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Crash in libunity

Discussion in 'Android' started by drolak, Dec 16, 2016.

  1. drolak

    drolak

    Joined:
    Jan 21, 2014
    Posts:
    49
    Hi guys!

    We're getting quite a lot crashes caused by Fatal Exception: java.lang.Error: FATAL EXCEPTION and the stacktraces look something like that:

    Code (CSharp):
    1. Fatal Exception: java.lang.Error: FATAL EXCEPTION [UnityMain]
    2. Unity version     : 5.4.3p2
    3. Device model      : Lenovo Lenovo A7600-H
    4. Device fingerprint: Lenovo/A7600-H/A7600-H:4.4.2/KOT49H/A7600H_A442_001_019_140807_ROW:user/release-keys
    5.  
    6.  
    7. Caused by java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000024
    8. Build fingerprint: 'Lenovo/A7600-H/A7600-H:4.4.2/KOT49H/A7600H_A442_001_019_140807_ROW:user/release-keys'
    9. Revision: '0'
    10. pid: 8488, tid: 8565, name: UnityPreload  >>> com.tabascointeractive.kickerinhoWorld <<<
    11.     r0 00000000  r1 64be9748  r2 0000026a  r3 00000000
    12.     r4 64789490  r5 0000026a  r6 00000000  r7 64be9754
    13.     r8 00000000  r9 64be5d50  sl 0000073e  fp 62b5bc48
    14.     ip 00000000  sp 62b5bbe0  lr 612cbf68  pc 612cc2b4  cpsr 30363741
    15.  
    16.        at libunity.0043c2b4(Unknown Source)
    17.        at libunity.0043bf64(Unknown Source)
    18.        at libunity.00437290(Unknown Source)
    19.        at libunity.00413058(Unknown Source)
    20.        at libunity.0041292c(Unknown Source)
    21.        at libunity.00412868(Unknown Source)
    22.        at libunity.0046dc6c(Unknown Source)
    23.        at libc.__thread_entry(__thread_entry:72)
    Which doesn't tell us anything. How do you resolve such cases? Is there anything we can do to get any meaningful information about this and other similar crashes?
     
  2. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    Crashes in release builds (e.g: builds that were not marked as "development" builds) will not contain the symbol names - only memory addresses (as in your post).

    Luckily, Unity ships the symbols for its Android libraries, so you can convert these into more meaningful names.
    This doesn't guarantee that you'll be able to fix your issue, but at least you will be able to properly report this as a bug (or check if this is an already reported one).

    In order to convert the addresses into function names, you have to install the Android NDK and use addr2line.

    This is the stack i got for your error:
    This looks similar to a bug we are also experiencing, which is also reported: https://issuetracker.unity3d.com/issues/android-unity-crashes-loading-a-scene

    Not sure what the current status is, but we are also eagerly awaiting for a fix.
     
    Last edited: Dec 16, 2016
  3. drolak

    drolak

    Joined:
    Jan 21, 2014
    Posts:
    49
    Ahh thank you! Yeah, I thought that I'm missing something!

    Oh so it's caused by multiple scene loading? That's what we're exactly doing more-less at the point where it's coming from. We'll try to load them in sequence and see if it helps. Thanks again.
     
  4. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    well, for us the issue is pretty random. The only thing i know is that it randomly crashes when we use LoadSceneAsync.

    For us, the crash location is the only place in the game where we use LoadSceneAsync which is not additive (on top of the currently loaded scene). So that may be a direction, but again, its pretty random so i am not sure.