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Bug Crash log from the Google Play

Discussion in 'Editor & General Support' started by Voskovets, Oct 17, 2023.

  1. Voskovets

    Voskovets

    Joined:
    Jul 13, 2018
    Posts:
    12
    Hi! Pushed my game into internal testing in Google Play store.
    After some time received Crash Report.

    This crash happens on:
    Google Pixel 2 (Arm) (virtual)1080x1920Android 13 (SDK 33)-arm64-v8aen_US


    Questions:
    1. What this crash actually means? Is it related to my code or to some 3rd party? How I can analyze it effectively?
    2. Can it happen because of virtual device?
    3. How to fix it?

    On my devices I can't reproduce it.


    Thanks!
     
  2. Facil-iti

    Facil-iti

    Joined:
    Jan 27, 2023
    Posts:
    2
    Having the same issue here, I've tried to run and build directly on the same virtual device (through android studio) and got an error from Unity telling me the device needs the x86-64 build (at least for the virtual machine), which doesn't really make sense since Google says their Pixel2 AVM runs on arm64. So either Unity is wrong saying the x86-64 build is needed, either Google mis-referenced their Google Pixel 2.
    Anyways, adding the x86-64 build (Player Settings > Other Settings) solves the issue for now.

    Concerning your other questions, to get more information and analyze the crash report, you can click on the arrow next to the device under the stack trace. From the new screen that popped (Native Crash) you can download the full logcat as txt. From there you can search "E/CRASH" and you'll get the relevant part. But for your case, it will turn out to be a FAULT addr on the Camera or whatever. But it actually comes from the build itself as said earlier.
     
    Voskovets likes this.
  3. UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    Joined:
    Dec 28, 2016
    Posts:
    28
    same issue, still Looking for answer
     
  4. Endahs

    Endahs

    Joined:
    Sep 16, 2014
    Posts:
    94
    Timely. Last week of builds I am getting the same "Pixel 2 (ARM)" native crashes reported by Google Play "Pre-Launch Report". Seeing this question starting to be posted on StackOverflow too.

    Here's my stack trace (not much here):
    Code (CSharp):
    1. backtrace:
    2.   #00  pc 0x00000000006199cc  /apex/com.android.art/lib64/libart.so (art::ThreadPoolWorker::Run()+112)
    3.   #01  pc 0x00000000006198c4  /apex/com.android.art/lib64/libart.so (art::ThreadPoolWorker::Callback(void*)+160)
    4.   #02  pc 0x00000000000b63b0  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
    5.   #03  pc 0x00000000000530b8  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
    Running Unity 2021.3.31f1, IL2CPP, targeting Android SDK 34. Does not fail in Editor, on my own devices, or for any other virtual device tested by Google Play (not even the "Pixel 2" image), *only* fails on "Pixel 2 (ARM)" image.

    Currently running Robo tests in Firebase that include the "Pixel 2 (ARM)" image, and others. You can try it too for free: https://firebase.google.com/docs/test-lab/android/test-lab-play

    Wasn't an issue when I was building a couple weeks ago.

    What version of Unity are you folks running? That's pretty critical information.
     
  5. Endahs

    Endahs

    Joined:
    Sep 16, 2014
    Posts:
    94
    In Firebase, only "Pixel 2 (Arm)" fails when at API Level 33, the other APIs work.

    upload_2023-10-18_11-20-35.png

    Three native crashes:

    Crash 1:
    Code (CSharp):
    1.      *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. Version '2021.3.31f1 (3409e2af086f)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    3. Build fingerprint: 'google/sdk_gphone64_arm64/emu64a:13/TE1A.220922.033/10836537:userdebug/dev-keys'
    4. Revision: '0'
    5. ABI: 'arm64'
    6. Timestamp: 2023-10-18 08:03:34-0700
    7. pid: 9659, tid: 9670, name: FinalizerDaemon  >>> com.firerabbit.games.fmc.ultimate.lite <<<
    8. uid: 10181
    9. signal 6 (SIGABRT), code -1 (SI_QUEUE), fault addr --------
    10.     x0  0000000000000000  x1  00000000000025c6  x2  0000000000000006  x3  000000732bb655a0
    11.     x4  0000000000808080  x5  0000000000808080  x6  0000000000808080  x7  8080808080808080
    12.     x8  00000000000000f0  x9  1061451b43d52562  x10 fefefefefefefeff  x11 7f7f7f7f7f7f7f7f
    13.     x12 0101010101010101  x13 000000007fffffff  x14 000000000000dfe8  x15 0000000000000030
    14.     x16 00000076276d1d58  x17 00000076276aec70  x18 0000007328f5c000  x19 00000000000025bb
    15.     x20 00000000000025c6  x21 000000732bb66000  x22 0000000000000003  x23 000000732bb65398
    16.     x24 000000732bb65690  x25 000000732bb65310  x26 000000732bb652d0  x27 ffffff80ffffffc8
    17.     x28 000000732bb66000  x29 000000732bb65630
    18.     sp  000000732bb65250  lr  0000007627662c24  pc  0000007627662c48
    19. backtrace:
    20.       #00 pc 0000000000055c48  /apex/com.android.runtime/lib64/bionic/libc.so (fdsan_error(char const*, ...)+556) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    21.       #01 pc 0000000000055954  /apex/com.android.runtime/lib64/bionic/libc.so (android_fdsan_close_with_tag+732) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    22.       #02 pc 0000000000023cc0  /apex/com.android.art/lib64/libjavacore.so (BuildId: 6b73dfb8421638f17a93ae36d7145b3a)
    23.       #03 pc 000000000000fe60  /system/framework/arm64/boot-core-libart.oat (BuildId: 50be351c037c9ef19c64a12189d8d997f90b5f9f)
    Crash 2:
    Code (CSharp):
    1.  *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. Version '2021.3.31f1 (3409e2af086f)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    3. Build fingerprint: 'google/sdk_gphone64_arm64/emu64a:13/TE1A.220922.033/10836537:userdebug/dev-keys'
    4. Revision: '0'
    5. ABI: 'arm64'
    6. Timestamp: 2023-10-18 08:03:35-0700
    7. pid: 9659, tid: 9672, name: binder:9659_1  >>> com.firerabbit.games.fmc.ultimate.lite <<<
    8. uid: 10181
    9. signal 6 (SIGABRT), code -1 (SI_QUEUE), fault addr --------
    10.     x0  0000000000000000  x1  00000000000025c8  x2  0000000000000006  x3  0000007327853120
    11.     x4  64736073721f6a6d  x5  64736073721f6a6d  x6  64736073721f6a6d  x7  7f7f7f7f7f7f7f7f
    12.     x8  00000000000000f0  x9  000000762762ea00  x10 0000000000000001  x11 000000762766cde4
    13.     x12 000000764bb32020  x13 000000007fffffff  x14 000000000000e01c  x15 000005d0d043015c
    14.     x16 00000076276d1d58  x17 00000076276aec70  x18 00000073272e4000  x19 00000000000025bb
    15.     x20 00000000000025c8  x21 00000000ffffffff  x22 0000000000000000  x23 b4000073f5c7e260
    16.     x24 b400007415c92970  x25 b4000073e5ca2030  x26 9ddfea08eb382d69  x27 b4000073e5ca2050
    17.     x28 b400007415c93470  x29 00000073278531a0
    18.     sp  0000007327853100  lr  000000762765e968  pc  000000762765e994
    19. backtrace:
    20.       #00 pc 0000000000051994  /apex/com.android.runtime/lib64/bionic/libc.so (abort+164) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    21.       #01 pc 0000000000041814  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::map(void*, unsigned long, char const*, unsigned long, scudo::MapPlatformData*)) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    22.       #02 pc 0000000000041ec0  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::reportError(char const*)) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    23.       #03 pc 0000000000042220  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::stringifyAction(scudo::AllocatorAction)) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    24.       #04 pc 0000000000043a20  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::Allocator<scudo::AndroidConfig, &(scudo_malloc_postinit)>::deallocate(void*, scudo::Chunk::Origin, unsigned long, unsigned long)+308) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    25.       #05 pc 000000000010c35c  /system/lib64/libgui.so (android::TransactionCompletedListener::onTransactionCompleted(android::ListenerStats)+19604) (BuildId: 383a37b5342fd0249afb25e7134deb)
    26.       #06 pc 0000000000105688  /system/lib64/libgui.so (android::BnTransactionCompletedListener::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+1068) (BuildId: 383a37b5342fd0249afb25e7134deb)
