3 until it gets stable. We found a lot of issues with 2017.3.

    • Crash on iOS (mentioned on first post), random, 100% of the time.
    • Building Asset Bundles, really slow, on 2017.2 takes us about 2-3 minutes, to build 180 MB in AssetBundles. . in 2017.3, it takes 1.5 hours.
    • Really slow importing assets
    • Every time the 2017.3 Editor receives focus, spends 5-10 seconds refreshing files. While test running the game, it becomes really annoying. We disabled automated refresh, and this fixed it, but then we had to press Command-R every time we had changes to source code.

    Ultimately the crash / freeze on device 100% is what made 2017.3 unusable for us. We are back on 2017.2, and everything is moving smoothly..
     
  4. GeorgeCH

    GeorgeCH

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    Just wanted to second this - I'm getting the same EXC_BAD_ACCESS in ShouldUpdateTransformBefore error in cases where previously everything was working swimmingly. This seems limited to instances where I'm using ScrollRect.

    EDIT: I'm on Unity 2017.3.0p1. Will try downgrading to 2017.2 - app icons fix be damned - and see if it fixes things.

    EDIT: Downgraded to 2017.2 and the issue no longer occurs. Made absolutely no changes to the code, so this must be related to 2017.3.
     
    Last edited: Dec 27, 2017
    t0m0943 likes this.
  5. mobilecat

    mobilecat

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    Jul 24, 2017
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    +1 I've been experiencing the same issue. Will also try downgrading to 2017.2
     
  6. Fonserbc

    Fonserbc

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    Aug 7, 2012
    Posts:
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    Experiencing the same, something to do with unity UI. I haven't been able to find the specific reason.
     
  7. HaimBendanan

    HaimBendanan

    Joined:
    May 10, 2016
    Posts:
    28
    Similar issue here.
    The error happen when sending logs with unitywebrequest
    The app crash because of that, didnt happened with 2017.1
    Here are some logs of my crash, running 2017.3.0f3 on an iOS device (ipad)


    assembly:
    0x105476e18 <+60>: blr x8
    -> 0x105476e1c <+64>: ldr x8, [x19, #0xe0] . BackgroundWorker (32): EXC_BAD_ACCESS (code=257, address=0x41)
    0x105476e20 <+68>: cbnz x8, 0x105476e00 ; <+36> [inlined] back + 4 at UnityWebRequestProto.h:204
    0x105476e24 <+72>: add x0, sp, #0x8 ; =0x8
    0x105476e28 <+76>: bl 0x104eca988 ; ::~AutoLock() at Mutex.h:30
    0x105476e2c <+80>: mov x0, x19
    0x105476e30 <+84>: bl 0x1054776d0 ; ::Release() at UnityWebRequestProto.h:353
    0x105476e34 <+88>: b 0x105476e40 ; <+100> at UnityWebRequestProto.h:219
    0x105476e38 <+92>: add x0, sp, #0x8 ; =0x8
    0x105476e3c <+96>: bl 0x104eca988 ; ::~AutoLock() at Mutex.h:30

    output window:
    2017-12-31 23:31:24.970507+0200 vixeo[5668:3311942] TIC TCP Conn Failed [34:0x1c4574340]: 1:50 Err(50)


    2017-12-31 23:31:24.971885+0200 vixeo[5668:3311942] Task <5731C406-9933-417A-B2CA-B2F8940CDCE0>.<0> HTTP load failed (error code: -1009 [1:50])

    2017-12-31 23:31:24.972079+0200 vixeo[5668:3312120] NSURLConnection finished with error - code -1009
     
  8. Zilk

    Zilk

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    I got this on 2017.3 as well
     
  9. Peter77

    Peter77

    QA Jesus

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    Could you please submit a bug-report, following the advice given in this document.

    It's important that at least one person, who experiences this issue, reports it to Unity Technologies. Otherwise they're probably not going to fix it. Downgrading Unity is a temporary workaround, but if they don't have a bug-report, you might be stuck with that old version forever.

    From past experience, Unity isn't looking for bugs on the forum, but they do look at the bug-reports submitted using their Bug Reporter Tool as described in the posted link.
     
