Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

android app crashes at start up in 2019.3 ad 2020

Discussion in 'Android' started by entropicjoey1, Sep 23, 2019.

  1. entropicjoey1

    entropicjoey1

    Joined:
    Jun 1, 2014
    Posts:
    26
    everything was working fine with my app until i updated unity from 2019.2 to 2019.3b, (also tried 2020) which i need to do to use an asset i need (has terrain holes implemented), i know its not the asset because i removed it entirely from project and im still getting the crash,but i dont know how to read the logcat or stack trace i am provided with, it seems to be in lib and mentions null pointer reference, is there any one familiar with this error? or is there any one who can help me decipher this issue

    Code (CSharp):
    1. *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. Version '2020.1.0a3 (a37e4d4d532f)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    3. Build fingerprint: 'samsung/starqlteue/starqlteue:8.0.0/R16NW/G960U1UEU1ARBG:user/release-keys'
    4. Revision: '14'
    5. ABI: 'arm64'
    6. Timestamp: 2019-09-22 21:47:25-0400
    7. pid: 32468, tid: 32528, name: UnityMain  >>> com.entropicjoey.polyma3 <<<
    8. uid: 10220
    9. signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xa8
    10. Cause: null pointer dereference
    11.     x0  0000000000000000  x1  00000077fb0d70f0  x2  00000077fb0d712c  x3  0000000000000001
    12.     x4  00000077eccba4e4  x5  0000000000000000  x6  00000011abababab  x7  0000000000000041
    13.     x8  00000078723f3000  x9  000000000010fc10  x10 0000000000000088  x11 000000000200e010
    14.     x12 0000000000000000  x13 0000000000000020  x14 000000006f10f178  x15 0000000000033b88
    15.     x16 0000000080000001  x17 0000000080000003  x18 0000000000000005  x19 00000077fb0d70f0
    16.     x20 00000077ed6a9528  x21 00000000000069e0  x22 00000077ed6ac858  x23 0000000000000222
    17.     x24 00000078723682a8  x25 00000000000000ff  x26 0000000000000000  x27 0000000000000000
    18.     x28 0000000000000001  x29 00000078712e5f68
    19.     sp  00000078712e5b80  lr  0000007871877c80  pc  000000787186ea74
    20. backtrace:
    21.       #00 pc 000000000052da74  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    22.       #01 pc 0000000000536c7c  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    23.       #02 pc 0000000000536cd8  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    24.       #03 pc 00000000003616c4  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    25.       #04 pc 0000000000361588  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    26.       #05 pc 00000000003614ec  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    27.       #06 pc 000000000028fca0  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    28.       #07 pc 000000000028fcfc  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    29.       #08 pc 000000000028fa0c  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    30.       #09 pc 000000000028faa4  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    31.       #10 pc 000000000028f7b4  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    32.       #11 pc 00000000002903e8  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    33.       #12 pc 0000000000290928  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    34.       #13 pc 000000000037ecb0  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    35.       #14 pc 00000000003914dc  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/lib/arm64/libunity.so (BuildId: afce3bfa50d7118d495817418994e8c8407048cc)
    36.       #15 pc 0000000000013efc  /data/app/com.entropicjoey.polyma3-IvGiVuPNAwE-u68guFhJ3g==/oat/arm64/base.odex
     
  2. kaarloew

    kaarloew

    Joined:
    Nov 1, 2018
    Posts:
    360
    Do a debug build. With release builds it is much harder to get info about the crashes.
     
    entropicjoey1 likes this.
  3. entropicjoey1

    entropicjoey1

    Joined:
    Jun 1, 2014
    Posts:
    26
    thank you i will do that ^^ i got this to go away but it did randomly reappear but i fixed it again not sure what fixed it though, so next time it comes back ill debug build and share what the cause was
     
  4. Brady

    Brady

    Joined:
    Sep 25, 2008
    Posts:
    2,472
    I'm having what sounds like the same issue with 2019.3.0.f3 with URP 7.1.8 running on Oculus Quest. Here are dumps from LogCat with a debug build.