    27.       #07 pc 0000000000079f58  /system/lib64/libbinder.so (android::BBinder::transact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+208) (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    28.       #08 pc 0000000000078284  /system/lib64/libbinder.so (android::IPCThreadState::executeCommand(int)+516) (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    29.       #09 pc 0000000000094778  /system/lib64/libbinder.so (android::IPCThreadState::joinThreadPool(bool)+548) (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    30.       #10 pc 0000000000094540  /system/lib64/libbinder.so (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    31.       #11 pc 00000000000148e8  /system/lib64/libutils.so (android::Thread::_threadLoop(void*)+528) (BuildId: 5a0d720732600c94ad8354a1188e9f52)
    32.       #12 pc 00000000000c8918  /system/lib64/libandroid_runtime.so (android::AndroidRuntime::javaThreadShell(void*)+140) (BuildId: a31474ac581b716d4588f8c97eb060)
    33.       #13 pc 00000000000b63b0  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    34.       #14 pc 00000000000530b8  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    Crash 3:
    Code (CSharp):
    1. *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. Build fingerprint: 'google/sdk_gphone64_arm64/emu64a:13/TE1A.220922.033/10836537:userdebug/dev-keys'
    3. Revision: '0'
    4. ABI: 'arm64'
    5. Timestamp: 2023-10-18 08:03:35.201827979-0700
    6. Process uptime: 11s
    7. Cmdline: com.firerabbit.games.fmc.ultimate.lite
    8. pid: 9659, tid: 9672, name: binder:9659_1  >>> com.firerabbit.games.fmc.ultimate.lite <<<
    9. uid: 10181
    10. tagged_addr_ctrl: 0000000000000001 (PR_TAGGED_ADDR_ENABLE)
    11. pac_enabled_keys: 000000000000000f (PR_PAC_APIAKEY, PR_PAC_APIBKEY, PR_PAC_APDAKEY, PR_PAC_APDBKEY)
    12. signal 6 (SIGABRT), code -1 (SI_QUEUE), fault addr --------
    13. Abort message: 'fdsan: attempted to close file descriptor 5, expected to be unowned, actually owned by unique_fd 0x73a5caa03c'
    14.    x0  0000000000000000  x1  00000000000025c8  x2  0000000000000006  x3  0000007327853120
    15.    x4  64736073721f6a6d  x5  64736073721f6a6d  x6  64736073721f6a6d  x7  7f7f7f7f7f7f7f7f
    16.    x8  00000000000000f0  x9  000000762762ea00  x10 0000000000000001  x11 000000762766cde4
    17.    x12 000000764bb32020  x13 000000007fffffff  x14 000000000000e01c  x15 000005d0d043015c
    18.    x16 00000076276d1d58  x17 00000076276aec70  x18 00000073272e4000  x19 00000000000025bb
    19.    x20 00000000000025c8  x21 00000000ffffffff  x22 0000000000000000  x23 b4000073f5c7e260
    20.    x24 b400007415c92970  x25 b4000073e5ca2030  x26 9ddfea08eb382d69  x27 b4000073e5ca2050
    21.    x28 b400007415c93470  x29 00000073278531a0
    22.    lr  000000762765e968  sp  0000007327853100  pc  000000762765e994  pst 0000000000001000
    23. backtrace:
    24.      #00 pc 0000000000051994  /apex/com.android.runtime/lib64/bionic/libc.so (abort+164) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    25.      #01 pc 0000000000041814  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::die()+8) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    26.      #02 pc 0000000000041ec0  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::ScopedErrorReport::~ScopedErrorReport()+32) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    27.      #03 pc 0000000000042220  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::reportInvalidChunkState(scudo::AllocatorAction, void*)+116) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    28.      #04 pc 0000000000043a20  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::Allocator<scudo::AndroidConfig, &(scudo_malloc_postinit)>::deallocate(void*, scudo::Chunk::Origin, unsigned long, unsigned long)+308) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    29.      #05 pc 000000000010c35c  /system/lib64/libgui.so (android::TransactionCompletedListener::eek:nTransactionCompleted(android::ListenerStats)+19604) (BuildId: 383a37b5342fd0249afb25e7134deb33)
    30.      #06 pc 0000000000105688  /system/lib64/libgui.so (android::BnTransactionCompletedListener::eek:nTransact(unsigned int, android::parcel const&, android::parcel*, unsigned int)+1068) (BuildId: 383a37b5342fd0249afb25e7134deb33)
    31.      #07 pc 0000000000079f58  /system/lib64/libbinder.so (android::BBinder::transact(unsigned int, android::parcel const&, android::parcel*, unsigned int)+208) (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    32.      #08 pc 0000000000078284  /system/lib64/libbinder.so (android::IPCThreadState::executeCommand(int)+516) (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    33.      #09 pc 0000000000094778  /system/lib64/libbinder.so (android::IPCThreadState::joinThreadPool(bool)+548) (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    34.      #10 pc 0000000000094540  /system/lib64/libbinder.so (android::poolThread::threadLoop()+24) (BuildId: ee18e52b95e38eaab55a9a48518c8c3b)
    35.      #11 pc 00000000000148e8  /system/lib64/libutils.so (android::Thread::_threadLoop(void*)+528) (BuildId: 5a0d720732600c94ad8354a1188e9f52)
    36.      #12 pc 00000000000c8918  /system/lib64/libandroid_runtime.so (android::AndroidRuntime::javaThreadShell(void*)+140) (BuildId: a31474ac581b716d4588f8c97eb06009)
    37.      #13 pc 00000000000b63b0  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    38.      #14 pc 00000000000530b8  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    No crashes on any other devices or SDK levels on Firebase.
     