  10. qoobit

    qoobit

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    I've experienced this problem as well. I'll try to make a bug report for this. Their bug report servers for project uploads are really slow. Last time a watered down project <20MB took close to 10 minutes to submit.
     
    Peter77 likes this.
  11. qoobit

    qoobit

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  12. paradizIsCool

    paradizIsCool

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    Same here
     
  13. Zilk

    Zilk

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    I'm getting the same crash. Crashes on startup and return from suspend sometimes. Can't really say how to reproduce it since it doesn't happen all the time. Started since 2017.1, same on 2017.1p1

    upload_2018-1-3_12-49-7.png
     
  14. Peter77

    Peter77

    QA Jesus

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    Could you submit a bug-report as asked here?
     
  15. Zilk

    Zilk

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    Done, sent one today.
     
    Peter77 likes this.
  16. 5argon

    5argon

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    Got the same crash.

    Code (CSharp):
    1. * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x13ac28210)
    2.   * frame #0: 0x0000000101929a44 MelCadence`::ShouldUpdateTransformBefore() at RectTransform.cpp:319 [opt]
    3.     frame #1: 0x0000000101938910 MelCadence`::__insertion_sort_3<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:3745 [opt]
    4.     frame #2: 0x0000000101937ec0 MelCadence`::__sort<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:4022 [opt]
    5.     frame #3: 0x000000010192974c MelCadence`::UpdateIfTransformDispatchIsDirty() [inlined] sort<TransformAccessReadOnly *, bool (*)(const TransformAccessReadOnly &, const TransformAccessReadOnly &)> at algorithm:4041 [opt]
    6.     frame #4: 0x0000000101929744 MelCadence`::UpdateIfTransformDispatchIsDirty() at RectTransform.cpp:340 [opt]
    7.     frame #5: 0x0000000101929d00 MelCadence`::GetRect() at RectTransform.cpp:372 [opt]
    8.     frame #6: 0x0000000101d98910 MelCadence`::RectTransform_CUSTOM_INTERNAL_get_rect() at RectTransformBindings.gen.cpp:38 [opt]
    9.     frame #7: 0x0000000100e3c1d0 MelCadence`::RectTransform_get_rect_m574169965(__this=<unavailable>, method=<unavailable>) at Bulk_UnityEngine.CoreModule_1.cpp:11348 [opt]
    10.     frame #8: 0x0000000100eaf2dc MelCadence`::Graphic_DoMeshGeneration_m3548487693(__this=0x000000011eacaf00, method=<unavailable>) at Bulk_UnityEngine.UI_0.cpp:42851 [opt]
    11.     frame #9: 0x0000000100eaecd4 MelCadence`::Graphic_Rebuild_m4084166386(Graphic_t1660335611 *, int32_t, const RuntimeMethod *) [inlined] VirtActionInvoker0::Invoke(slot=40) at Bulk_UnityEngine.UI_0.cpp:28 [opt]
    12.     frame #10: 0x0000000100eaecc0 MelCadence`::Graphic_Rebuild_m4084166386(__this=0x000000011eacaf00, ___update0=3, method=<unavailable>) at Bulk_UnityEngine.UI_0.cpp:42724 [opt]
