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Android 11 Il2Cpp Arm64 Crash in Unity LTS 2019.4.12f1

Discussion in 'Android' started by teatime_johann, Oct 12, 2020.

  1. Apollo-Meijer

    Apollo-Meijer

    Joined:
    Mar 30, 2015
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    Would be nice if you guys could make an exception for such a critical bug. Almost all of our Android games crash on Android 11 because of this issue. is there anything we can do to resolve it ourselves?
     
  2. eladleb4

    eladleb4

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    This is really bad news for so many developers and players using Android 11, our business is suffering heavily... :(
    Its that really the best a company as great as unity can do...?
     
  3. Maisey

    Maisey

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    Feb 17, 2014
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    I must agree, even if it doesn't affect our company much, it should've been a priority and fixed in a patch-release.
     
    xiabob, ihgyug and eladleb4 like this.
  4. eladleb4

    eladleb4

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    The issue is now marked as fixed in 2019.4 but I don't see a new 2019.4 version out.
     
  5. kaarloew

    kaarloew

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    Nov 1, 2018
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    2019.4.15f1 will be released on next week (if Unity keeps its regular schedule).
     
  6. unity_dlDeCc3cmrc0KQ

    unity_dlDeCc3cmrc0KQ

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    I realized that the new version 2019.4.14f1 solved this issue, can you please confirm it?
     

    Attached Files:

  7. JuliusM

    JuliusM

    Unity Technologies

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    Scroll up to see the section where it's listed. The section is called "Known Issues in 2019.4.14f1".
     
  8. unity_dlDeCc3cmrc0KQ

    unity_dlDeCc3cmrc0KQ

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    Sorry, It was my mistake.
     
  9. spatial_io

    spatial_io

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    Tomas1865 — Will this also be fixed in 2020.1.14f ?
     
  10. Tomas1856

    Tomas1856

    Unity Technologies

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    Yes
     
    akirayui likes this.
  11. sdg_unity

    sdg_unity

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    When is this 2019.4.15f1 version expected to be available in cloud build?
     
    eladleb4 likes this.
  12. Tomas1856

    Tomas1856

    Unity Technologies

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  13. benben44

    benben44

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    Nov 9, 2020
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    hi, I'm getting the same error radomly with Unity 2017.4.26f1, check tht log please. could please fix it on 2017?
     

    Attached Files:

  14. unity_LucasLTN

    unity_LucasLTN

    Unity Technologies

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    As Tomas said before, 2017 is no longer a supported version.
    We highly recommend to update to the latest LTS version for full support.
     
  15. sdg_unity

    sdg_unity

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    Aug 28, 2019
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    We are still seeing this issue on our android 11 users with 2019.4.15 and android level 29 and 30.


    Code (CSharp):
    1. Native StackTrace:
    2.  
    3. Thread 0 (crashed)
    4. 0   libunity.so                        0x000000700e859ce0 bool UnityDefaultAllocator<LowLevelAllocator>::AllocationPage<(RequestType)0>(void const*) const
    5. 1   libunity.so                        0x000000700e859880 UnityDefaultAllocator<LowLevelAllocator>::RegisterAllocation(void const*)
    6. 2   libunity.so                        0x000000700e8597d0 UnityDefaultAllocator<LowLevelAllocator>::Allocate(unsigned long, int)
    7. 3   libunity.so                        0x000000700e3d8a08 MemoryManager::Allocate(unsigned long, unsigned long, MemLabelId, AllocateOptions, char const*, int)
    8. 4   libunity.so                        0x000000700e4d3c40 dynamic_array_detail::dynamic_array_data::resize_buffer(unsigned long, ResizePolicy, unsigned long, unsigned long)
    9. 5   libunity.so                        0x000000700e4408a8 SharedTextureData::SharedTextureData(MemLabelId, int, int, TextureFormat, unsigned long, int, int, bool, bool)
    10. 6   libunity.so                        0x000000700e417ec8 Texture2D::CreatePixelDataWhenReading(unsigned int, bool)
    11. 7   libunity.so                        0x000000700e4194f8 void Texture2D::Transfer<StreamedBinaryRead>(StreamedBinaryRead&)
    12. 8   libunity.so                        0x000000700e553b4c SerializedFile::ReadObject(long, ObjectCreationMode, bool, TypeTree const**, bool*, Object&)
    13. 9   libunity.so                        0x000000700e54af68 PersistentManager::ReadAndActivateObjectThreaded(int, SerializedObjectIdentifier const&, SerializedFile*, bool, bool, PersistentManager::LockFlags)
    14. 10  libunity.so                        0x000000700e54b548 PersistentManager::LoadFileCompletelyThreaded(core::basic_string<char, core::StringStorageDefault<char> > const&, long*, int*, int, PersistentManager::LoadFlags, LoadProgress&, PersistentManager::LockFlags)
    15. 11  libunity.so                        0x000000700e48b4ac LoadSceneOperation::Perform()
    16. 12  libunity.so                        0x000000700e48ce00 PreloadManager::ProcessSingleOperation()
    17. 13  libunity.so                        0x000000700e48cc4c PreloadManager::Run()
    18. 14  libunity.so                        0x000000700e48cbb8 PreloadManager::Run(void*)
    19. 15  libunity.so                        0x000000700e4e7a74 Thread::RunThreadWrapper(void*)
    20. 16  libc.so                            0x000000732540b888 <system symbols missing>
    21. 17  libc.so                            0x00000073253abe08 <system symbols missing>
    22.  
     