    Voskovets likes this.
  6. Voskovets

    Voskovets

    Joined:
    Jul 13, 2018
    Posts:
    12

    Hi,
    I am running 2021.3.26f1. Targeting Android SDK 33, IL2CPP. The same, doesn't fail on Editor.
     
    Endahs likes this.
  7. Endahs

    Endahs

    Joined:
    Sep 16, 2014
    Posts:
    94
    Ran Firebase tests on 38 devices, including a mix of ARM and non-ARM, various SDK levels for both. I am getting crashes on ALL API 33 based ARM devices, no crashes on anything else.

    So:

    Non-ARM devices, regardless of API level: works
    ARM devices, API level 32 or below: works
    ARM devices, API level 33: crashes

    upload_2023-10-18_12-15-27.png
     
    xyome likes this.
  8. unity_leTCxR1PUWDvAA

    unity_leTCxR1PUWDvAA

    Joined:
    Mar 30, 2022
    Posts:
    1
    I have the same issue, using Unity version 2022.3.51f.

    I've tried different versions, and for a moment I thought it could be an issue with the AdMob plugin (I'm using the latest version), but I've cleaned the project and removed all references.

    I've tested both in the editor and on my phone, and the project works perfectly.

    The report only shows an issue with the Pixel 2. I've also tried checking the x86-64 option in the build, but the problem persists.

    stack trace

    Code (CSharp):
    1. backtrace:
    2.   #00  pc 0x0000000000051994  /apex/com.android.runtime/lib64/bionic/libc.so (abort+164)
    3.   #01  pc 0x0000000000041814  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::map(void*, unsigned long, char const*, unsigned long, scudo::MapPlatformData*))
    4.   #02  pc 0x0000000000041ec0  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::reportError(char const*))
    5.   #03  pc 0x0000000000042220  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::stringifyAction(scudo::AllocatorAction))
    6.   #04  pc 0x0000000000043a20  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::Allocator<scudo::AndroidConfig, &(scudo_malloc_postinit)>::deallocate(void*, scudo::Chunk::Origin, unsigned long, unsigned long)+308)
    7.   #05  pc 0x000000000001046c  /vendor/lib64/egl/libEGL_emulation.so (eglDestroySyncKHR+228)
    8.   #06  pc 0x000000000001cb5c  /system/lib64/libEGL.so (eglDestroySyncKHR+44)
    9.   #07  pc 0x0000000000b0a318  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    10.   #08  pc 0x0000000000b04e54  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    11.   #09  pc 0x0000000000b04d5c  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    12.   #10  pc 0x00000000006519a4  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    13.   #11  pc 0x0000000000651938  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    14.   #12  pc 0x00000000009448e8  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    15.   #13  pc 0x0000000000abdd4c  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    16.   #14  pc 0x0000000000ab5fd4  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    17.   #15  pc 0x0000000000ab5cdc  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    18.   #16  pc 0x000000000051dc58  /data/app/~~s36mj0iluBigFDq4rUezfg==/com.HelpingGames.CubicalJumpJam-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 4dbc7be47224858a)
    19.   #17  pc 0x00000000000b63b0  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
    20.   #18  pc 0x00000000000530b8  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
     
