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Crashes on Android after migrating to Unity 2018.3 when use AndroidJavaProxy class

Discussion in 'Android' started by IceCatGames, Feb 11, 2019.

  1. Deleted User

    Deleted User

    Guest

    Turns out to not be this. Still getting Proxy related errors. Back to drawing board :(.
     
  2. mkudimov

    mkudimov

    Joined:
    Jan 7, 2018
    Posts:
    10
    It turns out I also can not roll back to the previous version. BinaryFormatter does not have backward compatibility(((
     
  3. FinalDaniel

    FinalDaniel

    Joined:
    Mar 29, 2017
    Posts:
    12
    I was also wrong about it possibly having something to do with 3rd party libraries that alter the android manifest file - I had an update to an app go out recently that has no 3rd party SDKs in it at all on android, and the latest version is getting a crash rate of >1%, almost all of them related to these listener errors from unity ads and unity IAP. They just didn't trigger on any of google plays pre-launch test devices, so I thought it was in the clear.

    The performance has now passed Google Plays bad behaviour threshold.

    I'm unfortunately not in a position to investigate much further at the moment, but this is a really serious problem so hopefully one of you, or someone from Unity, has a breakthrough on this issue soon.
     
  4. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    Unfortunately it did not help = (
     
  5. Deleted User

    Deleted User

    Guest

    My new solution is to remove all ads from my games. Not too big of a loss since ads revenue is horrendous - certainly not enough to warrant being tied up for any amount of time looking for fixes to problems that shouldn't even be there. As a side point, I have always found that ads kind of ruin games anyway. Just to illustrate, a few years ago I would make about £1 ($1.50USD or thereabouts back then) per 1000 impressions, and that made it just about worth running the ads for a little bit of spare change each month in return for very little input from me. This time around it's averaging about a tenth of that figure, so hardly worth bothering with, especially if I'm spending my development time trying to find ways of making them work properly.
     
  6. ARPAplus

    ARPAplus

    Joined:
    Jun 5, 2015
    Posts:
    32
    Confirmed, does not worked. Moved interstitial preload to coroutine with 0.5 sec delay and still $Proxy9.onAdLoaded crashes appearing.
     
  7. mkudimov

    mkudimov

    Joined:
    Jan 7, 2018
    Posts:
    10
    May be should to think about exit/pause time? Not load.
    Proxy can call already destroyed instance...
     
  8. Just_Play

    Just_Play

    Joined:
    Dec 2, 2016
    Posts:
    4
    a lot of crash...

    java.lang.Error
    : FATAL EXCEPTION [Thread-468]
    Unity version : 2018.3.7f1
    Device model : samsung SM-G965N
    Device fingerprint: samsung/star2lteks/star2lteks:9/PPR1.180610.011/G965NKSU1CSB3:user/release-keys

    Caused by
    at com.unity3d.player.ReflectionHelper.nativeProxyInvoke (Native Method)
    at com.unity3d.player.ReflectionHelper.a (Unknown Source)
    at com.unity3d.player.ReflectionHelper$1.invoke (Unknown Source:6)
    at java.lang.reflect.Proxy.invoke (Proxy.java:1006)
    at $Proxy11.onAdLoaded (Unknown Source)
    at com.google.unity.ads.Interstitial$1$1$1.run (Interstitial.java:75)
    at java.lang.Thread.run (Thread.java:764)

    onAdLoaded function is blank...
     
  9. IceCatGames

    IceCatGames

    Joined:
    Mar 22, 2016
    Posts:
    33
    Welcome to our company.

    Unity 2018.3.7 released and no news about this issue. @mikaisomaa @dominykasm when this bug will be fixed? More and more developers become in trap because they can't normally show ads and can't migrate back to Unity 2018.2
     
  10. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    in 2018.3.7 was fixed com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator (we had lots of this crashes too), but
    $Proxy11.onAdLoaded - became more, so if you had no native crashes do not update to 3.7
     
  11. mkudimov

    mkudimov

    Joined:
    Jan 7, 2018
    Posts:
    10
    2018.3.8 ? any news?
     
    toberr likes this.
  12. Deleted User

    Deleted User

    Guest

    I'm still sticking with my solution of removing ads and keeping them out, but I've had an additional thought about this. There was a mention that Proxy errors may be occurring by trying to call a listener on a destroyed object. When I'd been seeing these errors this had been one of my thoughts about it. The problem here is this can't be easily solved at first glance since the ads plugins provide no means of unregistering listeners or of un-initialising the ads system once it is initialised. So a thought to everyone still wanting the ads to be in their games - could you put the whole lot of your ads code (and instances of ads) into a co-routine and then stop the co-routine when OnDisable() or OnDestroy() get triggered? Or is there another way of running a separate thread which again can be stopped / destroyed when the Unity lifecycle events get triggered on your main thread. I moved to Unity to avoid working with threads, never looked much into them, so can't give a more specific answer, but maybe this might be of use to someone.
     