  16. Tomas1856

    Tomas1856

    Unity Technologies

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    That's very unlikely, do you have a link to your game on Google Play, or maybe can provide a logcat ?
     
  17. sdg_unity

    sdg_unity

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    Aug 28, 2019
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    We have released the 2019.4.15 version in canada and Australia for our game called Kryss:https://play.google.com/store/apps/details?id=app.kryds.android&hl=en&gl=US


    error report from cloud-diagnostics; here

    Attached screenshots from the last incident.

    We are also not pleased by these reports.
    Best Simon
     

    Attached Files:

  18. Tomas1856

    Tomas1856

    Unity Technologies

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    Either it only allows me to download an old version, or something's wrong. I downloaded 4.40 version of your game, in the logcat I see:

    Code (CSharp):
    1. 2020/12/01 01:05:47.846 23042 23117 Info Unity Built from '2019.4/staging' branch, Version '2019.4.10f1 (5311b3af6f69)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a', Stripping 'Enabled'
    2.  
     

    Attached Files:

  19. Gearmoon

    Gearmoon

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    Oct 14, 2015
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    I know the update of 2018 LTS would be around next week. Because this bug is critical, can you release it early? I believe many developers would like to fix it ASAP.
     
  20. Tomas1856

    Tomas1856

    Unity Technologies

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    We'll forward a message to our release management team, if they can do an exception.
     
  21. Gearmoon

    Gearmoon

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    thanks
     
  22. Tomas1856

    Tomas1856

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    I double checked and UnityDefaultAllocator code is path is disabled, so unless you're using '-systemallocator' command line argument, you shouldn't ever hit that stacktrace with 2019.4.15f and up
     
  23. babyhoya47

    babyhoya47

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    Jun 13, 2018
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    Has been resolved in Unity 2019.4.15?
    Currently, there are the same problems with Android 11, Galaxy S20+, and Unity 2019.3.5f.
    and When I reboot my device, it doesn't crush.
     
  24. Tomas1856

    Tomas1856

    Unity Technologies

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    Yes, this has been resolved in 2019.4.15f
     
    babyhoya47 likes this.
  25. wangsihao87

    wangsihao87

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    Sep 17, 2020
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    Unfortunately, We met this problem on 2017.4 lts. we reproduce it on Oneplus 8 Pro and Oneplus 8T with Android 11.
     

    Attached Files:

  26. UnityUser_21

    UnityUser_21

    Joined:
    Apr 18, 2019
    Posts:
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    Still receiving a lot of Android 11 crash reports with a header
    Native Crash - bool UnityDefaultAllocator<LowLevelAllocator>::AllocationPage<(RequestType)0>(void const*) const 
    with a build made with Unity LTS 2019.4.16f. They've multiple different stack traces and all include a log message "Using memoryadresses from more than 16GB of memory".
     