  9. Endahs

    Endahs

    Joined:
    Sep 16, 2014
    Posts:
    94
    More stack traces from some of those other ARM API 33 devices:

    Code (CSharp):
    1.   *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. Build fingerprint: 'google/sdk_gphone64_arm64/emu64a:13/TE1A.220922.033/10836537:userdebug/dev-keys'
    3. Revision: '0'
    4. ABI: 'arm64'
    5. Timestamp: 2023-10-18 08:41:31.784348058-0700
    6. Process uptime: 3s
    7. Cmdline: com.firerabbit.games.fmc.ultimate.lite
    8. pid: 8637, tid: 8693, name: UnityGfxDeviceW  >>> com.firerabbit.games.fmc.ultimate.lite <<<
    9. uid: 10181
    10. tagged_addr_ctrl: 0000000000000001 (PR_TAGGED_ADDR_ENABLE)
    11. pac_enabled_keys: 000000000000000f (PR_PAC_APIAKEY, PR_PAC_APIBKEY, PR_PAC_APDAKEY, PR_PAC_APDBKEY)
    12. signal 6 (SIGABRT), code -1 (SI_QUEUE), fault addr --------
    13. Abort message: 'Scudo ERROR: invalid chunk state when deallocating address 0x200006e907542a0'
    14.     x0  0000000000000000  x1  00000000000021f5  x2  0000000000000006  x3  0000006d0056a4b0
    15.     x4  0000000000808080  x5  0000000000808080  x6  0000000000808080  x7  8080808080808080
    16.     x8  00000000000000f0  x9  00000071208a6a00  x10 0000000000000001  x11 00000071208e4de4
    17.     x12 0101010101010101  x13 000000007fffffff  x14 0000000000011300  x15 0000000000000030
    18.     x16 0000007120949d58  x17 0000007120926c70  x18 0000006cfe8de000  x19 00000000000021bd
    19.     x20 00000000000021f5  x21 00000000ffffffff  x22 0000000000000000  x23 0000006d0056b000
    20.     x24 0000006da0b27830  x25 0000006de96c1000  x26 0000006da0327800  x27 0000006ce000018c
    21.     x28 0000000000002777  x29 0000006d0056a530
    22.     lr  00000071208d6968  sp  0000006d0056a490  pc  00000071208d6994  pst 0000000000001000
    23. backtrace:
    24.       #00 pc 0000000000051994  /apex/com.android.runtime/lib64/bionic/libc.so (abort+164) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    25.       #01 pc 0000000000041814  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::die()+8) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    26.       #02 pc 0000000000041ec0  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::ScopedErrorReport::~ScopedErrorReport()+32) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    27.       #03 pc 0000000000042220  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::reportInvalidChunkState(scudo::AllocatorAction, void*)+116) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    28.       #04 pc 0000000000043a20  /apex/com.android.runtime/lib64/bionic/libc.so (scudo::Allocator<scudo::AndroidConfig, &(scudo_malloc_postinit)>::deallocate(void*, scudo::Chunk::Origin, unsigned long, unsigned long)+308) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    29.       #05 pc 000000000001046c  /vendor/lib64/egl/libEGL_emulation.so (eglDestroySyncKHR+228) (BuildId: 01d06ed28f3e61881aecee6e352da587)
    30.       #06 pc 000000000001cb5c  /system/lib64/libEGL.so (eglDestroySyncKHR+44) (BuildId: f7b27cec8464273f3f930678324abd0d)
    31.       #07 pc 00000000008e5da4  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    32.       #08 pc 00000000008e5488  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    33.       #09 pc 00000000008e5398  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    34.       #10 pc 0000000000351138  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    35.       #11 pc 00000000003510d4  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    36.       #12 pc 00000000005c0e4c  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    37.       #13 pc 00000000006ff024  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    38.       #14 pc 00000000006ffc00  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    39.       #15 pc 00000000006f6f88  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    40.       #16 pc 0000000000259ec4  /data/app/~~bpyTBFUFe0fnotCbww_Trw==/com.firerabbit.games.fmc.ultimate.lite-cTgN8Id5k5PzQlm3LrqQiw==/lib/arm64/libunity.so (BuildId: 07f4bedc2e76a269820a6b744a7721efe31419f0)
    41.       #17 pc 00000000000b63b0  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    42.       #18 pc 00000000000530b8  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BuildId: 01331f74b0bb2cb958bdc15282b8ec7b)
    More traces of "libunity.so"...
     