  13. joscht

    joscht

    Joined:
    Mar 23, 2017
    Posts:
    4
    Edit 2: I'm not entirely sure if maybe something quite simple is the problem in my case: Pressing "android back" quits my app. In the logs I saw "I/Robo(9486): Espresso: pressing Back." or "W/Robo(15318): Pressing back led out of the app, Ignoring." shortly before the crash. After disabling quitting with android back I didn't get any crashes in the pre launch report. Because they seem to be rather random it might also be a coincidence. I'll keep an eye on it...
    Edit 3: It actually seems to be related to quitting the app with android back (in my case at least). I see similar exceptions on my own phone when I quit the application with "back" immediately after starting it (pressing back while the "made with unity" splash screen is still displayed). The second run of pre launch reports with "back" disabled also showed no errors. And if I quit the application a few times like this, android displays a dialog that my app has crashed multiple times. Switching from "Application.Quit()" to "Input.backButtonLeavesApp = true" has no effect on this; getting the same errors. So I guess there is an issue with an "unclean" shutdown and the firebase test cases press the back button occasionally.
    The following exception is from my own phone when quitting right after starting the app:
    Code (CSharp):
    1. 03-11 11:12:34.037 10235 10235 E AndroidRuntime: java.lang.UnsatisfiedLinkError: No implementation found for java.lang.Object com.unity3d.player.ReflectionHelper.nativeProxyInvoke(int, java.lang.String, java.lang.Object[]) (tried Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke and Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke__ILjava_lang_String_2_3Ljava_lang_Object_2)
    2. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at com.unity3d.player.ReflectionHelper.nativeProxyInvoke(Native Method)
    3. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at com.unity3d.player.ReflectionHelper.a(Unknown Source:0)
    4. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at com.unity3d.player.ReflectionHelper$1.invoke(Unknown Source:6)
    5. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at java.lang.reflect.Proxy.invoke(Proxy.java:1006)
    6. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at $Proxy7.onUnityAdsReady(Unknown Source)
    7. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at com.unity3d.services.ads.api.Listener$1.run(Listener.java:16)
    8. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at android.os.Handler.handleCallback(Handler.java:873)
    9. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at android.os.Handler.dispatchMessage(Handler.java:99)
    10. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at android.os.Looper.loop(Looper.java:193)
    11. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at android.app.ActivityThread.main(ActivityThread.java:6694)
    12. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at java.lang.reflect.Method.invoke(Native Method)
    13. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:493)
    14. 03-11 11:12:34.037 10235 10235 E AndroidRuntime:        at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:858)
    15. 03-11 11:12:34.043 10235 10235 I Process : Sending signal. PID: 10235 SIG: 9
    I'm having similar issues. I'm using Unity 2018.3.3f1.
    I'm seeing the following errors in the google play pre launch report, which seem to be related to Analytics:

    Code (CSharp):
    1. java.lang.UnsatisfiedLinkError: No implementation found for java.lang.Object com.unity3d.player.ReflectionHelper.nativeProxyInvoke(int, java.lang.String, java.lang.Object[]) (tried Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke and Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke__ILjava_lang_String_2_3Ljava_lang_Object_2)
    2.     at com.unity3d.player.ReflectionHelper.nativeProxyInvoke(Native Method)
    3.     at com.unity3d.player.ReflectionHelper.a(Unknown Source:0)
    4.     at com.unity3d.player.ReflectionHelper$1.invoke(Unknown Source:6)
    5.     at java.lang.reflect.Proxy.invoke(Proxy.java:913)
    6.     at $Proxy14.onAddExtras(Unknown Source)
    7.     at com.unity3d.services.analytics.core.api.Analytics$1.run(Analytics.java:23)
    8.     at android.os.Handler.handleCallback(Handler.java:790)
    9.     at android.os.Handler.dispatchMessage(Handler.java:99)
    10.     at android.os.Looper.loop(Looper.java:164)
    11.     at android.app.ActivityThread.main(ActivityThread.java:6494)
    12.     at java.lang.reflect.Method.invoke(Native Method)
    13.     at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:438)
    14.     at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:807)
    It doesn't crash always (sometimes only 1/9 devices, sometimes 3/9).