    Attached Files:

    • ex2.png
      ex2.png
      File size:
      130.4 KB
      Views:
      320
  27. Tomas1856

    Tomas1856

    Unity Technologies

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    What service reports this issue? If its Unity Cloud Diagnostics, there's a known issue where incorrect Unity version is used for reporting crashes, meaning it will report past crashes (saved on disk, but it will use sender app's Unity version).
     
  28. UnityUser_21

    UnityUser_21

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    Yes, it is Unity Cloud Diagnostics. This build we made with 2019.4.16f has its own new version number and the crashes are coming from that game version. Not all the players have updated to this newest version yet but the crash count is increasing towards the levels we are seeing with the previous version made with Unity 2019.4.11f1. So I'm still worried that this fix is not working properly.
     
  29. Tomas1856

    Tomas1856

    Unity Technologies

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    You should look at the Google Play's vitals, you're not the first person, how mentioned that the issue was apparently still reported via Unity Cloud Diagnostics, but after investigation, it appeared Unity Cloud Diagnostics was specifying incorrect Unity version and the memory allocator issue was indeed fixed.
     
  30. UnityUser_21

    UnityUser_21

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    Apr 18, 2019
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    Android vitals show very nice decrease in the crash rate so I'm starting to trust that the fix is actually working. Thank you for your help!
     
  31. DigitalBeach

    DigitalBeach

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    Jan 17, 2015
    Posts:
    37
    Tomas,
    We are seeing the same crash on Pixel and Galaxy phones. We upgraded to 2019.4.21f1 and are running minimum SDK 24. The error is "Using memory adresses from more than 16GB of memory" before a null reference exception.
     
  32. Tomas1856

    Tomas1856

    Unity Technologies

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    If you're seeing this in Unity Cloud Diagnostics, you can ignore it, since UCD sends crashes saved on disk, but uses Unity version of a sender app.
     
    isramoleqlar likes this.
  33. DigitalBeach

    DigitalBeach

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    Jan 17, 2015
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    I believe this is a direct crash on device. Not coming from diagnostics. But I will verify. The issue should be fixed in 2019.4.21f then as that is >.15, correct?
     
  34. DigitalBeach

    DigitalBeach

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    Jan 17, 2015
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    It is a direct crash on device in android studio. Here is the crash log though it is not that helpful it seems. It does mention ARCore which is being included in the project.
     

    Attached Files:

  35. Tomas1856

    Tomas1856

    Unity Technologies

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    You can see the Unity version in that dump, Version '2019.3.3f1 (7ceaae5f7503)', which is quite old.
    P.S This tombstone file was produced by Unity runtime.
     
  36. eladleb4

    eladleb4

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    Apr 25, 2016
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    Thanks for clarifying that!
    This post had us worried about updating to the latest LTS.
     
  37. Melnikovv

    Melnikovv

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    Oct 21, 2016
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    Just update to the Unity 2020.2. Devices with Android 11 crashed when loading an app (more specifically when loading scenes). Unity fixed this issue in the 2020.2 version
     
  38. unwshd_elend

    unwshd_elend

    Joined:
    Mar 21, 2019
    Posts:
    23
    Im currently on 2020.1.2f1 and I have this issue...
    Anyone know on which version it is 100% fixed ?
    I dont want to downgrade my project , so maybe 2021.1.11f1 ?
     
  39. WangAnny

    WangAnny

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    Jun 21, 2021
    Posts:
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    Dozens of players meet this problem everyday.This number will increase as we increase the number of servers.
    90% are Samsung users.Their operating system version number is Android 11.
    Our Unity version is 2017.4.39 . Please do not give up the 2017 version.


    Otherwise, I notice the release note of Unity 2020.1.14:
    If by some reason you want to revert to previous allocator, pass "-systemallocator" command line argument in UnityPlayerActivity updateUnityCommandLineArguments.
    ====> Are there any other risks to this operation?
     

    Attached Files:

  40. WangAnny

    WangAnny

    Joined:
    Jun 21, 2021
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    2
  41. unicornAnyu

    unicornAnyu

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    Dec 15, 2021
    Posts:
    1
    However I still encounter the same problem in 2019.4.9f1
     
  42. Tomas1856

    Tomas1856

    Unity Technologies

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    You need to update to higher version, 2019.4.9 is lower than 2019.4.15
     
  43. chenerli

    chenerli

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    Jan 6, 2018
    Posts:
    2
    Unfortunately, the same problem was encountered in our game. We are using Unity version 2017.4.40f.