    Voskovets likes this.
  10. xyome

    xyome

    Joined:
    Jul 4, 2014
    Posts:
    9
    For what it's worth I've been having the same issue when using 2021.3.31 and updating to 2022.3.11 didn't resolve the issue. Haven't managed to reproduce it locally. Seeing same stack trace and everything. No significant changes were made to the game between the moment it was working and the moment it started reporting crashes.
     
  11. Endahs

    Endahs

    Joined:
    Sep 16, 2014
    Posts:
    94
    Has anyone that has been getting this error published and seen crashes with actual users? I'm the same as @xyome , no real changes to my app and suddenly getting these crashes on test devices marked with "(ARM)" on API 33.

    Wish someone from Unity would chip in...
     
  12. UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    Joined:
    Dec 28, 2016
    Posts:
    28
    The empty project still crash, only only "Pixel 2 (Arm)" fails when at API Level 33
     
    Endahs likes this.
  13. UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    Joined:
    Dec 28, 2016
    Posts:
    28
    If targetSdkVersion below 33 will pass the test
     
    Endahs likes this.
  14. UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    Joined:
    Dec 28, 2016
    Posts:
    28
    Unity 2023.1.17 will pass the test
     
  15. Endahs

    Endahs

    Joined:
    Sep 16, 2014
    Posts:
    94
    So this is a Unity issue if you have a blank project passing and not passing.
     
  16. lind3r

    lind3r

    Joined:
    Apr 3, 2023
    Posts:
    1
    Same problem here, Unity 2022.3.4f1, target API level 33.
    Google Pixel 2 (Arm) (virtual) 1080x1920 Android 13 (SDK 33) arm64-v8a en_US
    #00  pc 0x0000000000051994  /apex/com.android.runtime/lib64/bionic/libc.so (abort+164)
     
    Voskovets and Endahs like this.
  17. Endahs

    Endahs

    Joined:
    Sep 16, 2014
    Posts:
    94
    Anyone submit bug reports? The poster above could trip it with an empty project.
     
  18. UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    Joined:
    Dec 28, 2016
    Posts:
    28
  19. linh60bpm

    linh60bpm

    Joined:
    Oct 13, 2018
    Posts:
    8
    I updated my project to 2023.3.10f but doesn't solve the problem.
     
  20. UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    Joined:
    Dec 28, 2016
    Posts:
    28
    2023.1.17
     
    linh60bpm likes this.
  21. linh60bpm

    linh60bpm

    Joined:
    Oct 13, 2018
    Posts:
    8
    my mistake about the version, but I confirm after update to 2023.1.17, no more crash log.
     
    grbulat likes this.
  22. densy07

    densy07

    Joined:
    Nov 27, 2013
    Posts:
    34
    I fail the pass too, same.
     
  23. UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    UDN_41c53a1a-0daa-4677-a552-0a2e49c9be23

    Joined:
    Dec 28, 2016
    Posts:
    28
    2023.1.17 will pass the test
     
  24. Davex6

    Davex6

    Joined:
    Mar 29, 2023
    Posts:
    49
    2023.1.17 will pass the test
    Doesn't help those who cannot upgrade to that version.
    I'm about to do the Google Play test, and cannot upgrade from 2021.3.21f1 @api 33.
     
  25. leroks

    leroks

    Joined:
    Jul 9, 2021
    Posts:
    5
    what about 2023.1.18? and also upgrading is such a pain we need another solution.
     
  26. RaventurnPatrick

    RaventurnPatrick

    Joined:
    Aug 9, 2011
    Posts:
    243
    I can confirm that it happens with 2021.3.11
    Maybe we can convince Unity to test blank projects against firebase testlab
     
  27. CrazyCod3r

    CrazyCod3r

    Joined:
    Aug 11, 2021
    Posts:
    10
    Same crash on 2022.3.10f1 and 2022.3.11f1, for both target Android 31 and Android 33.
     
