Summary: There seem to be frequent memory crashes on Android phones running Android 11, effectively bricking our app on these phones. The crash seems to be reproducible in Unity LTS Release 2019.4.12f1 in an empty project if using il2cpp and arm64 and run on HWAsan enabled Android 11 on Pixel 3A XL. See the attached project and APK. For the last weeks, we’ve been exploring a memory crash on Android 11 that happens soon as Unity renders its first frame. The crash log (attached crash: Android11pixel2xl-OurApp-crash.log) points towards the new Scudo Hardened Memory Allocator released in Android 11. We've seen multiple stack traces so the app doesn't crash at exactly the same time every time, but roughly as soon as we load the first scene. The documentation from Google suggests that running a Hardware Address Sanitizer (HWASan) version of Android will help with debugging these types of memory issues. When we run our APK on an HWASan Android 11 on Pixel 3A XL it crashes as soon as it boots. (attached crash: HWASANAndroid11_Pixel3aXL_OurAppCrash-crash.log) After a lot of investigation, we managed to reproduce the issue using the following steps using Unity LTS Release 2019.4.12f1: Create an empty 3D project Change the Android player settings to use il2cpp and arm64 Build and Run on an Android phone flashed with HWASan Android 11. Notice that the app crashes on start with the attached crash log (attached crash: HWASANAndroid11_Pixel3aXL_LTSEmptyIL2CPPArm64-crash.log) (E/Unity: Using memoryadresses from more than 16GB of memory) This makes us believe that this is an issue with il2cpp and arm64 and not specific to our setup. Additional info: The issue is not specific to Android 11 but is much easier to reproduce on that OS because of Scudo. We’ve seen crash logs on Android 9 and Android 10 but have always been unable to reproduce until now. We were unable to flash HWAsan Android 11 to Pixel 2 XL but have been able to reproduce the crash on factory Android 11 on Pixel 2 XL, Pixel 3A XL, and Pixel 4 XL An empty project does NOT crash if using Mono or IL2CPP and only armv7 This is of high urgency for us (and we believe for Unity as well) as Google has started rolling out Android 11 and Google Play started enforcing arm64 in August 2019 so reverting to mono or armv7 is not an option for us. Can someone confirm this issue? Is it being worked on or are we making some wrong assumptions?