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Bug Crash log from the Google Play

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

  1. victornor

    victornor

    Joined:
    Jan 17, 2014
    Posts:
    84
    Unity please solve your trash software. This is LTS, not some alpha version.
    Upgrading to 2023 and moving away from LTS in order to solve issues in the most essential features is not reasonable.
    This issue is not caused by SDK, JDK, or NDK, as those are all the same versions in 2023 compared to the 2022 LTS.
     
  2. Shisha_x

    Shisha_x

    Joined:
    May 12, 2019
    Posts:
    9
    Yes, me too on (2022.3.12f)
     
    CrazyCod3r likes this.
  3. AEonAX

    AEonAX

    Joined:
    Apr 17, 2019
    Posts:
    6
    Having the same error.
    PFA logcat from Pre-launch report.
    Android Bundle built on Unity 2022.3.7F1 Mac Studio M2 Max.
     

    Attached Files:

  4. progCan

    progCan

    Joined:
    Apr 27, 2021
    Posts:
    7
    wow yeah the same exact thing happened with me, tough idk, i dont think its that serious. i am ignoring it for now
    "backtrace:
    #00 pc 0x0000000000051994 /apex/com.android.runtime/lib64/bionic/libc.so (abort+164)
    #01 pc 0x0000000000041814 /apex/com.android.runtime/lib64/bionic/libc.so (scudo::map(void*, unsigned long, char const*, unsigned long, scudo::MapPlatformData*))
    #02 pc 0x0000000000041ec0 /apex/com.android.runtime/lib64/bionic/libc.so (scudo::reportError(char const*))
    #03 pc 0x0000000000042220 /apex/com.android.runtime/lib64/bionic/libc.so (scudo::stringifyAction(scudo::AllocatorAction))
    #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)
    #05 pc 0x000000000001046c /vendor/lib64/egl/libEGL_emulation.so (eglDestroySyncKHR+228)
    #06 pc 0x000000000001cb5c /system/lib64/libEGL.so (eglDestroySyncKHR+44)
    #07 pc 0x0000000000b7a914 /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #08 pc 0x0000000000b75930 /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #09 pc 0x0000000000b75840 /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #10 pc 0x00000000006556bc /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #11 pc 0x0000000000655658 /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #12 pc 0x000000000097112c /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #13 pc 0x0000000000b3473c /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #14 pc 0x0000000000b2cd04 /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #15 pc 0x0000000000b2ca4c /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #16 pc 0x00000000005320c0 /data/app/~~s36mj0iluBigFDq4rUezfg==/com.progCan.Sandbox-RsdFbknBUtRayPyTuLnuRQ==/lib/arm64/libunity.so (BuildId: 0b573a05a8b502ac)
    #17 pc 0x00000000000b63b0 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
    #18 pc 0x00000000000530b8 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)"
     
  5. CrazyCod3r

    CrazyCod3r

    Joined:
    Aug 11, 2021
    Posts:
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    I can confirm that it works on 2022.3.11f1 too.
     
  6. uncolike

    uncolike

    Joined:
    Jan 17, 2020
    Posts:
    31
    Same issue. 2022.3.11f1
     
  7. uncolike

    uncolike

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    Jan 17, 2020
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    It doesn't work for me. (2022.3.11f1)
     
  8. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    48
    My bug report got rejected, someone else might have better chance trying to convince them.
     
    Last edited: Nov 18, 2023
    uncolike likes this.
  9. Riki_Games

    Riki_Games

    Joined:
    Mar 15, 2023
    Posts:
    1
    Awesome, thanks you a lot. I also can confirm that issue is gone (2022.3.4f)
     
  10. alliexpdx

    alliexpdx

    Joined:
    Jul 24, 2022
    Posts:
    5
    Using 2022.3.13f1 -- also getting the Scudo ERROR: invalid chunk state when deallocating address... error on my project when pushing through Google review for Pixel 2 (Arm).

    It would occur on even a blank project, so long as it wasn't a completely blank project. Simply adding a default Particle System and adding/checking [Looping] [Prewarm] was enough to reproduce the issue.

    I can also confirm that simply unchecking Optimized Frame Pacing (from Resolution and Presentation) fixed the problem for the blank scenario with a default Particle System prewarmed & looping. Thanks @Davex6 for solving/finding that as I was at a loss as to how to identify until this find.

