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Crash in IOS build

Discussion in 'Editor & General Support' started by Surender, Jan 15, 2014.

  1. Surender

    Surender

    Joined:
    Jan 15, 2014
    Posts:
    1
    Hi frnds,

    Im getting a crash while playing the game.Below is the crash report from crashlytics.Please help me guys to fix this..


    Thread 0: Crashed: com.apple.main-thread
    0x01ee23c0 AnimationCurveTpl<Quaternionf>::EvaluateClamp(float) const (AnimationCurve.cpp:450)
    0x01ec5e14 Animation::BlendOptimized() (Animation.cpp:1065)
    0x01ec5e14 Animation::BlendOptimized() (Animation.cpp:1065)
    0x01ec749c Animation::SampleInternal() (Animation.cpp:1764)
    0x01ec77b4 Animation::UpdateAnimationInternal(double) (MemoryMacros.h:1976)
    0x01ec71f8 Animation::UpdateAnimation(double) (Animation.cpp:1783)
    0x01ee6064 AnimationManager::Update() (AnimationManager.cpp:43)
    0x02092ddc PlayerLoop(bool, bool, IHookEvent*) (DeprecatedFrameStatsProfiler.cpp:1867)
    0x01e39f1c UnityPlayerLoop() (LibEntryPoint.mm:377)
    0x01df1f88 -[UnityAppController repaintDisplayLink] (UnityAppController.mm:286)
    10 QuartzCore 0x330e2f2f CA::Display::DisplayLinkItem::dispatch() + 98
    11 QuartzCore 0x330e2cd9 CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 344
    12 IOMobileFramebuffer 0x35cd476d IOMobileFramebufferVsyncNotifyFunc + 104
    13 IOKit 0x31979d05 IODispatchCalloutFromCFMessage + 248
    14 CoreFoundation 0x30c58e29 __CFMachPortPerform + 136
    15 CoreFoundation 0x30c639e7 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 34
    16 CoreFoundation 0x30c63983 __CFRunLoopDoSource1 + 346
    17 CoreFoundation 0x30c62157 __CFRunLoopRun + 1398
    18 CoreFoundation 0x30bccce7 CFRunLoopRunSpecific + 522
    19 CoreFoundation 0x30bccacb CFRunLoopRunInMode + 106
    20 GraphicsServices 0x358ba283 GSEventRunModal + 138
    21 UIKit 0x3346ea41 UIApplicationMain + 1136
    22 SchoolOfDragons 0x0002ef8c main (main.mm:29)
     
  2. jumpsk

    jumpsk

    Joined:
    Oct 18, 2013
    Posts:
    3
    Bump... this is still happening to us. There's nothing in the stack trace that allows us to trace it any further, so we're pretty much stuck here. Anyone have any ideas on where we should look, or how we might isolate this further?
     
  3. jumpsk

    jumpsk

    Joined:
    Oct 18, 2013
    Posts:
    3
    And here's another crash (different line number in AnimationCurve.cpp), if that helps:

    Thread : Crashed: com.apple.main-thread
    0 MyApplication 0x021eb424 AnimationCurveTpl<Quaternionf>::EvaluateClamp(float) const (AnimationCurve.cpp:106)
    1 MyApplication 0x022cfbe4 Animation::BlendOptimized() (Animation.cpp:1055)
    2 MyApplication 0x022cfbe4 Animation::BlendOptimized() (Animation.cpp:1055)
    3 MyApplication 0x022d0fdc Animation::SampleInternal() (Animation.cpp:1671)
    4 MyApplication 0x022d12f4 Animation::UpdateAnimationInternal(double) (MemoryMacros.h:1880)
    5 MyApplication 0x022d0d48 Animation::UpdateAnimation(double) (Animation.cpp:1690)
    6 MyApplication 0x022f39bc AnimationManager::Update() (AnimationManager.cpp:27)
    7 MyApplication 0x022f3ab0 AnimationManager::InitializeClass()::LegacyAnimationUpdate::Forward() (AnimationManager.cpp:37)
    8 MyApplication 0x02201484 PlayerLoop(bool, bool, IHookEvent*) (Player.cpp:1939)
    9 MyApplication 0x0204784c UnityPlayerLoop (LibEntryPoint.mm:182)
    10 MyApplication 0x01fc4de4 -[UnityAppController repaint] (UnityAppController.mm:215)
    11 MyApplication 0x01fc4ec8 -[UnityAppController repaintDisplayLink] (UnityAppController.mm:223)
    12 QuartzCore 0x32e15df3 CA:: Display:: DisplayLinkItem::dispatch() + 98
    13 QuartzCore 0x32e15b9d CA:: Display:: DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 344
    14 IOMobileFramebuffer 0x35b9075d IOMobileFramebufferVsyncNotifyFunc + 104
    15 IOKit 0x31618451 IODispatchCalloutFromCFMessage + 248
    16 CoreFoundation 0x308edef9 __CFMachPortPerform + 136
    17 CoreFoundation 0x308f8ab7 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 34
    18 CoreFoundation 0x308f8a53 __CFRunLoopDoSource1 + 346
    19 CoreFoundation 0x308f7227 __CFRunLoopRun + 1398
    20 CoreFoundation 0x30861f0f CFRunLoopRunSpecific + 522
    21 CoreFoundation 0x30861cf3 CFRunLoopRunInMode + 106
    22 GraphicsServices 0x35768663 GSEventRunModal + 138
    23 UIKit 0x331ad16d UIApplicationMain + 1136
    24 MyApplication 0x000f7930 main (main.mm:28)
     
  4. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,602
    bug report with small repro project and drop case number here
     
  5. TheChuckster

    TheChuckster

    Joined:
    Dec 16, 2014
    Posts:
    28
    Seems to be happening on my end as well, but on OS X 10.10.3 -- Can the Unity developers please review their EvaluateClamp implementation?