    2022-01-07 09:14:52.879 22485-22563/? E/Unity: Using memoryadresses from more that 16GB of memory
    UnityEngine.JsonUtility:FromJson(String)
    Framework.ResourceManager:InitializeRC()
    Framework.ResourceManager:OnPatchInitialize()
    Framework.<CoStart>c__Iterator0:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    Streetball2.<Start>c__Iterator2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    [ line 120]
    (Filename: Line: 120)
     
  44. Tomas1856

    Tomas1856

    Unity Technologies

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    As stated here - https://forum.unity.com/threads/android-11-arm64-native-heap-allocator-issues.1047170/ 2017 is no longer supported, that's why it didn't receive the fix.
     
  45. canyon_gyh

    canyon_gyh

    Joined:
    Aug 15, 2018
    Posts:
    47
    How did you solve it???? I get the error 4 Android 11. Use Unity Version 2019-3-7f1



    Thanks,I will up verstion to 2019.4.15
     
    Last edited: May 10, 2022
  46. CandyLuna

    CandyLuna

    Joined:
    Nov 11, 2022
    Posts:
    3
    However I still encounter the same problem in 2021.3.11f1

    1
    #00 pc 00000000000a569c /apex/com.android.runtime/lib64/bionic/libc.so (tgkill+12) [arm64-v8a::ef11d8d2511bfd3cab1588a6cb2014bb]

    2
    #01 pc 0000000000cd9700 DebugStringToFilePostprocessedStacktrace(DebugStringToFileData const&) + 1188 [arm64-v8a]

    3
    #02 pc 0000000000cd9c7c DebugStringToFile(DebugStringToFileData const&) + 580 [arm64-v8a]

    4
    #03 pc 0000000000474f3c CachedReader::OutOfBoundsError(unsigned long, unsigned long) + 204 [arm64-v8a]

    5
    #04 pc 0000000000474d84 CachedReader::SetPosition(unsigned long) + 20 [arm64-v8a]

    6
    #05 pc 00000000005d5094 StreamedBinaryRead::TransferTypelessData(unsigned int, void*, int) + 48 [arm64-v8a]

    7
    #06 pc 00000000003b5754 void Texture2D::Transfer<StreamedBinaryRead>(StreamedBinaryRead&) + 1292 [arm64-v8a]

    8
    #07 pc 00000000005be900 SerializedFile::ReadObject(long, ObjectCreationMode, bool, TypeTree const**, bool*, Object&) + 704 [arm64-v8a]

    9
    #08 pc 00000000005bf730 PersistentManager::ReadAndActivateObjectThreaded(int, SerializedObjectIdentifier const&, SerializedFile*, bool, bool, PersistentManager::LockFlags) + 256 [arm64-v8a]

    10
    #09 pc 00000000005bf908 PersistentManager::LoadObjectsThreaded(int const*, int, LoadProgress&, bool, PersistentManager::LockFlags) + 380 [arm64-v8a]

    11
    #10 pc 00000000004650a8 LoadOperation::perform() + 152 [arm64-v8a]

    12
    #11 pc 000000000076b21c AssetBundleLoadAssetOperation::perform() + 556 [arm64-v8a]

    13
    #12 pc 000000000046780c PreloadManager::processSingleOperation() + 44 [arm64-v8a]

    14
    #13 pc 0000000000467648 PreloadManager::Run() + 116 [arm64-v8a]

    15
    #14 pc 00000000004675c4 PreloadManager::Run(void*) + 4 [arm64-v8a]

    16
    #15 pc 00000000005018c0 Thread::RunThreadWrapper(void*) + 216 [arm64-v8a]

    17
    #16 pc 00000000000ba5a8 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208) [arm64-v8a::ef11d8d2511bfd3cab1588a6cb2014bb]

    18
    #17 pc 0000000000053e9c /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68) [arm64-v8a::ef11d8d2511bfd3cab1588a6cb2014bb]


    19
    java:


    20
    [Failed to get Java stack]