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Question Any help to hunt down a cloud build crashing on iOS

Discussion in 'Unity Build Automation' started by grllle, Oct 22, 2021.

  1. grllle

    grllle

    Joined:
    May 4, 2015
    Posts:
    28
    Hi there community!

    I'm struggling to get a running build out of the unity cloud...and i'm out of ideas. I would graeatly appreciate if somebody could guide me in some direction:

    Unity ver: 2020.3.21 (locally), 2020.3.20 (cloud)
    Xcode ver: 12.4.0
    via GitHub

    Building the project locally, it's running just fine.
    Building in the cloud finishes successfully but crashes after the splash screen afte being deployed on several test devices via appcenter.

    I tried to symbolicate the crash log, using the described way in the forum and on the support pages but without luck.
    The crash log begins like this:
    Code (csharp):
    1.  
    2. Exception Type:  EXC_BREAKPOINT (SIGTRAP)
    3. Exception Codes: 0x0000000000000001, 0x000000010601c220
    4. Triggered by Thread:  0
    5.  
    6. Thread 0 name:  Dispatch queue: com.apple.main-thread
    7. Thread 0 Crashed:
    8. 0   UnityFramework                    0x000000010601c220 0x106000000 + 115232
    9. 1   UnityFramework                    0x0000000106675d90 0x106000000 + 6774160
    10. 2   UnityFramework                    0x0000000107b89fec 0x106000000 + 28876780
    11.  
    Diagnostics aren't showing any crashes.

    As i said - i don't know enough for further investigations so i'm thankful for every comment.

    Thanks,
    grIIIe
     
    Last edited: Oct 22, 2021
  2. grllle

    grllle

    Joined:
    May 4, 2015
    Posts:
    28
    I managed to get the symbolized logs but now i have a hard time to interpret them. Maybe now somebody can give me a hint?

    Code (CSharp):
    1. Exception Type:  EXC_BREAKPOINT (SIGTRAP)
    2. Exception Codes: 0x0000000000000001, 0x000000010601df9c
    3. Triggered by Thread:  0
    4.  
    5. Thread 0 name:  Dispatch queue: com.apple.main-thread
    6. Thread 0 Crashed:
    7. 0   UnityFramework                    0x000000010601df9c CrashedCheckBelowForHintsWhy + 122780 (CrashReporter.mm:116)
    8. 1   UnityFramework                    0x000000010664c530 UnhandledExceptionHandler_CUSTOM_iOSNativeUnhandledExceptionHandler(ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeStringPtrOpaque*) + 6604080 (CoreBindings.gen.cpp:54493)
    9. 2   UnityFramework                    0x0000000107b67980 UnhandledExceptionEventHandler_Invoke_m264B2BFD58CA0F81C3FA918744EDC87AD19F6E2A + 28735872 (mscorlib18.cpp:38111)
    10. 3   UnityFramework                    0x00000001060720f0 RuntimeInvoker_TrueVoid_t700C6383A2A510C2CF4DD86DABD5CA9FF70ADAC5_RuntimeObject_RuntimeObject(void (*)(), MethodInfo const*, void*, void**) + 467184 (Il2CppInvokerTable.cpp:69529)
    11. 4   UnityFramework                    0x0000000106d88b48 il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 14191432 (Runtime.cpp:576)
    12. 5   UnityFramework                    0x0000000106d8948c il2cpp::vm::Runtime::CallUnhandledExceptionDelegate(Il2CppDomain*, Il2CppDelegate*, Il2CppException*) + 14193804 (Runtime.cpp:811)
    13. 6   UnityFramework                    0x0000000106d8941c il2cpp::vm::Runtime::UnhandledException(Il2CppException*) + 14193692 (Runtime.cpp:669)
    14. 7   UnityFramework                    0x0000000106da4790 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 14305168 (.cold.1) + 32
    15. 8   UnityFramework                    0x00000001065d7b48 ScriptingInvocation::ScriptingInvocation(ScriptingMethodPtr) + 6126408 (ScriptingInvocation.cpp:29)
    16. 9   UnityFramework                    0x00000001065d9b20 ScriptingInvocation::InvokeChecked(ScriptingExceptionPtr*) + 6134560 (ScriptingInvocation.cpp:122)
    17. 10  UnityFramework                    0x0000000106617280 SerializableManagedRef::CallMethod(Object&, ScriptingMethodPtr) + 6386304 (SerializableManagedRef.cpp:570)
    18. 11  UnityFramework                    0x00000001065e6eec MonoBehaviour::CallAwake() + 6188780 (MonoBehaviour.cpp:1335)
    19. 12  UnityFramework                    0x00000001065e7318 MonoBehaviour::AddToManager() + 6189848 (MonoBehaviour.cpp:1440)
    20. 13  UnityFramework                    0x00000001065e6e48 MonoBehaviour::AwakeFromLoad(AwakeFromLoadMode) + 6188616 (MonoBehaviour.cpp:1319)
    21. 14  UnityFramework                    0x00000001066292fc AwakeFromLoadQueue::InvokeAwakeFromLoad(AwakeFromLoadQueue::Item*, unsigned int, AwakeFromLoadMode) + 6460156 (AwakeFromLoadQueue.cpp:551)
    22. 15  UnityFramework                    0x00000001066291bc AwakeFromLoadQueue::AwakeFromLoad(AwakeFromLoadMode, bool) + 6459836 (AwakeFromLoadQueue.cpp:368)
    23. 16  UnityFramework                    0x000000010638af18 GameObject::ActivateAwakeRecursively(DeactivateOperation) + 3714840 (AwakeFromLoadQueue.h:0)
    24. 17  UnityFramework                    0x000000010664a598 GameObject_CUSTOM_SetActive(ScriptingBackendNativeObjectPtrOpaque*, unsigned char) + 6595992 (CoreBindings.gen.cpp:53174)
    25.  
     
  3. tonemcbride

    tonemcbride

    Joined:
    Sep 7, 2010
    Posts:
    1,089
    Have you tried a development build or is that what you're already running? I'd also not recommend doing a cloud build on an older version of Unity than your project is on. Although the minor editor increments don't change much you could have assets that have been saved in the more recent version and that could cause some kind of parsing failure on the older version of Unity that you're using on the cloud build.

    To rule out any issues with your own code I would create a new startup scene with a simple camera (with a coloured background) and make that the only scene that's in the build settings. If that doesn't work then at least you know it's not related to your code or other assets.