    13.     frame #11: 0x0000000100ea3770 MelCadence`::CanvasUpdateRegistry_PerformUpdate_m1793997159(__this=0x0000000113658a50, method=<unavailable>) at Bulk_UnityEngine.UI_0.cpp:33587 [opt]
    14.     frame #12: 0x0000000100e92d74 MelCadence`::WillRenderCanvases_Invoke_m1240663687(__this=<unavailable>, method=<unavailable>) at Bulk_UnityEngine.UIModule_0.cpp:0 [opt]
    15.     frame #13: 0x00000001013b1d64 MelCadence`RuntimeInvoker_Void_t1185182177(methodPointer=<unavailable>, methodMetadata=<unavailable>, obj=<unavailable>, args=<unavailable>)(), MethodInfo const*, void*, void**) at Il2CppInvokerTable.cpp:80136 [opt]
    16.     frame #14: 0x00000001021dc368 MelCadence`il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 68
    17.     frame #15: 0x0000000101a66f54 MelCadence`::scripting_method_invoke() at ScriptingApi_Il2Cpp.cpp:213 [opt]
    18.     frame #16: 0x0000000101a6f178 MelCadence`::Invoke() at ScriptingInvocation.cpp:329 [opt]
    19.     frame #17: 0x0000000101c55d68 MelCadence`::WillRenderCanvases() [inlined] Invoke at ScriptingInvocation.h:70 [opt]
    20.     frame #18: 0x0000000101c55d54 MelCadence`::WillRenderCanvases() at CanvasManager.cpp:419 [opt]
    21.     frame #19: 0x0000000101c56060 MelCadence`::Forward() at CanvasManager.cpp:835 [opt]
    22.     frame #20: 0x00000001018882f0 MelCadence`::Forward() [inlined] PlayerUpdateCanvases at Player.cpp:962 [opt]
    23.     frame #21: 0x00000001018882d0 MelCadence`::Forward() at Player.cpp:1333 [opt]
    24.     frame #22: 0x0000000101889258 MelCadence`::PlayerLoop() at PlayerLoop.cpp:196 [opt]
    25.     frame #23: 0x0000000101511f78 MelCadence`::UnityPlayerLoopImpl() at LibEntryPoint.mm:224 [opt]
    26.     frame #24: 0x0000000100170678 MelCadence`::UnityRepaint() at UnityAppController+Rendering.mm:267 [opt]
    27.     frame #25: 0x0000000100170564 MelCadence`::-[UnityAppController(self=0x00000001c0112ea0, _cmd=<unavailable>) repaintDisplayLink]() at UnityAppController+Rendering.mm:76 [opt]
    28.     frame #26: 0x0000000107c48254 GPUToolsCore`__clang_call_terminate + 35876
    29.     frame #27: 0x00000001892ff710 QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 672
    30.     frame #28: 0x00000001893b3c5c QuartzCore`display_timer_callback(__CFMachPort*, void*, long, void*) + 240
    31.     frame #29: 0x0000000185360290 CoreFoundation`__CFMachPortPerform + 188
    32.     frame #30: 0x000000018537b000 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
    33.     frame #31: 0x000000018537a704 CoreFoundation`__CFRunLoopDoSource1 + 440
    34.     frame #32: 0x00000001853781d8 CoreFoundation`__CFRunLoopRun + 2196
    35.     frame #33: 0x0000000185297e58 CoreFoundation`CFRunLoopRunSpecific + 436
    36.     frame #34: 0x0000000187144f84 GraphicsServices`GSEventRunModal + 100
    37.     frame #35: 0x000000018e91767c UIKit`UIApplicationMain + 236
    38.     frame #36: 0x00000001001692e0 MelCadence`main(argc=1, argv=0x000000016fc9b8e0) at main.mm:33 [opt]
    39.     frame #37: 0x0000000184db456c libdyld.dylib`start + 4
    40.  
     