    First I get a bunch of these warnings sporadically a few seconds before the crash:
    Code (csharp):
    1.  
    2. 2020/02/17 22:39:35.622 6963 7022 Warn VrApi FrameIndex = 25731, LatestRetiredFrameIndex = 25728, waited for 25 msec for frame to retire
    3. 2020/02/17 22:39:35.652 6963 7064 Warn VrRuntimeClient FenceChecker: wait timed out after 100 msec
    4. 2020/02/17 22:39:35.666 6963 7022 Warn VrApi FrameIndex = 25731, LatestRetiredFrameIndex = 25728, waited for 51 msec for frame to retire
    5. 2020/02/17 22:39:35.710 6963 7022 Warn VrApi FrameIndex = 25731, LatestRetiredFrameIndex = 25728, waited for 76 msec for frame to retire
    6. 2020/02/17 22:39:35.753 6963 7064 Warn VrRuntimeClient FenceChecker: wait timed out after 100 msec
    7. 2020/02/17 22:39:35.753 6963 7022 Warn VrApi FrameIndex = 25731, LatestRetiredFrameIndex = 25728, waited for 102 msec for frame to retire
    8. 2020/02/17 22:39:35.797 6963 7063 Info VrApi FPS=72,Prd=45ms,Tear=0,Early=35,Stale=0,VSnc=1,Lat=1,Fov=4,CPU4/GPU=2/5,1651/710MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=1804MHz,Free=1127MB,PSM=0,PLS=0,Temp=27.0C/0.0C,TW=1.95ms,App=12.50ms,GD=0.42ms,CPU&GPU=17.86ms,LCnt=1,GPU%=0.93,CPU%=0.41(W0.47),DSF=1.00
    9. 2020/02/17 22:39:35.831 6963 7022 Warn VrApi FrameIndex = 25732, LatestRetiredFrameIndex = 25729, waited for 25 msec for frame to retire
    10. 2020/02/17 22:39:35.875 6963 7022 Warn VrApi FrameIndex = 25732, LatestRetiredFrameIndex = 25729, waited for 51 msec for frame to retire
    11. 2020/02/17 22:39:35.882 6963 7064 Warn VrRuntimeClient FenceChecker: wait timed out after 100 msec
    12. 2020/02/17 22:39:35.942 6963 7022 Warn VrApi FrameIndex = 25733, LatestRetiredFrameIndex = 25730, waited for 25 msec for frame to retire
    13. 2020/02/17 22:39:35.983 6963 7064 Warn VrRuntimeClient FenceChecker: wait timed out after 100 msec
    14. 2020/02/17 22:39:36.026 6963 7022 Warn VrApi FrameIndex = 25734, LatestRetiredFrameIndex = 25731, waited for 25 msec for frame to retire
    15. 2020/02/17 22:39:36.069 6963 7022 Warn VrApi FrameIndex = 25734, LatestRetiredFrameIndex = 25731, waited for 51 msec for frame to retire
    16. 2020/02/17 22:39:36.082 6963 7064 Warn VrRuntimeClient FenceChecker: wait timed out after 100 msec
    17. 2020/02/17 22:39:36.113 6963 7022 Warn VrApi FrameIndex = 25734, LatestRetiredFrameIndex = 25731, waited for 76 msec for frame to retire
    18. 2020/02/17 22:39:36.156 6963 7022 Warn VrApi FrameIndex = 25734, LatestRetiredFrameIndex = 25731, waited for 102 msec for frame to retire
    19. 2020/02/17 22:39:36.262 6963 7022 Warn VrApi FrameIndex = 25736, LatestRetiredFrameIndex = 25733, waited for 25 msec for frame to retire
    20. 2020/02/17 22:39:36.292 6963 7064 Warn VrRuntimeClient FenceChecker: wait timed out after 100 msec
    21. 2020/02/17 22:39:36.306 6963 7022 Warn VrApi FrameIndex = 25736, LatestRetiredFrameIndex = 25733, waited for 51 msec for frame to retire
    22. 2020/02/17 22:39:36.350 6963 7022 Warn VrApi FrameIndex = 25736, LatestRetiredFrameIndex = 25733, waited for 76 msec for frame to retire
    23. 2020/02/17 22:39:36.392 6963 7064 Warn VrRuntimeClient FenceChecker: wait timed out after 100 msec
    24. 2020/02/17 22:39:36.409 6963 7022 Warn Adreno-GSL <gsl_ldd_control:549>: ioctl fd 54 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
    25. 2020/02/17 22:39:36.409 6963 7022 Warn Adreno-GSL <log_gpu_snapshot:458>: panel.gpuSnapshotPath is not set.not generating user snapshot
    26.  
    And then I finally get the crash:
    Code (csharp):
    1.  
    2. 2020/02/17 22:40:05.759 6963 7022 Warn Adreno-GSL <gsl_ldd_control:549>: ioctl fd 54 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
    3. 2020/02/17 22:40:05.759 6963 7022 Warn Adreno-GSL <log_gpu_snapshot:458>: panel.gpuSnapshotPath is not set.not generating user snapshot
    4. 2020/02/17 22:40:05.800 6963 7063 Info VrApi FPS=72,Prd=45ms,Tear=0,Early=0,Stale=0,VSnc=1,Lat=1,Fov=4,CPU4/GPU=2/4,1651/670MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=1804MHz,Free=1125MB,PSM=0,PLS=0,Temp=27.0C/0.0C,TW=1.56ms,App=11.20ms,GD=0.00ms,CPU&GPU=15.73ms,LCnt=1,GPU%=0.80,CPU%=0.43(W0.52),DSF=1.00
    5. 2020/02/17 22:40:06.329 6963 6963 Debug OVRPlugin nativeBatteryEvent(2, 100, 280)
    6. 2020/02/17 22:40:06.802 6963 7063 Info VrApi FPS=72,Prd=45ms,Tear=0,Early=0,Stale=0,VSnc=1,Lat=1,Fov=4,CPU4/GPU=2/4,1958/515MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=1804MHz,Free=1120MB,PSM=0,PLS=0,Temp=27.0C/0.0C,TW=1.65ms,App=11.22ms,GD=0.00ms,CPU&GPU=16.13ms,LCnt=1,GPU%=0.00,CPU%=0.44(W0.50),DSF=1.00
    7. 2020/02/17 22:40:07.222 6963 7022 Warn Adreno-GSL <gsl_ldd_control:549>: ioctl fd 54 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
    8. 2020/02/17 22:40:07.222 6963 7022 Warn Adreno-GSL <log_gpu_snapshot:458>: panel.gpuSnapshotPath is not set.not generating user snapshot
    9. 2020/02/17 22:40:07.231 6963 7022 Debug Unity NativeCrashSerializer::EndReport() Success!
    10. 2020/02/17 22:40:07.255 6963 7022 Error CRASH *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    11. 2020/02/17 22:40:07.255 6963 7022 Error CRASH Version '2019.3.0f3 (6c9e2bfd6f81)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    12. 2020/02/17 22:40:07.255 6963 7022 Error CRASH Build fingerprint: 'oculus/vr_monterey/monterey:7.1.1/NGI77B/456680.26060.0:user/release-keys'