    @Davex6 - I can at least confirm that Google did allow me to publish a Closed Test, which requires a review (took 9 days to be approved) with the issue in place as I just learned that turning off Frame Pacing resolves the specific bug.

    Thanks again, and I hope Unity is able to pinpoint and resolve the issue further. I couldn't find the Bug ticket, but I may just be missing it.
     
  11. uncolike

    uncolike

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    Jan 17, 2020
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    Have you gotten any performance problems after "unchecking PlayerSettings-'Optimized Frame Pacing'"? Thanks
     
  12. RVDH

    RVDH

    Joined:
    Aug 4, 2019
    Posts:
    7
    Most recently, the error also occurred in the google play internal tests under my app built with unity 2021.3.1f1.
    Okay, ignored the error at first and started the closed test.
    At first the error did not appear there.
    But then it did again.
    Now also deactivated the "Optimised Frame Pacing" flag once and the error has not been reported so far.
    Hope that's it for now.
    Later - after an upgrade to a newer Unity version - activate this flag again for the purpose of optimised frame balancing.
     
  13. PolaKamal

    PolaKamal

    Joined:
    Nov 16, 2021
    Posts:
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    It major issue and I don't think it related to Optimized Frame Pacing, The game will work fine if there no split binary or if you build a .apk extension on android 14.
    While split binary work fine on android 13 and below it
     
  14. WouterK12

    WouterK12

    Joined:
    Sep 22, 2018
    Posts:
    2
    Awesome! This fixed the issue for me on 2021.3.16f1
     
  15. Jbond1978

    Jbond1978

    Joined:
    Jan 13, 2023
    Posts:
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    I can confirm that this worked for me too (2022.3.5f1).
     
  16. yannisk

    yannisk

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    Jul 10, 2019
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    Thanks to the thread here. I can also confirm that unchecking PlayerSettings Android - 'Optimized Frame Pacing' fixed it for me in 2021.3.21f1
     
  17. diego-vieira

    diego-vieira

    Joined:
    Mar 27, 2015
    Posts:
    32
    I can confirm unchecking PlayerSettings>Resolution and Presentation>Optimized Frame Pacing fixed for me too at version (2022.3.14f)
     
    Talrhyon likes this.
  18. taishi_nguyen_9090

    taishi_nguyen_9090

    Joined:
    Nov 24, 2023
    Posts:
    2
    Thank you
    unchecking PlayerSettings --> Resolution and Presentation --> Optimized Frame Pacing will work for me at version 2022.3.10f1
     
  19. stewartblackwood

    stewartblackwood

    Joined:
    Oct 12, 2020
    Posts:
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    Also confirming that unchecking PlayerSettings-'Optimized Frame Pacing' fixed it for me (2022.3.11f1).
     
  20. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
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    Unchecking 'Optimized Frame Pacing' is not really a fix as you probably want that enabled.

    In my use case and combination of unity version / graphics API, I would get 45 fps on a 90 fps screen if unchecked but 60 fps (as I would expect) if checked so don't blindly uncheck that option because of that error, make sure to test it behave as you would expect on all devices you want to support.

    Btw the bug report moved forward, it now have an official ID: UUM-57566
     
  21. boro5858

    boro5858

    Joined:
    Nov 29, 2022
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    1
    Thank you ,Unity 2022.3.2f1 unchecking Player Settings-'Optimized Frame Pacing, it works!No Error
     
  22. alliexpdx

    alliexpdx

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    Jul 24, 2022
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    Thanks for the update! I also put in a bug report on this a few weeks ago when I read yours was being bounced, so I’m glad yours made it through.

    Also, I totally agree that disabling isn’t a real solution and have left it checked after determining what was causing it for the Pixel2. Google did let it go through closed testing, about to learn if they let it go through on Open testing here in a few days.
     
    Starburst999 likes this.
  23. minjikim4119

    minjikim4119

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    Feb 22, 2020
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    I had the same problem with the 2022.3.13f1, but it was solved this way.
     
    momad200 likes this.
  24. momad200

    momad200

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    Aug 13, 2017
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    wow tnx , I can confirm that it works on 2021.3.3f1 too.
     
  25. livingtarget

    livingtarget

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    Apr 21, 2015
    Posts:
    77
  26. its_neil

    its_neil

    Unity Technologies

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    Nov 6, 2019
    Posts:
    7
    Hello,

    Yes, you can still publish with one fail in these virtual tests, it is not required to pass Pre-launch reports, they're generally used for informational purposes to analyze builds that are uploaded to the test tracks in the Play Console. Physical devices are not affected by this either.

