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Android native crash in Playable::Handle()

Discussion in 'Universal Render Pipeline' started by Captain_Flaush, Feb 11, 2020.

  1. Captain_Flaush

    Captain_Flaush

    Joined:
    Apr 20, 2017
    Posts:
    65
    Hello,

    I have my game released in beta and some of my users (3 out of 70) experience native crashes with the following stack trace:
    I use URP with linear color space compiled with IL2CPP.

    0 libunity.so 0x00000000d7797692 Playable::Handle()
    1 libunity.so 0x00000000d77987f3 PreOrderPlayableTraverser::Traverse(DirectorVisitorInfo&)
    2 libunity.so 0x00000000d7798ed9 PreOrderPlayableTraverser::RecursiveVisit(DirectorVisitorInfo&, Playable*, float, PlayState, float, float, double, int)
    3 libunity.so 0x00000000d77988bf PreOrderPlayableTraverser::Traverse(DirectorVisitorInfo&)
    4 libunity.so 0x00000000d7798ed9 PreOrderPlayableTraverser::RecursiveVisit(DirectorVisitorInfo&, Playable*, float, PlayState, float, float, double, int)
    5 libunity.so 0x00000000d77988bf PreOrderPlayableTraverser::Traverse(DirectorVisitorInfo&)
    6 libunity.so 0x00000000d7798ed9 PreOrderPlayableTraverser::RecursiveVisit(DirectorVisitorInfo&, Playable*, float, PlayState, float, float, double, int)
    7 libunity.so 0x00000000d77988bf PreOrderPlayableTraverser::Traverse(DirectorVisitorInfo&)
    8 libunity.so 0x00000000d7798ed9 PreOrderPlayableTraverser::RecursiveVisit(DirectorVisitorInfo&, Playable*, float, PlayState, float, float, double, int)
    9 libunity.so 0x00000000d77988bf PreOrderPlayableTraverser::Traverse(DirectorVisitorInfo&)
    10 libunity.so 0x00000000d7798701 PlayableOutput::prepareTraverse(FrameData const&, int)
    11 libunity.so 0x00000000d7799c7d PlayableGraph::prepareFrame(PrepareFrameType, double, unsigned long long, unsigned int, DirectorThreadContext)
    12 libunity.so 0x00000000d779a03f PrepareFrameJobFunc(PrepareFrameJob*, unsigned int)
    13 libunity.so 0x00000000d771d287 JobQueue::Exec(JobInfo*, int, int)
    14 libunity.so 0x00000000d771dc1f JobQueue::WaitForJobGroupID(JobGroupID, JobQueue::JobQueueWorkStealFlags)
    15 libunity.so 0x00000000d771c735 CompleteFenceInternal(JobFence&, WorkStealFlags)
    16 libunity.so 0x00000000d7799ec5 DirectorManager::ExecutePrepareFrames(DirectorStage)
    17 libunity.so 0x00000000d779a4a3 DirectorManager::ExecuteStage(DirectorStage)
    18 libunity.so 0x00000000d7737227 ExecutePlayerLoop(NativePlayerLoopSystem*)
    19 libunity.so 0x00000000d7737243 ExecutePlayerLoop(NativePlayerLoopSystem*)
    20 libunity.so 0x00000000d77373cd PlayerLoop()
    21 libunity.so 0x00000000d77edd69 UnityPlayerLoop()
    22 libunity.so 0x00000000d77fb745 nativeRender(_JNIEnv*, _jobject*)
    23 base.odex 0x00000000d917bb63 <system symbols missing>

    Unity version: 2019.3.0f5

    Devices:
    Device
    samsung/SM-J737T1/j7topltemtr

    OS Version
    Android OS 9 / API-28 (PPR1.180610.011/J737T1UVS6BSK1)

    CPU
    ARM64 FP ASIMD AES

    GFX
    Mali-T830

    Device
    samsung/SM-A102U/a10e

    OS Version
    Android OS 9 / API-28 (PPR1.180610.011/A102USQS4ASK4)

    CPU
    ARM64 FP ASIMD AES

    GFX
    Mali-G71

    Device

    Google/Pixel 3/blueline

    OS Version
    Android OS 10 / API-29 (QQ1A.200205.002/6084386)

    CPU
    ARM64 FP ASIMD AES

    GFX
    Adreno (TM) 630

    Are you aware of this issue?
    Is there any fix incoming ?

    Thanks!
     
  2. Elvar_Orn

    Elvar_Orn

    Unity Technologies

    Joined:
    Dec 9, 2019
    Posts:
    162
    Hey,
    Not sure if this is known, doesn't seem to be URP related, but please file a bug report for us so we can take a look.
     
  3. Captain_Flaush

    Captain_Flaush

    Joined:
    Apr 20, 2017
    Posts:
    65
    Hello,

    Crash report submitted.
    The crash reproduced on 2019.3.2f1 as well.