    13. 2020/02/17 22:40:07.255 6963 7022 Error CRASH Revision: '0'
    14. 2020/02/17 22:40:07.255 6963 7022 Error CRASH ABI: 'arm64'
    15. 2020/02/17 22:40:07.255 6963 7022 Error CRASH Timestamp: 2020-02-17 22:40:07+0000
    16. 2020/02/17 22:40:07.255 6963 7022 Error CRASH pid: 6963, tid: 7022, name: Thread-4  >>> com.KinemotikStudios.AudioTripQuest <<<
    17. 2020/02/17 22:40:07.255 6963 7022 Error CRASH uid: 10078
    18. 2020/02/17 22:40:07.255 6963 7022 Error CRASH signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    19. 2020/02/17 22:40:07.255 6963 7022 Error CRASH Cause: null pointer dereference
    20. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x0  0000000000000000  x1  0000000000000000  x2  0000000000002ac0  x3  0000000000000004
    21. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x4  0000000000000000  x5  0000000000000040  x6  000000000000003f  x7  0000000000000000
    22. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x8  0000000000000000  x9  0000000000000004  x10 0000000000001190  x11 0000000000000000
    23. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x12 0000000000000005  x13 00000000000000a1  x14 0000000000000048  x15 0000007fb444e810
    24. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x16 0000007f9869e1f0  x17 0000007fb4385f40  x18 0000000000000047  x19 0000007f91b7e188
    25. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x20 0000000000000994  x21 0000000000000002  x22 0000000000002b00  x23 0000000000000000
    26. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x24 0000000000008f37  x25 0000007f981ee960  x26 0000007f98745000  x27 0000007f91b7e188
    27. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     x28 0000007f92732310  x29 0000007f2e9ff2a0
    28. 2020/02/17 22:40:07.255 6963 7022 Error CRASH     sp  0000007f2e9feed0  lr  0000007f97533e64  pc  0000007fb43860a8
    29. 2020/02/17 22:40:07.255 6963 7022 Error CRASH
    30. 2020/02/17 22:40:07.255 6963 7022 Error CRASH backtrace:
    31. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #00 pc 000000000001b0a8  /system/lib64/libc.so (memset+360) (BuildId: 0d82b5085cc8358649be6ff5d14ed691)
    32. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #01 pc 00000000007e8e60  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (ApiGLES::ClearBufferSubData(unsigned int, gl::BufferTarget, long, long)+168) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    33. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #02 pc 0000000000f4fc14  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (BufferManagerGLES::AcquireBuffer(unsigned long, DataBufferGLES::BufferUsage, bool)+620) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    34. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #03 pc 00000000007dc8b0  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (BufferGLES::EnsureBuffer(DataBufferGLES*&, unsigned long, DataBufferGLES::BufferUsage)+108) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    35. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #04 pc 00000000007d632c  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (GfxDeviceGLES::SetComputeBufferData(GfxBuffer*, void const*, unsigned long, unsigned long)+140) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    36. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #05 pc 00000000009cae5c  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (GfxDevice::UpdateComputeSkinPoseBuffer(GfxBuffer*, MatrixArrayJobOutput*)+88) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    37. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #06 pc 0000000000e012e4  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&)+20584) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    38. 2020/02/17 22:40:07.255 6963 7022 Error CRASH       #07 pc 0000000000e04800  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (GfxDeviceWorker::RunExt(ThreadedStreamBuffer&)+40) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    39. 2020/02/17 22:40:07.256 6963 7022 Error CRASH       #08 pc 0000000000e047cc  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (GfxDeviceWorker::Run()+136) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    40. 2020/02/17 22:40:07.256 6963 7022 Error CRASH       #09 pc 0000000000dfc0b8  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (GfxDeviceWorker::RunGfxDeviceWorker(void*)+4) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    41. 2020/02/17 22:40:07.256 6963 7022 Error CRASH       #10 pc 000000000066ed08  /data/app/com.KinemotikStudios.AudioTripQuest-1/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*)+512) (BuildId: 5cf280cfbf5765e054475abe7d10086cb38dd0fb) (Addr2Line failure)
    42. 2020/02/17 22:40:07.256 6963 7022 Error CRASH       #11 pc 0000000000076454  /system/lib64/libc.so (__pthread_start(void*)+204) (BuildId: 0d82b5085cc8358649be6ff5d14ed691)
    43. 2020/02/17 22:40:07.256 6963 7022 Error CRASH       #12 pc 000000000001e204  /system/lib64/libc.so (__start_thread+16) (BuildId: 0d82b5085cc8358649be6ff5d14ed691)
    44.  
     