    Edit: Digging through the logcat there are some similar exceptions showing up earlier:
    Code (CSharp):
    1. 03-07 23:58:58.532: E/art(9486): No implementation found for void com.unity3d.player.ReflectionHelper.nativeProxyFinalize(int) (tried Java_com_unity3d_player_ReflectionHelper_nativeProxyFinalize and Java_com_unity3d_player_ReflectionHelper_nativeProxyFinalize__I)
    2. 03-07 23:58:58.532: E/System(9486): Uncaught exception thrown by finalizer
    3. 03-07 23:58:58.532: E/System(9486): java.lang.UnsatisfiedLinkError: No implementation found for void com.unity3d.player.ReflectionHelper.nativeProxyFinalize(int) (tried Java_com_unity3d_player_ReflectionHelper_nativeProxyFinalize and Java_com_unity3d_player_ReflectionHelper_nativeProxyFinalize__I)
    4. 03-07 23:58:58.532: E/System(9486):     at com.unity3d.player.ReflectionHelper.nativeProxyFinalize(Native Method)
    5. 03-07 23:58:58.532: E/System(9486):     at com.unity3d.player.ReflectionHelper.a(Unknown Source)
    6. 03-07 23:58:58.532: E/System(9486):     at com.unity3d.player.ReflectionHelper$1.finalize(Unknown Source)
    7. 03-07 23:58:58.532: E/System(9486):     at java.lang.Daemons$FinalizerDaemon.doFinalize(Daemons.java:222)
    8. 03-07 23:58:58.532: E/System(9486):     at java.lang.Daemons$FinalizerDaemon.run(Daemons.java:209)
    9. 03-07 23:58:58.532: E/System(9486):     at java.lang.Thread.run(Thread.java:761)
    And this one (which I guess is related to the crash and probably not the cause of it all):
    Code (CSharp):
    1. 03-07 23:58:58.282: E/ActivityThread(9486): Activity com.unity3d.player.UnityPlayerActivity has leaked ServiceConnection null that was originally bound here
    2. 03-07 23:58:58.282: E/ActivityThread(9486): android.app.ServiceConnectionLeaked: Activity com.unity3d.player.UnityPlayerActivity has leaked ServiceConnection null that was originally bound here
    3. 03-07 23:58:58.282: E/ActivityThread(9486):     at android.app.LoadedApk$ServiceDispatcher.<init>(LoadedApk.java:1336)
    4. 03-07 23:58:58.282: E/ActivityThread(9486):     at android.app.LoadedApk.getServiceDispatcher(LoadedApk.java:1231)
    5. 03-07 23:58:58.282: E/ActivityThread(9486):     at android.app.ContextImpl.bindServiceCommon(ContextImpl.java:1478)
    6. 03-07 23:58:58.282: E/ActivityThread(9486):     at android.app.ContextImpl.bindService(ContextImpl.java:1450)
    7. 03-07 23:58:58.282: E/ActivityThread(9486):     at android.content.ContextWrapper.bindService(ContextWrapper.java:636)
    8. 03-07 23:58:58.282: E/ActivityThread(9486):     at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    9. 03-07 23:58:58.282: E/ActivityThread(9486):     at com.unity3d.player.UnityPlayer.c(Unknown Source)
    10. 03-07 23:58:58.282: E/ActivityThread(9486):     at com.unity3d.player.UnityPlayer$e$2.queueIdle(Unknown Source)
    11. 03-07 23:58:58.282: E/ActivityThread(9486):     at android.os.MessageQueue.next(MessageQueue.java:392)
    12. 03-07 23:58:58.282: E/ActivityThread(9486):     at android.os.Looper.loop(Looper.java:136)
    13. 03-07 23:58:58.282: E/ActivityThread(9486):     at com.unity3d.player.UnityPlayer$e.run(Unknown Source)
    14. 03-07 23:58:58.282: W/ActivityManager(1405): Unbind failed: could not find connection for android.os.BinderProxy@86fb854
     
    Last edited: Mar 11, 2019
  14. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    @joscht
    Try 2018.3.7 or 2018.3.8 if you have no proxy class crashes.
     