  17. ababab5

    ababab5

    Joined:
    Apr 15, 2014
    Posts:
    508
    Hi,

    Do you have a RectTransform with a scale = 0?

    I have a feeling ..
     
  18. BenoitFreslon

    BenoitFreslon

    Joined:
    Jan 16, 2013
    Posts:
    164
    Same here
     
  19. atwal_cn

    atwal_cn

    Joined:
    May 27, 2017
    Posts:
    1
    Same here
    Code (CSharp):
    1. warning: could not execute support code to read Objective-C class data in the process. This may reduce the quality of type information available.
    2. * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x11)
    3.   * frame #0: 0x00000001014cbe70 tankr`::ShouldUpdateTransformBefore() at RectTransform.cpp:324 [opt]
    4.     frame #1: 0x00000001014d4ee0 tankr`::__insertion_sort_3<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:3745 [opt]
    5.     frame #2: 0x00000001014d4490 tankr`::__sort<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:4022 [opt]
    6.     frame #3: 0x00000001014d44b8 tankr`::__sort<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:4016 [opt]
    7.     frame #4: 0x00000001014cbb84 tankr`::UpdateIfTransformDispatchIsDirty() [inlined] sort<TransformAccessReadOnly *, bool (*)(const TransformAccessReadOnly &, const TransformAccessReadOnly &)> at algorithm:4041 [opt]
    8.     frame #5: 0x00000001014cbb7c tankr`::UpdateIfTransformDispatchIsDirty() at RectTransform.cpp:340 [opt]
    9.     frame #6: 0x00000001014cc12c tankr`::GetRect() at RectTransform.cpp:372 [opt]
    10.     frame #7: 0x00000001016827f0 tankr`::CalculateMinBucketSize() at Canvas.cpp:1625 [opt]
    11.     frame #8: 0x0000000101682688 tankr`::UpdateBatches() at Canvas.cpp:1383 [opt]
    12.     frame #9: 0x0000000101683fc8 tankr`::WillRenderCanvases() at CanvasManager.cpp:428 [opt]
    13.     frame #10: 0x0000000101473028 tankr`::PlayerLoop() at PlayerLoop.cpp:196 [opt]
    14.     frame #11: 0x0000000101284b08 tankr`::UnityPlayerLoopImpl() at LibEntryPoint.mm:224 [opt]
    15.     frame #12: 0x00000001003ff63c tankr`::UnityRepaint() at UnityAppController+Rendering.mm:267 [opt]
    16.     frame #13: 0x00000001003ff528 tankr`::-[UnityAppController(self=0x00000001066f1c40, _cmd=<unavailable>) repaintDisplayLink]() at UnityAppController+Rendering.mm:76 [opt]
    17.     frame #14: 0x000000010633c254 GPUToolsCore`__clang_call_terminate + 35876
    18.     frame #15: 0x0000000186d83710 QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 672
    19.     frame #16: 0x00000001830c1098 IOKit`IODispatchCalloutFromCFMessage + 392
    20.     frame #17: 0x0000000182de4290 CoreFoundation`__CFMachPortPerform + 188
    21.     frame #18: 0x0000000182dff000 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
    22.     frame #19: 0x0000000182dfe704 CoreFoundation`__CFRunLoopDoSource1 + 440
    23.     frame #20: 0x0000000182dfc1d8 CoreFoundation`__CFRunLoopRun + 2196
    24.     frame #21: 0x0000000182d1be58 CoreFoundation`CFRunLoopRunSpecific + 436
    25.     frame #22: 0x0000000184bc8f84 GraphicsServices`GSEventRunModal + 100
    26.     frame #23: 0x000000018c39b67c UIKit`UIApplicationMain + 236
    27.     frame #24: 0x00000001003f8070 tankr`main(argc=1, argv=0x000000016fa0f8f0) at main.mm:33 [opt]
    28.     frame #25: 0x000000018283856c libdyld.dylib`start + 4
     
  20. Zilk

    Zilk

    Joined:
    May 10, 2014
    Posts:
    333
    No news on this, haven't gotten any response on my bug report either. Feels like this is a fairly usual crash on iOS and 2017.3.
     
  21. yos_316

    yos_316

    Joined:
    Dec 11, 2013
    Posts:
    6
    I got this on 2017.3.0p1 + iOS 10.3.3.
    But doesn't occur on 2017.3.0p1 + iOS 11.2.2.
     
  22. lexi89puzzle

    lexi89puzzle

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    Feb 22, 2017
    Posts:
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    Yup, happening here. 2017.3, ios 11.2.1
     
  23. binario_unity

    binario_unity

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    Oct 12, 2017
    Posts:
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    Same here, random BackgroundWorker (32): EXC_BAD_ACCESS error
     
  24. Dirwin3498

    Dirwin3498

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    Jul 8, 2017
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    I've been getting the same error on device only, happens at random times. I've been trying to pinpoint the problem for a few days but haven't had any success.
     
