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Crash within Unity 5.1.2p3 for 2-5% of our Android users

Discussion in 'Android' started by wgt_jimmy, Jan 5, 2016.

  1. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
    Hi folks,
    We had briefly (for a few days) put out a version of our android app that was built using 5.1.2p3. We reverted back to our build using 4.6.x because our crash rate increased dramatically (from less than 0.1% to around 5%), but it was crashing in a place that did not seem because of our code:
    Code (CSharp):
    1. 0
    2. java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000108
    3. 1
    4. Build fingerprint: 'Verizon/kltevzw/kltevzw:5.0/LRX21T/G900VVRU2BOK3:user/release-keys'
    5. 2
    6. Revision: '14'
    7. 3
    8. pid: 27284, tid: 27321, name: UnityMain >>> <snipped> <<<
    9. 4
    10. r0 9c1a61c0 r1 9c1a61c0 r2 0000e354 r3 00000000
    11. 5
    12. r4 b3b4b748 r5 9a8f2e60 r6 00000100 r7 96500010
    13. 6
    14. r8 9a8f2e30 r9 00001b77 sl 00000000 fp 00000000
    15. 7
    16. ip a10ee628 sp b3b4b6b8 lr a13e4074 pc a0631524 cpsr 56303039
    17. 8
    18. 9
    19. at libunity.002f7524(Native Method)
    20. 10
    21. at libunity.002f6604(Native Method)
    22. 11
    23. at libunity.002ff914(Native Method)
    24. 12
    25. at libunity.002fe040(Native Method)
    26. 13
    27. at libunity.002fd3e0(Native Method)
    28. 14
    29. at libunity.002fc3e8(Native Method)
    30. 15
    31. at libunity.0048e494(Native Method)
    32. 16
    33. at libunity.00492efc(Native Method)
    34. 17
    35. at data@app@com.008e3e13(Native Method)
    Mainly want to find out whether the Unity guys have seen this, and whether there is a version of Unity 5 that has dealt with these issues?

    I've been trying to narrow it down using Crittercism data, and all I see is that most occur on modern Samsung devices (SM-G9xx series). I have seen the thread about Adreno devices, but many non-Adreno devices show this problem as well.

    I have not been able to locally reproduce it, but appreciate any help.
    Thanks,
    Jimmy.
     
  2. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Have you tried Unity 5.3.1p2? because there been many Android fixes and updates.
    I would think taking a chance on this version is better option than downgrade to 4.6x
     
  3. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
    We had originally moved to 5.3.0 and moved back because of an audio/GC bug. Currently looking to see if they fixed those issues with latest.
     
  4. Gizmoi

    Gizmoi

    Joined:
    Jan 9, 2013
    Posts:
    327
    I think I've got a similar / the same problem. I've got it occurring on a Samsung Galaxy Note 10.1 (2014).
    I stupidly posted a thread in the wrong forum :(

    I should mention, my current crashes are using 5.3.1p1, I'm testing 5.3.1p2 now.
     
    Last edited: Jan 7, 2016
    MrEsquire likes this.
  5. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
    Submited Case 759386
     
  6. Gizmoi

    Gizmoi

    Joined:
    Jan 9, 2013
    Posts:
    327
    It still crashes on Unity 5.3.1p2.

    Does anyone know how to debug this? I don't understand what to do with these logs?
     
  7. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
  8. FaberVi

    FaberVi

    Joined:
    Nov 11, 2014
    Posts:
    145
  9. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
    We tried building our app with 5.3.1p2 to see if this has been fixed, but the same result was obtained - the app crashes in the wild at a rate of 2%-5% while our app built with Unity 4.6 on Android has a crash rate on the order of 0.2-0.3%. We were still unable to reproduce this locally.
     
  10. Gizmoi

    Gizmoi

    Joined:
    Jan 9, 2013
    Posts:
    327
    Is it crashing on Samsung devices? We found that our build now suddenly crashes on our Samsung Galaxy Note and Samsung Galaxy Tab. Any correlation?
     