    Last edited: Feb 17, 2020
    dirty-rectangle likes this.
  5. kaarloew

    kaarloew

    Joined:
    Nov 1, 2018
    Posts:
    360
    I would guess it is either GPU drive bug, or Unity bug. You can most likely avoid it by disabling OpenGL ES targets from your build and using Vulkan instead.
     
    entropicjoey1 likes this.
  6. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,446
    Vulkan is not release ready yet and still has bugs in 2019.3 and it doesn't even work in 2020.1
     
    entropicjoey1 likes this.
  7. Brady

    Brady

    Joined:
    Sep 25, 2008
    Posts:
    2,472
    I've tried everything else -- toggling multi-threaded rendering, graphics jobs, IL2CPP/Mono, Compute Skinning, stripping/no-stripping... Basically everything but reverting back to the built-in pipeline. I finally did a Vulkan build with multi-pass, and while it had some definite show-stopping bugs, it never crashed. So I think you may be onto something, @kaarloew. But unfortunately, I'm not sure there's a way to make Vulkan work for my project in its current state.

    I guess my next step is to have to find a reliable repro of the crash in a simple test case that I can send as a bug report.
     
  8. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,446
    Multi-Pass will definitely overshoot your performance gains from moving to URP and Vulkan unfortunately also. Unless VulkanM works which it apparently does on the latest full release of 2019.3, are you using that?

    Also use URP 7.2.0 which should be standard verified for that release
     
  9. Brady

    Brady

    Joined:
    Sep 25, 2008
    Posts:
    2,472
    I'm watching the progress bar upgrade my project to 2019.3.0f6 as I type. :D I had upgraded it once before, and stepped up to 7.2.0, but that didn't fix the problem while using GLES3. I didn't try it with Vulkan, which is what I'm going to do now. But I suspect I'm also going to have to change to the new XR Manager (which breaks my support for SteamVR, so I'll have to fork my project). Finger crossed that somehow Vulkan won't be a total S*** show once this upgrade is done.
     