    Looking at the stacktrace, the issue appears to come from within Swappy, which is the Google frame pacing library - this is why disabling Optimized Frame Pacing fixes the issue. It's also fixed on 2023.1.17 onwards as that is when the Swappy library was upgraded within Unity.

    Thanks!
     
  27. unity_9611F311CB098F5E8EBC

    unity_9611F311CB098F5E8EBC

    Joined:
    Oct 21, 2023
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    Since Google will have their store listing order base on this factor, fixing it still a high priority for us. I hope it is also a high priority for Unity too.
     
  28. nargis23

    nargis23

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    Jul 14, 2023
    Posts:
    1
    Thank you so much. It truly works!
     
  29. mkudimov

    mkudimov

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    Jan 7, 2018
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    Sorry, but I have a question. Do you have plans to update the Swappy library in the LTS version to fix this problem? Approximately what time?
     
  30. Starburst999

    Starburst999

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    May 8, 2017
    Posts:
    48
  31. KuldeepUnityEvon

    KuldeepUnityEvon

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    Dec 13, 2023
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    Hi Davex6 Are you sure this will help to fix the issue ?
     
  32. ThisIsNotMyName123

    ThisIsNotMyName123

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    May 10, 2022
    Posts:
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    When will this be fixed in 2022 LTS? It is paramount that the LTS is Android 13 compatible and that any Google tests pass.
     
  33. its_neil

    its_neil

    Unity Technologies

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    Nov 6, 2019
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    We have decided to update the versions of Swappy in 2021 and 2022 LTS to match the version in 2023.1.17. 2022.3.18f1 should contain the update, whilst 2021 the work is still being done as we speak, but it's in progress.
     
  34. prabhukaran

    prabhukaran

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    May 5, 2019
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    Changing the order of Graphics APIs resolved the issue. I prioritized OpenGLES3 over Vulkan and Unchecked Auto Graphics API.
     
  35. brandon_nyman

    brandon_nyman

    Joined:
    Sep 6, 2023
    Posts:
    3
    While this fixed it for me on the first build after doing so, second build is now failing again on Pixel 2 Arm virtual device.

    I am running Unity 2022.3.12f1 & targeting API 33.

    This was my latest stacktrace:

    Exception com.google.apps.tiktok.account.data.at:
    at com.google.apps.tiktok.account.data.a.d.apply (PG:30)
    at com.google.common.util.concurrent.i.e (PG:2)
    at com.google.common.util.concurrent.j.run (PG:9)
    at com.google.common.util.concurrent.bg.execute (PG:1)
    at com.google.common.util.concurrent.d.i (PG:1)
    at com.google.common.util.concurrent.d.l (PG:12)
    at com.google.common.util.concurrent.d.n (PG:2)
    at com.google.common.util.concurrent.i.f (PG:1)
    at com.google.common.util.concurrent.j.run (PG:13)
    at com.google.android.libraries.i.af.run (PG:1)
    at com.google.android.libraries.i.an.run (PG:23)
    at com.google.android.libraries.i.l.run (PG:2)
    at com.google.android.libraries.i.q.run (PG:4)
    at java.lang.Thread.run (Thread.java:1012)
     
  36. mkudimov

    mkudimov

    Joined:
    Jan 7, 2018
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    14
    This is another problem - Some bug in tiktok library. has nothing to do with the problem described above
     
  37. mkudimov

    mkudimov

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    Jan 7, 2018
    Posts:
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    BTW
    I tested 2022.3.18f1. All fixed. You can update Unity and return optimization back.
    Thanks for Unity command
     
  38. brandon_nyman

    brandon_nyman

    Joined:
    Sep 6, 2023
    Posts:
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    Before unchecking the Optimized Frame Pacing, I had a different stacktrace more aligned with everyone elses, and now am getting this one also only relating to the same virtual test device. All others pass. And the test video from the pixel 2 arm doesnt show a crash at all and went on for 4 minutes.

    I don't understand what a tiktok library is even doing in the app. It must have come as a part of some other google related package, likely Firebase but I am unsure. My app doesn't have any kind of google sign in or similar feature.

    Anyway I am going to update to 2022.3.18f1LTS to see if everything works there.