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): Fatal Exception: java.lang.Error: FATAL EXCEPTION [UnityMain] Unity version : 5.4.3p2 Device model : Lenovo Lenovo A7600-H Device fingerprint: Lenovo/A7600-H/A7600-H:4.4.2/KOT49H/A7600H_A442_001_019_140807_ROW:user/release-keys Caused by java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000024 Build fingerprint: 'Lenovo/A7600-H/A7600-H:4.4.2/KOT49H/A7600H_A442_001_019_140807_ROW:user/release-keys' Revision: '0' pid: 8488, tid: 8565, name: UnityPreload >>> com.tabascointeractive.kickerinhoWorld <<< r0 00000000 r1 64be9748 r2 0000026a r3 00000000 r4 64789490 r5 0000026a r6 00000000 r7 64be9754 r8 00000000 r9 64be5d50 sl 0000073e fp 62b5bc48 ip 00000000 sp 62b5bbe0 lr 612cbf68 pc 612cc2b4 cpsr 30363741 at libunity.0043c2b4(Unknown Source) at libunity.0043bf64(Unknown Source) at libunity.00437290(Unknown Source) at libunity.00413058(Unknown Source) at libunity.0041292c(Unknown Source) at libunity.00412868(Unknown Source) at libunity.0046dc6c(Unknown Source) 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?
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.
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.
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.