  15. joscht

    joscht

    Joined:
    Mar 23, 2017
    Posts:
    4
    I tried with 2018.3.8 too, getting the same errors when leaving the app with "Application.Quit()" and the pre launch reports show errors again.
     
  16. mridkash

    mridkash

    Joined:
    Apr 8, 2017
    Posts:
    4
    I am now downgrading my project from Unity 2018.3.2 to Unity 2018.2.10. Here are the problems which I faced and managed to fix.

    1. I opened the project in Unity 2018.2.10 and immediatedly saw errors related to package manager. I am using only TextMeshPro from the package manager and nothing else. So I went to the directory mentioned in the errors
      /Users/_username_/Library/Unity/cache/packages
      and deleted all except textmesh pro. This fixed those errors.
    2. I saw that most of my prefab references in the scripts became missing or got set to none. This was due to new prefab system in 2018.3. I peeked through the scene file (.unity) in a text editor and found that the prefab references were there but had an attribute of
      type : 3
      I noticed that the prefab with attribute type: 2 were showing up correctly. So I manually changed each prefab reference attribute to type: 2 and it worked. I believe it works fine because I am not nesting any prefabs. Below is how a prefab reference looks in text editor
    {fileID: 114451593721018572, guid: 1cfae6406180bf54e9180032b2ad523b, type: 2}


    I changed the type: 3 to type: 2 only for the prefab references in all the Scriptable Object (.asset) files and scene (.unity) files.

    After doing these 2 changes my game works in the older 2018.2.10 version. I have done some preliminary testing and everything seems fine. Next I'll do full testing of the game and then release in production to see if it resolves the crashes. Keeping fingers crossed.

     
  17. IceCatGames

    IceCatGames

    Joined:
    Mar 22, 2016
    Posts:
    33
    That's awesome. When I tried to downgrade, Unity app started to crash every time when I tried to start game in editor. Almost all of the scenes became mess and opened with strange empty parts and so on...
    So I released new version with disabled ads and are waiting for fix. But seems I'll wait very, very long time...
     
  18. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    And in what specific place are you changing type 3 to type 2? because With the replacement of all or those in the array of prefabs, I still get a prefab missing ;(
     
  19. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    I've got answer from unity:

    We have identified this issue as a duplicate of an existing known bug and we will be closing the issue. The information you have supplied will help us further in the resolution.

    You can track original case's status here:
    https://issuetracker.unity3d.com/product/unity/issues/guid/1126040/

    And there is only my vote =((
     
  20. Ogien

    Ogien

    Joined:
    Nov 21, 2012
    Posts:
    160
    OMG glad I found this post, I thought I was the only one, I will be downgrading my live app to 2018.2.10 but I have spent the last 2 months working on a new version with 2018.3.* and I can't release that update until this is resolved. That is very disappointing.

    Why is there no update from Unity on a fix? Is anyone at Unity actually working on this?
     
  21. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    2,983
    The fix for UnsatisfiedLinkError is in progress (will take few week to get backported to all supported versions).
    This particular error happens when Java code invokes proxy after Unity player has been killed already and entire scripting size has been destroyed.
     
  22. IceCatGames

    IceCatGames

    Joined:
    Mar 22, 2016
    Posts:
    33
    @Aurimas-Cernius , why this problem didn't happen on previous versions (before 2018.3)?
     
    triangle154 likes this.
  23. Ogien

    Ogien

    Joined:
    Nov 21, 2012
    Posts:
    160

    Thank you so much for the update, I can wait a few weeks no problem :) For now I rolled back the live version to 2018.2.10 and all the errors went away :)
     
  24. mridkash

    mridkash

    Joined:
    Apr 8, 2017
    Posts:
    4
    I changed the
    type: 3
    to
    type: 2
    in all the scene files (.unity) and all my scriptable objects (.asset) files.

    I used this regex in vscode to scan the files and find prefab references to change.
    ^\s+[^_]+{fileID.+, type: 3}$


    If some prefab is still showing up as missing in the old version then you can check it and see if it has nested prefab. I have not tested with nested prefabs.
    I'm still in the process of testing my game on multiple phones, I will report if it doesn't work. So far all the prefabs are successfully showing up in the old version after changing the type.

    [Edit] I realized one thing, don't change all of the references to
    type: 2
    . Change only the references to prefabs which you created yourself.