    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0 libsystem_kernel.dylib 0x00007fff8c8a0286 __pthread_kill + 10
    1 libsystem_c.dylib 0x00007fff8fc60b53 abort + 129
    2 libmono.0.dylib 0x0000000101a37fe1 mono_handle_native_sigsegv + 723
    3 libmono.0.dylib 0x0000000101a84b21 sigabrt_signal_handler + 97
    4 libsystem_platform.dylib 0x00007fff92c82f1a _sigtramp + 26
    5 libsystem_kernel.dylib 0x00007fff8c8a0286 __pthread_kill + 10
    6 libsystem_c.dylib 0x00007fff8fc60b53 abort + 129
    7 unity.Learn Immersive.Lingoland 0x0000000100a44fb4 HandleSignal(int, __siginfo*, void*) + 36
    8 libmono.0.dylib 0x0000000101a84749 mono_chain_signal + 75
    9 libmono.0.dylib 0x00000001019c94e1 mono_sigsegv_signal_handler + 210
    10 libsystem_platform.dylib 0x00007fff92c82f1a _sigtramp + 26
    11 unity.Learn Immersive.Lingoland 0x00000001009bc71f AnimationCurveTpl<Quaternionf>::EvaluateClamp(float) const + 239
    12 unity.Learn Immersive.Lingoland 0x0000000100d14c72 Animation::BlendOptimized() + 834
    13 unity.Learn Immersive.Lingoland 0x0000000100d16890 Animation::SampleInternal() + 208
    14 unity.Learn Immersive.Lingoland 0x0000000100d16533 Animation::UpdateAnimation(double) + 643
    15 unity.Learn Immersive.Lingoland 0x0000000100d558ee AnimationManager::Update() + 158
    16 unity.Learn Immersive.Lingoland 0x00000001009e6481 PlayerLoop(bool, bool, IHookEvent*) + 1841
    17 unity.Learn Immersive.Lingoland 0x0000000100ed99e1 -[PlayerAppDelegate UpdatePlayer] + 241
    18 com.apple.Foundation 0x00007fff94390953 __NSFireTimer + 95
    19 com.apple.CoreFoundation 0x00007fff97b992e4 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
    20 com.apple.CoreFoundation 0x00007fff97b98f73 __CFRunLoopDoTimer + 1059
    21 com.apple.CoreFoundation 0x00007fff97c0c53d __CFRunLoopDoTimers + 301
    22 com.apple.CoreFoundation 0x00007fff97b54608 __CFRunLoopRun + 2024
    23 com.apple.CoreFoundation 0x00007fff97b53bd8 CFRunLoopRunSpecific + 296
    24 com.apple.HIToolbox 0x00007fff91b7856f RunCurrentEventLoopInMode + 235
    25 com.apple.HIToolbox 0x00007fff91b782ea ReceiveNextEventCommon + 431
    26 com.apple.HIToolbox 0x00007fff91b7812b _BlockUntilNextEventMatchingListInModeWithFilter + 71
    27 com.apple.AppKit 0x00007fff8e9a09bb _DPSNextEvent + 978
    28 com.apple.AppKit 0x00007fff8e99ff68 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 346
    29 com.apple.AppKit 0x00007fff8e995bf3 -[NSApplication run] + 594
    30 com.apple.AppKit 0x00007fff8e912354 NSApplicationMain + 1832
    31 unity.Learn Immersive.Lingoland 0x0000000100ed95e2 PlayerMain(int, char const**) + 738
    32 unity.Learn Immersive.Lingoland 0x0000000100001f74 start + 52
     
  6. Aurore

    Aurore

    Director of Real-Time Learning Unity Technologies

    Joined:
    Aug 1, 2012
    Posts:
    3,106
    Do you have a bug number for this?
     
  7. TheChuckster

    TheChuckster

    Joined:
    Dec 16, 2014
    Posts:
    28
    I do -- a quick Google search pulls up issue #740658

    The referenced bug claims it happens in the editor and so the severity is lower than it should be, because as you can see, I am also experiencing it in my standalone game as well.

    Because it also happens in standalone games as well as the editor, the severity should actually be much higher, because the original bug reporter (along with Unity QA) mistakenly thought that it only happened in the editor.

    @Aurore: As a Unity developer, is there a way for you to increase the severity of the bug accordingly?

    The fix seems pretty easy: Some Unity C++ developer just needs to crack open the EvaluateClamp function and add a single if-statement null check to fix the bug.
     
  8. Aurore

    Aurore

    Director of Real-Time Learning Unity Technologies

    Joined:
    Aug 1, 2012
    Posts:
    3,106
    I can't touch the priority rating of any bug, that's is set by the system then QA &/or the specific team it's assigned to. I can see that it's in the hands of the animation team.
     
  9. TheChuckster

    TheChuckster

    Joined:
    Dec 16, 2014
    Posts:
    28
    @Aurore Okay, would you mind forwarding this thread to the animation team?

    They need to know that OS X is also affected, including standalone games. It is absolutely essential that they know this information. If you hold tight for a bit, I can even provide a repro project.
     
  10. TheChuckster

    TheChuckster

    Joined:
    Dec 16, 2014
    Posts:
    28
    @Aurore How's it going? Any news from the animation team?

    My contact e-mail is chuck@playlingoland.com -- please do let me know if there's anything you need from me to help expedite your bug hunting process!
     
  11. Aurore

    Aurore

    Director of Real-Time Learning Unity Technologies

    Joined:
    Aug 1, 2012
    Posts:
    3,106
    The bug has been re-assigned to a developer after it was closed and deemed won't fix since the work around provided caused issues. If there is any more information needed they will contact you through the bug reporter.