    ROBYER1 likes this.
  10. Brady

    Brady

    Joined:
    Sep 25, 2008
    Posts:
    2,472
    So I narrowed it down and my best guess is that it was being caused by the presence of a CanvasRenderer component on the same GameObject as a TextMeshPro (not a TextMeshProGUI, which was probably on there a long time ago and was replaced by a regular TextMeshPro). For some reason, this meant that simply assigning a static string to the text of the TMPro would eventually result in a crash over time, but only on GLES3, not Vulkan. And only on Android. And this string assignment was only happening maybe once every 10 seconds at most. So definitely not due to some kind of excessive allocations or something. Not knowing exactly what was causing the problem, I just recreated the GameObject from scratch, leaving off the CanvasRenderer this time of course, and that seemed to solve the crashes.

    I hope that helps someone out there.
     
    SkyLimitStudio, URPian and ROBYER1 like this.
  11. URPian

    URPian

    Joined:
    Aug 13, 2012
    Posts:
    33
    Hello, dear devs,

    I'm having this issue on
    - Redmi's 7A with Android 9 / MIUI Global 11.0.4.
    - OnePlus X with custom ROM Android 9
    with
    Unity 2019.3.7f1
    URP 7.

    E/CRASH(x): pid: x, tid: x, name: UnityGfxDeviceW
    E/CRASH(x): #01 pc 0051600c /data/app/com.APP==/lib/arm/libunity.so


    The crash takes place when the loading has completed to 83%.

    But this works flawlessly on BlueStacks with Android 7

    Please guide
     
    Last edited: Apr 7, 2020
  12. URPian

    URPian

    Joined:
    Aug 13, 2012
    Posts:
    33
    If this helps someone,

    I removed Vulkan and only have OpenGLES3 as the sole GraphicsAPI in the android build.
    The scene now loads up and is playable.
     
    Last edited: Apr 9, 2020
  13. LemanColt

    LemanColt

    Joined:
    Oct 17, 2014
    Posts:
    15
    We are getting GLES related crash reports from OnePlus 6, 6T, 7, 7T and 7TPro.
    Game is based on Unity 2019.2.17.

    We have been digging into this for several days now without understanding why. Anyone else who has seen and solved these kind of problems?

    Native StackTrace:

    Thread 0 (crashed)
    0 libunity.so 0x0000007910b0730c CrashReporting::Android::SignalHandler(int, siginfo*, void*) (CrashReporter.cpp:354)
    1 libunity.so 0x0000007910e99c6c NativeRuntimeException::signal_handler(int, siginfo*, void*) (NativeRuntimeException.cpp:757)
    2 app_process64 0x0000005f669eddcc <system symbols missing>
    3 [vdso] 0x0000007a134bf690 <system symbols missing>
    4 libc.so 0x0000007a0d789494 <system symbols missing>
    5 libunity.so 0x0000007910f4ae24 ApiGLES::ClearBufferSubData(unsigned int, gl::BufferTarget, long, long) (ApiGLES.cpp:2288)
    6 libunity.so 0x0000007910f2c714 BufferManagerGLES::AcquireBuffer(unsigned long, DataBufferGLES::BufferUsage, bool) (DataBuffersGLES.cpp:344)
    7 libunity.so 0x0000007910f2ba3c BufferGLES::EnsureBuffer(DataBufferGLES*&, unsigned long, DataBufferGLES::BufferUsage) (BuffersGLES.h:224)
    8 libunity.so 0x0000007910f39764 GfxDeviceGLES::SetComputeBufferData(GfxBuffer*, void const*, unsigned long, unsigned long) (BuffersGLES.h:44)
    9 libunity.so 0x00000079110a6f6c GfxDevice::UpdateComputeSkinPoseBuffer(GfxBuffer*, MatrixArrayJobOutput*) (SharedObject.h:167)
    10 libunity.so 0x0000007910c217f4 GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) (GfxDeviceWorker.cpp:0)
    11 libunity.so 0x0000007910c225b4 GfxDeviceWorker::RunExt(ThreadedStreamBuffer&) (GfxDeviceWorker.cpp:528)
    12 libunity.so 0x0000007910c1b048 GfxDeviceWorker::RunGfxDeviceWorker(void*) (GfxDeviceWorker.cpp:492)
    13 libunity.so 0x0000007910de8a84 Thread::RunThreadWrapper(void*) (Thread.cpp:81)
    14 libc.so 0x0000007a0d7f0894 <system symbols missing>
    15 libc.so 0x0000007a0d78eb70 <system symbols missing>
    16 . 0x0000000000000000 <unknown>
     