    For example in my project there are imported 3d models as fbx files. These also show up as
    {fileID: 100008, guid: b01e17dea3597994986cf8ff1eb910d3, type: 3}
    in the scene file.
    Let these be type: 3 otherwise you will see them as missing in the inspector.
     
    Last edited: Mar 14, 2019
    toberr likes this.
  25. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    with 2018.3.0b3 we have in 2 times less crashes, but still have.
     
  26. YuriBazila

    YuriBazila

    Joined:
    Feb 1, 2013
    Posts:
    47
    We have crash rate 2-3% in the google play. It is so much painful and we can't do nothing right now?
    Should we just wait for 2 weeks and ruin google play organic due to very high crash rate?

    I've tried different 2018.3.* versions without unity ads at all, only admob. But it is still crashing on 2-3 devices from 10.
    What can we do? We can't use 2018.2.*. Because all of the scenes and prefabs will be broken

    Code (CSharp):
    1. java.lang.UnsatisfiedLinkError: No implementation found for java.lang.Object com.unity3d.player.ReflectionHelper.nativeProxyInvoke(int, java.lang.String, java.lang.Object[]) (tried Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke and Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke__ILjava_lang_String_2_3Ljava_lang_Object_2)
     
    IceCatGames and toberr like this.
  27. mridkash

    mridkash

    Joined:
    Apr 8, 2017
    Posts:
    4
    You can try fixing the broken prefabs using the steps given in my last 2 posts here. The steps are a bit messy, make sure you keep backups and use version control. I am figuring out if an editor script can be made which will help in downgrading projects. Will post here.

    After downgrading my app to 2018.2.10 and releasing in production I've had 0 crashes so far in 3 days of release.

    https://forum.unity.com/threads/cra...oidjavaproxy-class.627637/page-2#post-4309714

    https://forum.unity.com/threads/cra...oidjavaproxy-class.627637/page-2#post-4318201
     
  28. YuriBazila

    YuriBazila

    Joined:
    Feb 1, 2013
    Posts:
    47
    Do you have any updates, patches? Or Unity will wait for the few weeks for the next big update?
     
  29. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    2018.3.9 - nothing like, wait on ...
     
  30. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    2,983
    I plan to include a fix for all affected Unity versions, but currently it's still be tested by our QA.
     
    toantbk and toberr like this.
  31. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    We can test it for you =)
     
  32. toantbk

    toantbk

    Joined:
    Jun 14, 2014
    Posts:
    8
    Please check the issue app crash or freezes after show admob. I don't know this is same issue of this thread or not.
    Error occurs only while countdown interstitial ads display, others interstitial ads are normal.