  28. CrazyCod3r

    CrazyCod3r

    Joined:
    Aug 11, 2021
    Posts:
    10
    I have a project made with 2021.3.11f1 that was aiming Android 31, so I converted it into 2021.3.31f1 and changed its target to Android 33 - and it was published without this crash. Not sure if this is a universal "fix", but maybe this helps.
     
  29. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
    19
  30. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
    19
    Won't work, this old issue not related to android api 33 and 34.

    Many people already tried updating to latest unity version and it doesn't solve it
     
  31. QuadrantGames

    QuadrantGames

    Joined:
    Jan 10, 2016
    Posts:
    20
    Exact same issue here
     
  32. linh60bpm

    linh60bpm

    Joined:
    Oct 13, 2018
    Posts:
    8
    I confirm 2023.1.17 and 2023.1.18 doesn't have crash logs.

    Sadly, my other projects couldn't update to these version
     
  33. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
    19
    I feel like we getting ignored on this issue
     
  34. frozenwolfstudio9

    frozenwolfstudio9

    Joined:
    Jun 7, 2023
    Posts:
    15
    any news on this? is upgrading to a newer unity version (yet again, another one) the only solution
     
  35. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
    19
    I tried upgrading nothing fixed, nothing work on android 14 from google play only direct .apks
     
  36. frozenwolfstudio9

    frozenwolfstudio9

    Joined:
    Jun 7, 2023
    Posts:
    15
    so that means you're stuck on the publishing part as well? :/
     
  37. lgeo

    lgeo

    Joined:
    Jul 25, 2018
    Posts:
    1
    Sharing my outcome with this problem:

    Encountered on Unity 2022.3.9f1 on all Arm virtual devices at API ≥33 on Firebase Test Lab and on Google Play Console pre-launch report, 100% of the time.
    Code (csharp):
    1. signal 6 (SIGABRT), code -1 (SI_QUEUE), fault addr --------
    2. Abort message: 'Scudo ERROR: invalid chunk state when deallocating address 0x2000073b5cd5260'
    Arm virtual devices at API ≤32 passed 100% of the time.

    Changing target API level in Player Settings had no effect.

    Upgrading to latest Unity 2022 LTS had no effect.

    Upgrading project to Unity 2023.1.19f1 resulted in success on API ≥33.
     
  38. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
    19
    So the very lastest version of unity (Beta i assume) is the work for it?
     
  39. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
    19
    Yes, we can only publish and work on any android below 14 right now
     
  40. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    48
    Same issue as well on 2021.3.31f1, hopefully Unity will take notice...
     
  41. QuadrantGames

    QuadrantGames

    Joined:
    Jan 10, 2016
    Posts:
    20
    Any idea if there is a bug submitted for this?
     
  42. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    48
    Last edited: Nov 5, 2023
  43. QuadrantGames

    QuadrantGames

    Joined:
    Jan 10, 2016
    Posts:
    20
  44. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    48
    I've submitted a report (IN-59983, not yet on the public issue tracker).
     
    Last edited: Nov 14, 2023
    Salud3 likes this.
  45. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
    19
    Sadly the issue show up once the game launch from google play not during editor build
     
  46. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    48
    While it is true that this forum post is in "Editor & General Support", I think it's pretty clear that this is indeed an issue while the game is running on android device (virtual only?) and not an editor bug.
     
  47. levelappstudios

    levelappstudios

    Joined:
    Nov 7, 2017
    Posts:
    95
    Same problem here, Unity 2021.3.32, can't update to 2023 because plugins incompatibility.
     
  48. PremavathiManivelu

    PremavathiManivelu

    Joined:
    Jun 1, 2023
    Posts:
    1
    upload_2023-11-9_13-2-47.png upload_2023-11-9_13-3-6.png While upgrading my unity project from 2022.3.4f1 to 2023.1.18f1 for pixel 2 arm crash ,but still having above issues. anyone having solution?
     
  49. Davex6

    Davex6

    Joined:
    Mar 29, 2023
    Posts:
    49
    Also me (2021.3.21f1).
    Two things I don't get:
    -Can you still publish a release version with one fail in the virtual tests?
    - are physical devices also affected?
     
  50. Davex6

    Davex6

    Joined:
    Mar 29, 2023
    Posts:
    49
    I can confirm that unchecking PlayerSettings-'Optimized Frame Pacing' fixed it for me (2021.3.21f1).