  11. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
  12. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
    Here's our callstack on 5.3.1p2 for comparison:

    java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000024
    1
    Build fingerprint: 'Verizon/VZW_QTAQZ3/QTAQZ3:4.4.2/KOT49H/jenkins.KOT49H.QZ3_31F27:user/release-keys'
    2
    Revision: '0'
    3
    pid: 8362, tid: 8437, name: UnityPreload >>> <snip> <<<
    4
    r0 00000000 r1 63fe2090 r2 000003cb r3 00000000
    5
    r4 63b90850 r5 000003cb r6 00000000 r7 63fe209c
    6
    r8 00000000 r9 63b90850 sl 00000002 fp 633f2c40
    7
    ip 00000000 sp 633f2bd8 lr 606f27d4 pc 606f2b20 cpsr 6a2f4839
    8
    9
    at libunity.00403b20(Native Method)
    10
    at libunity.004037d0(Native Method)

    11
    at libunity.003fec8c(Native Method)

    12
    at libunity.003db2d8(Native Method)

    13
    at libunity.003d9ca0(Native Method)

    14
    at libunity.003d9bf0(Native Method)

    15
    at libunity.00433d9c(Native Method)

    16
    at libc.__thread_entry(__thread_entry:72)

    17
    at libc.pthread_create(pthread_create:240)
     
  13. XiaoJi

    XiaoJi

    Joined:
    Jul 5, 2013
    Posts:
    15
    is it crash when loadlevel ?????
     
  14. DarkCooker

    DarkCooker

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    Jan 7, 2015
    Posts:
    119
    How's your findings? Does it get fixed?
     
  15. Gizmoi

    Gizmoi

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    Jan 9, 2013
    Posts:
    327
    It's still not been fixed for us. I'm trying 5.3.2p2 today though.
     
  16. DarkCooker

    DarkCooker

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    Jan 7, 2015
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    119
    Does it only happen when loadScene or LoadSceneAsync?
    Or randomly happen ? is it related to memory issue?
     
  17. Gizmoi

    Gizmoi

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    Jan 9, 2013
    Posts:
    327
    It appears to be random.
    It doesn't happen specifically when loading scenes, though it's difficult to tell as we load a lot of scenes.
    It's not a memory issue, we've isolated any of those separately, though we don't get many memory issue any more.
     
  18. DarkCooker

    DarkCooker

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    Jan 7, 2015
    Posts:
    119
    So it means it crash randomly even no any user action or loading in programs?
    Or you have some constant services behind?

    Do you have Unity Ads or Push Notification?
    Let's guess it.
     
  19. Gizmoi

    Gizmoi

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    Jan 9, 2013
    Posts:
    327
    There are many background services, we have Analytics, Push Notifications, Ad Networks. None of which are Unity's, they're all third party.
    The crash has happened both in the middle of events/animations/loading playing out, and while nothing is happening.

    Bear in mind this is only on Samsung Galaxy Note 10.1 for us. Nvidia Shield and Nexus 7 both run fine.
     
  20. DarkCooker

    DarkCooker

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    Jan 7, 2015
    Posts:
    119
    We have similar random issue in Samsung Galaxy Note 3.
    Have you tried to remove one by one - i.e. Analytics/Push Notification/Ads etc.?
     
  21. Gizmoi

    Gizmoi

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    Jan 9, 2013
    Posts:
    327
    We haven't yet. We're not in too much of a rush to upgrade at the moment, so digging into this is a low priority.
    Removing any of our third party plugins would require a bit of work, and we haven't dedicated any real time to it.

    Our build using 5.3.2p2 has so far not crashed. Though it's only been tested for an hour straight so far.
     
  22. SummitJain

    SummitJain

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    May 30, 2014
    Posts:
    12
    Did you find any solution?? I am having the exact same problem as yours and stuck for 2 days.
     