    Code (JavaScript):
    1. ------------------------------------------------------------------------------------------------
    2.  
    3. I/Unity   ( 3281): ShowAdmob
    4.  
    5. I/Unity   ( 3281):
    6.  
    7. I/Unity   ( 3281): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
    8.  
    9. I/Unity   ( 3281):
    10.  
    11. I/ActivityManager(  402): START u0 {flg=0x80000 cmp=com.teststudio.testAdmob/com.google.android.gms.ads.AdActivity (has extras)} from pid 3281
    12.  
    13. E/Cataloger( 2268): syncFile:/storage/emulated/0/Android/data/com.teststudio.testAdmob/files/Unity/85ffd7d1-9f4a-453a-9477-ff9412446768/Analytics/values
    14.  
    15. E/Cataloger( 2268): need not sync path:/storage/emulated/0/Android/data/com.teststudio.testAdmob/files/Unity/85ffd7d1-9f4a-453a-9477-ff9412446768/Analytics/values
    16.  
    17. D/DynamitePackage( 3281): Instantiating com.google.android.gms.ads.ChimeraAdManagerCreatorImpl
    18.  
    19. I/Ads     ( 3281): Use AdRequest.Builder.addTestDevice("03EE282330B0BF8EB48A3646CFB4F44A") to get test ads on this device.
    20.  
    21. D/dalvikvm( 3281): GC_CONCURRENT freed 1842K, 16% free 10822K/12788K, paused 2ms+1ms, total 11ms
    22.  
    23. D/DynamitePackage( 3281): Instantiating com.google.android.gms.ads.ChimeraAdOverlayCreatorImpl
    24.  
    25. W/EGL_emulation( 3281): eglSurfaceAttrib not implemented
    26.  
    27. I/AudioService(  402):  AudioFocus  requestAudioFocus() from android.media.AudioManager@5332cbeccom.google.android.gms.ads.internal.video.ae@5346a998
    28.  
    29. I/OMXClient( 3281): Using client-side OMX mux.
    30.  
    31. V/SoftOMXPlugin(  149): makeComponentInstance 'OMX.ffmpeg.h264.decoder'
    32.  
    33. V/SoftOMXPlugin(  149): load component libstagefright_soft_ffmpegvdec.so for OMX.ffmpeg.h264.decoder
    34.  
    35. D/SoftFFmpegVideo(  149): SoftFFmpegVideo component: OMX.ffmpeg.h264.decoder mMode: 6
    36.  
    37. V/MediaCodec( 3281): Found 2 pieces of codec specific data.
    38.  
    39. E/OMXNodeInstance(  149): OMX_GetExtensionIndex failed
    40.  
    41. W/Ads     (  964): App does not have the required permissions to get location
    42.  
    43. F/ACodec  ( 3281): frameworks/av/media/libstagefright/ACodec.cpp:3288 CHECK_EQ( (status_t)OK,mCodec->initNativeWindow()) failed: 0 vs. -2147483648
    44.  
    45. E/Cataloger( 2268): syncFile:/storage/emulated/0/Android/data/com.teststudio.testAdmob/files/Unity/85ffd7d1-9f4a-453a-9477-ff9412446768/PerformanceReporting/active_report
    46.  
    47. E/Cataloger( 2268): need not sync path:/storage/emulated/0/Android/data/com.teststudio.testAdmob/files/Unity/85ffd7d1-9f4a-453a-9477-ff9412446768/PerformanceReporting/active_report
    48.  
    49. I/ActivityManager(  402): Displayed com.teststudio.testAdmob/com.google.android.gms.ads.AdActivity: +218ms
    50.  
    51. I/Ads     (  964): SDK version: afma-sdk-a-v15090005.15000000.1
    52.  
    53. E/CRASH   ( 3281): signal 4 (SIGILL), code 2 (ILL_ILLOPN), fault addr b71466bd
    54.  
    55. E/CRASH   ( 3281): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    56.  
    57. E/CRASH   ( 3281): Build type 'Release', Scripting Backend 'il2cpp', CPU 'x86'
    58.  
    59. E/CRASH   ( 3281): Build fingerprint: 'Samsung/Samsung/GT-P5210:4.4.4/KTU84P/eng.se.infra.20170110.154925:userdebug/release-keys'
    60.  
    61. E/CRASH   ( 3281): Revision: '0'
    62.  
    63. E/CRASH   ( 3281): pid: 3281, tid: 3755, name: MediaCodec_loop  >>> com.teststudio.testAdmob <<<
    64.  
    65. E/CRASH   ( 3281):     eax 00000088  ebx b715eff4  ecx 8c3c577c  edx 00000800
    66.  
    67. E/CRASH   ( 3281):     esi 00000000  edi 8c3c5be0
    68.  
    69. E/CRASH   ( 3281):     xcs 00000073  xds 0000007b  xes ffff007b  xfs c0550000  xss 0000007b
    70.  
    71. E/CRASH   ( 3281):     eip b71466bd  ebp 8c3c576c  esp 8c3c5740  flags 00010206
    72.  
    73. E/CRASH   ( 3281):
    74.  
    75. E/CRASH   ( 3281): backtrace:
    76.  
    77. E/CRASH   ( 3281):     #00  pc 000046bd  /system/lib/libcutils.so (__android_log_assert+125)