  14. peterlebek

    peterlebek

    Joined:
    Nov 13, 2015
    Posts:
    3
    Did this work out for you? We're seeing the same crash (also Quest), and I'm wondering if it's worth scanning our entire project for this situation.
     
  15. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,064
    And yet it was released in Unity 5.6 : https://blogs.unity3d.com/2017/03/31/5-6-is-now-available-and-completes-the-unity-5-cycle/
    It wasn't even a preview.

    Then over the years it has regressed to the point where it doesn't work any more, or even if it does it's slower than gles.
     
  16. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,446
    I myself cannot give a full proper update like the XR Graphics team at unity can but in a nutshell Vulkan isn't ready due to a need to rework some of the way shaders work. Also it gives more control which is good in some ways for optimisation but it seems to be a great deal of work for them to go through and has a proven that a lot can go wrong in that area.
     
  17. Brady

    Brady

    Joined:
    Sep 25, 2008
    Posts:
    2,472
    It definitely put a stop to the crashes.
     
  18. unity_dIW6iDDt-m2x-Q

    unity_dIW6iDDt-m2x-Q

    Joined:
    Aug 13, 2019
    Posts:
    1
    Hi LemanColt, where you able to find the issue? Iv am having the same crashes, it seems to me to be related to GPU skinning in some devices, specially if they have OS 8 or 8.1.
     
  19. mutaphysis_ff

    mutaphysis_ff

    Joined:
    Jul 5, 2017
    Posts:
    1
    We ran into the same crashes, not sure if this will solve it for us, but kudos for tracking this down, @Brady .

    I wrote a small script that finds theses Canvas/TextMeshPro problems and removes the canvas renderer, maybe it will help some of you.

    Code (CSharp):
    1.  
    2. using System.Linq;
    3. using TMPro;
    4. using UnityEditor;
    5. using UnityEngine;
    6.  
    7. namespace ff.common
    8. {
    9.     public class FindTmpConfusedCanvas : MonoBehaviour
    10.     {
    11.  
    12.         [MenuItem("Framefield/Repair/FindWeirdTmpCanvasMeshRenderer")]
    13.         public static void FindEm()
    14.         {
    15.             var canvasRenderers = FindObjectsOfType<CanvasRenderer>().Select(cr => cr.gameObject);
    16.             var textMeshPros = FindObjectsOfType<TextMeshPro>().Select(tmp => tmp.gameObject);
    17.             var dupes = canvasRenderers.Intersect(textMeshPros).Distinct();
    18.  
    19.             foreach (var dupe in dupes)
    20.             {
    21.                 Debug.LogWarning($"Found TextMeshPro & CanvasRenderer on {dupe}", dupe);
    22.             }
    23.         }
    24.  
    25.         [MenuItem("Framefield/Repair/RepairWeirdTmpCanvasMeshRendererInSelection")]
    26.         public static void RepairEm()
    27.         {
    28.             var canvasRenderers = Selection.gameObjects.SelectMany(go => go.GetComponentsInChildren<CanvasRenderer>(true)).Select(cr => cr.gameObject).Distinct();
    29.             var textMeshPros = Selection.gameObjects.SelectMany(go => go.GetComponentsInChildren<TextMeshPro>(true)).Select(tmp => tmp.gameObject).Distinct();
    30.  
    31.             var dupes = canvasRenderers.Intersect(textMeshPros).Distinct();
    32.  
    33.             foreach (var dupe in dupes)
    34.             {
    35.                 var cr = dupe.GetComponent<CanvasRenderer>();
    36.                 if (cr)
    37.                 {
    38.                     Undo.DestroyObjectImmediate(cr);
    39.                 }
    40.             }
    41.         }
    42.     }
    43.  
    44. }
    45.  
     
    Brady and peterlebek like this.
  20. entropicjoey1

    entropicjoey1

    Joined:
    Jun 1, 2014
    Posts:
    26
    thanks for all the input!