  25. Deleted User

    Deleted User

    Guest

    #meToo
    2017.3.0p1 + iOS 10.3.3 iPhone6S plus
     
  26. GeorgeCH

    GeorgeCH

    Joined:
    Oct 5, 2016
    Posts:
    222
    Just to add that, before I downgraded to 2017.2, the issue occurred on iPhone 6, iPhone X, and Ipad Air 1. In other words, I'm inclined to think it's not device-specific.
     
  27. rortos-italy

    rortos-italy

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    Aug 20, 2014
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    mee too, same crash!
     
  28. lexi89puzzle

    lexi89puzzle

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  29. Dirwin3498

    Dirwin3498

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    Just updated to 2018 beta and the game still crashes
     
  30. Zilk

    Zilk

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    I got a email from a guy from Unity that was working on it. Sent him my project so I guess he is investigating it. Hopefully it can be solved soon.
     
    GeorgeCH, RyanJVR and lexi89puzzle like this.
  31. Antoine_OSG

    Antoine_OSG

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    Sep 2, 2016
    Posts:
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    Same here...
     
  32. neoact

    neoact

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    Nov 27, 2014
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    Same here. And back to 2017.2.1p2 solved the problem.
     
  33. ToroSheep

    ToroSheep

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    Aug 7, 2014
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    Same here. Still happened with 2017.3.0p2
     
  34. qoobit

    qoobit

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  35. DanarKayfi

    DanarKayfi

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    Aug 27, 2012
    Posts:
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    Still having it :( everything is updated to the latest stable build but still :(
    Any idea? Tips?
     
  36. BooBi

    BooBi

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    Jan 18, 2010
    Posts:
    534
    Hi, Same problem here, spent all night trying to find what causes the crashes before I found this thread, 2017.2. solved it for me too ! Thanks
     
  37. t0m0943

    t0m0943

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    Feb 11, 2017
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    I am having this issue as well
     
  38. Joe_MagicLeap

    Joe_MagicLeap

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    Apr 7, 2015
    Posts:
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    Anyone got any leads on this? Or found mitigations? Seems like there is something that triggers it. I suspect we may have the occasional scale of 0 in our scenes, or possibly camera positions with NaN in them.
     
  39. GeorgeCH

    GeorgeCH

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    By the look of things, this is caused by instantiating objects into a ScrollRect. You can mitigate either by downgrading to 2017.2 or by hardcoding ScrollRect contents.
     
  40. Joe_MagicLeap

    Joe_MagicLeap

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    I don't think I even have a ScrollRect :(
     
    DaseinPhaos likes this.
  41. Hunter_DCPI

    Hunter_DCPI

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    Dec 21, 2016
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    Still present in Unity 2018. I was only able to get around this by downgrading to 2017.2
     
  42. mayo_f

    mayo_f

    Joined:
    Apr 24, 2017
    Posts:
    8
    Same here.
    Unity version: 2017.3.0f3

    I am changing the screen orientation in code, when I go from Portrait to Landscape I don't have problems, but when I go back I get the crash.

    Image of stack trace attached.
     

    Attached Files:

  43. Wula

    Wula

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    May 26, 2016
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    Witch version you used? 2017.2.0 or 2017.2.1 ?
     
  44. paradizIsCool

    paradizIsCool

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    It works with both.
     
  45. developersice

    developersice

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    Nov 25, 2016
    Posts:
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    Same issue here for us, not good! :(
     
  46. fcloss

    fcloss

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    JamesArndt likes this.
  47. ofm_Marko

    ofm_Marko

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    Mar 4, 2016
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    We also encounter this issue with Unity 2017.3.0f3...
     

    Attached Files:

  48. jasperstocker

    jasperstocker

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    Jul 7, 2010
    Posts:
    429
    Just to chip in, I had a go at making sure no recttransforms ever had a scale of 0 and that their scale as uniform across the whole project. It may have removed some of the errors but it's still occurring 50% of the time. Using 2017.2.1p2 resolved for me
     
  49. GeorgeCH

    GeorgeCH

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    Oct 5, 2016
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  50. JamesArndt

    JamesArndt

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    Damn. I was looking at info to upgrade to 2017.3, looks like Im staying 2017.2.