    78.  
    79. E/CRASH   ( 3281):     #01  pc 726f7765  <unknown/absolute>
    80.  
    81. E/Cataloger( 2268): syncFile:/storage/emulated/0/Android/data/com.teststudio.testAdmob/files/Unity/85ffd7d1-9f4a-453a-9477-ff9412446768/PerformanceReporting/active_report
    82.  
    83. E/Cataloger( 2268): need not sync path:/storage/emulated/0/Android/data/com.teststudio.testAdmob/files/Unity/85ffd7d1-9f4a-453a-9477-ff9412446768/PerformanceReporting/active_report
    84.  
    85. I/ActivityManager(  402): No longer want com.google.android.play.games.ui (pid 2051): empty for 1800s
    86.  
    87. D/dalvikvm(  964): GC_CONCURRENT freed 2245K, 12% free 24529K/27768K, paused 4ms+1ms, total 56ms
    88.  
    89. D/dalvikvm(  964): WAIT_FOR_CONCURRENT_GC blocked 20ms
    90.  
    91. E/CRASH   ( 3281): other thread is trapped; signum = 4
    92.  
    93. E/InputEventReceiver( 3281): Exception dispatching input event.
    94.  
    95. E/MessageQueue-JNI( 3281): Exception in MessageQueue callback: handleReceiveCallback
    96.  
    97. E/MessageQueue-JNI( 3281): java.lang.Error: signal 4 (SIGILL), code 2 (ILL_ILLOPN), fault addr b71466bd
    98.  
    99. E/MessageQueue-JNI( 3281): Build fingerprint: 'Samsung/Samsung/GT-P5210:4.4.4/KTU84P/eng.se.infra.20170110.154925:userdebug/release-keys'
    100.  
    101. E/MessageQueue-JNI( 3281): Revision: '0'
    102.  
    103. E/MessageQueue-JNI( 3281): pid: 3281, tid: 3755, name: MediaCodec_loop  >>> com.teststudio.testAdmob <<<
    104.  
    105. E/MessageQueue-JNI( 3281):
    106.  
    107. E/MessageQueue-JNI( 3281):     at libcutils.__android_log_assert(__android_log_assert:125)
    108.  
    109. E/MessageQueue-JNI( 3281):     at Unknown.726f7765(Unknown Source)
    110.  
    111. D/AndroidRuntime( 3281): Shutting down VM
    112.  
    113. W/dalvikvm( 3281): threadid=1: thread exiting with uncaught exception (group=0xa6107908)
    114.  
    115. E/AndroidRuntime( 3281): FATAL EXCEPTION: main
    116.  
    117. E/AndroidRuntime( 3281): java.lang.Error: FATAL EXCEPTION [main]
    118.  
    119. E/AndroidRuntime( 3281): Unity version     : 2018.3.0f2
    120.  
    121. E/AndroidRuntime( 3281): Device model      : Samsung GT-P5210
    122.  
    123. E/AndroidRuntime( 3281): Device fingerprint: Samsung/Samsung/GT-P5210:4.4.4/KTU84P/eng.se.infra.20170110.154925:userdebug/release-keys
    124.  
    125. E/AndroidRuntime( 3281):
    126.  
    127. E/AndroidRuntime( 3281): Caused by: java.lang.Error: signal 4 (SIGILL), code 2 (ILL_ILLOPN), fault addr b71466bd
    128.  
    129. E/AndroidRuntime( 3281): Build fingerprint: 'Samsung/Samsung/GT-P5210:4.4.4/KTU84P/eng.se.infra.20170110.154925:userdebug/release-keys'
    130.  
    131. E/AndroidRuntime( 3281): Revision: '0'
    132.  
    133. E/AndroidRuntime( 3281): pid: 3281, tid: 3755, name: MediaCodec_loop  >>> com.teststudio.testAdmob <<<
    134.  
    135. E/AndroidRuntime( 3281):
    136.  
    137. E/AndroidRuntime( 3281):     at libcutils.__android_log_assert(__android_log_assert:125)
    138.  
    139. E/AndroidRuntime( 3281):     at Unknown.726f7765(Unknown Source)
    140.  
    141. W/ActivityManager(  402):   Force finishing activity com.teststudio.testAdmob/com.google.android.gms.ads.AdActivity
    142.  
    143. D/dalvikvm(  402): GC_FOR_ALLOC freed 1033K, 50% free 7327K/14560K, paused 9ms, total 9ms
    144.  
    145. D/        (  402): HostConnection::get() New Host Connection established 0xb84e64f0, tid 418
    146.  
    147. D/dalvikvm(  964): GC_CONCURRENT freed 2317K, 13% free 24260K/27768K, paused 2ms+2ms, total 50ms
    148.  
    149. D/dalvikvm(  964): WAIT_FOR_CONCURRENT_GC blocked 32ms
    150.  
    151. W/ActivityManager(  402): Activity pause timeout for ActivityRecord{533ad81c u0 com.teststudio.testAdmob/com.google.android.gms.ads.AdActivity}
    152.  
    153. D/dalvikvm(  964): GC_CONCURRENT freed 2014K, 13% free 24293K/27768K, paused 2ms+1ms, total 49ms
    154.  
    155. D/dalvikvm(  964): WAIT_FOR_CONCURRENT_GC blocked 25ms
    156.  
    157. ------------------------------------------------
     