  23. Gizmoi

    Gizmoi

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    Jan 9, 2013
    Posts:
    327
    Seems to be linked to / the same as this thread.
    Unity 5.3.2p2 fixed the problem for us though.
     
  24. SummitJain

    SummitJain

    Joined:
    May 30, 2014
    Posts:
    12
    Hi, I SOLVED THE PROBLEM. It was bcoz of the audio Settings which was giving the trouble.
     
  25. Gizmoi

    Gizmoi

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    Jan 9, 2013
    Posts:
    327
    Which audio settings?
     
    InspiredSquare likes this.
  26. XSUnity

    XSUnity

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    Nov 18, 2012
    Posts:
    18
  27. wgt_jimmy

    wgt_jimmy

    Joined:
    Dec 22, 2014
    Posts:
    39
    Unity 5.3.2p3 still has the crash happening on 5% of our Android users.
     
    MrEsquire likes this.
  28. rubbyzhang

    rubbyzhang

    Joined:
    Aug 29, 2016
    Posts:
    1
    same problem !!! , In Unity5.3.5P6 the crash happening on 8% on android

    #00 pc 0040e6a4 libunity.so bool SerializedFile::ReadMetadata<false>(int, unsigned int, unsigned char const*, unsigned int, unsigned int) [armeabi-v7a]

    #01 pc 0040d790 libunity.so SerializedFile::ReadHeader() [armeabi-v7a]

    #02 pc 0040c1e0 libunity.so PersistentManager::GetStreamNameSpaceInternal(int) [armeabi-v7a]

    #03 pc 004076e0 libunity.so PersistentManager::GetLoadErrorMessageFromPath(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [armeabi-v7a]

    #04 pc 003e3c24 libunity.so LoadSceneOperation::perform() [armeabi-v7a]

    #05 pc 003e22a0 libunity.so PreloadManager::Run() [armeabi-v7a]

    #06 pc 003e21f0 libunity.so PreloadManager::Run(void*) [armeabi-v7a]

    #07 pc 0043c09c libunity.so Thread::RunThreadWrapper(void*) [armeabi-v7a]

    #08 pc 00100b2c /system/lib/libwin.so [x86]
     
  29. MuraliVenkat

    MuraliVenkat

    Joined:
    Jan 8, 2015
    Posts:
    14
    Hello everyone, I am getting the following crash in only some specific devices,

    1. java.lang.Error: FATAL EXCEPTION [UnityMain]
    2. Unity version :5.4.0f3
    3. Device model : samsung GT-P5210
    4. Device fingerprint: xxxxxxxxx
    5. Causedby: java.lang.Error: signal 11(SIGSEGV), code 1(SEGV_MAPERR), fault addr fffbbedc
    6. Build fingerprint: xxxxxxxxx
    7. Revision:'0'
    8. pid:20890, tid:20905, name:UnityMain>>> com.company.productname <<<
    9. r0 00000000 r1 ff000000 r2 82b597a3 r3 14abd638
    10. r4 64c7f6b1 r5 000000e6 r6 741c8fe0 r7 7c35e4e7
    11. r8 00000095 r9 00000000 sl 00000000 fp 00000000
    12. ip 00000000 sp 67479458 lr 00000000 pc 16305a19 cpsr 2e342e34
    13. at libunity.00305a19(NativeMethod)
    14. at Unknown.000fd750(UnknownSource)`

    I am not able to reproduce this crash in my devices. It is occurring only in android version 4.4. I have googled it and the people saying its a unity bug but unity developers said they have fixed this issue. But i am keep on getting this crash in same devices. I am using Unity 5.4.0 f3. i dont know what to do. :( Can anyone please help me in this. Thanks.
     
    MrEsquire likes this.
  30. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,555
    Looks like the same issue i am having (see this thread: https://forum.unity3d.com/threads/u...1-how-to-diagnose-or-fix.441180/#post-2872392)
     
  31. InspiredSquare

    InspiredSquare

    Joined:
    Nov 16, 2015
    Posts:
    20
    Any update on this issue?