  33. Antony-Blackett

    Antony-Blackett

    Joined:
    Feb 15, 2011
    Posts:
    1,728
    I just found this thread. I too was seeing these crashes with any version older that Unity 2018.2.4f1. 2018.2.5 started crashing a lot so I had to rollback. I also tried 2018.2.8 later on and that also resulted in many crashes so I'm still on 2018.2.4f1 at this stage.

    I just thought I'd let you all know that this seems to be the most stable version of Unity that I've found in recent times. Might be worth rolling back to that if you're planning on rolling back.
     
  34. toantbk

    toantbk

    Joined:
    Jun 14, 2014
    Posts:
    8
    Today i update the lasted version admob v3.16 and look like this error is fixed, so lucky ^^
     
    toberr likes this.
  35. digitalmoka

    digitalmoka

    Joined:
    Nov 11, 2016
    Posts:
    7
    Hi,
    are there news for Unity update version that fix the issue ?
     
  36. KleninDmitriy

    KleninDmitriy

    Joined:
    Nov 13, 2018
    Posts:
    5
    I updated admob to v3.16 and on Unity 2018.3.9f1 (64-bit) I still have:
    java.lang.Error
    $Proxy7.onUnityAdsReady
     
  37. Ogien

    Ogien

    Joined:
    Nov 21, 2012
    Posts:
    160
    Well tomorrow its officially 2 weeks since the promised "few weeks" fix. I guess "few" could be >= 2. I am patiently waiting ..... Holding my release ... patiently .... I swear.
     
  38. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    So the status of this issue here https://issuetracker.unity3d.com/is...java-proxy-while-the-app-is-in-the-background changed to Fixed in Unity 2019.2 but what about Unity 2018
    nothing about that in 2018.3.10f1 ;(
     
    Last edited: Mar 27, 2019
  39. AllanRW

    AllanRW

    Joined:
    Nov 6, 2014
    Posts:
    25
    I've just published my app two days ago and got some crash notifications from Firebase Crashlytics with this specific crash, in my case its only from Android 5 users with this specific device model : TrendMicro GI-I9500_TMMARS, mostly rooted devices.
     
  40. ZeusGameLab

    ZeusGameLab

    Joined:
    Mar 13, 2019
    Posts:
    4
    Unity 2018.3.9f. Same error

    FATAL EXCEPTION: main
    Process: com.zeusgamelab.wordsquare, PID: 14475
    java.lang.UnsatisfiedLinkError: No implementation found for java.lang.Object com.unity3d.player.ReflectionHelper.nativeProxyInvoke(int, java.lang.String, java.lang.Object[]) (tried Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke and Java_com_unity3d_player_ReflectionHelper_nativeProxyInvoke__ILjava_lang_String_2_3Ljava_lang_Object_2)
    at com.unity3d.player.ReflectionHelper.nativeProxyInvoke(Native Method)
    at com.unity3d.player.ReflectionHelper.a(Unknown Source:0)
    at com.unity3d.player.ReflectionHelper$1.invoke(Unknown Source:6)
    at java.lang.reflect.Proxy.invoke(Proxy.java:913)
    at $Proxy9.onUnityAdsReady(Unknown Source)
    at com.unity3d.ads.api.Listener$1.run(Listener.java:17)
    at android.os.Handler.handleCallback(Handler.java:789)
    at android.os.Handler.dispatchMessage(Handler.java:98)
    at android.os.Looper.loop(Looper.java:251)
    at android.app.ActivityThread.main(ActivityThread.java:6572)
    at java.lang.reflect.Method.invoke(Native Method)
    at com.android.internal.os.Zygote$MethodAndArgsCaller.run(Zygote.java:240)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:767)
     
  41. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    2,983
    The fix will come out in 2019.2a11 and I'm working on getting it to 2019.1 and 2018.3. Will let you know once it lands to release branch.
     
    Khonkaengame, AllanRW, AyMog and 2 others like this.
  42. Ogien

    Ogien

    Joined:
    Nov 21, 2012
    Posts:
    160
    Thank you for the update, I really apreciate it. Just to let you know I am currently holding the release of my game just because of this, any ETA on when this fix will be available in a non beta version?
     
    MohHeader, toberr and AyMog like this.
  43. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    2,983
    AyMog, Ogien and toberr like this.
  44. Oscillograph

    Oscillograph

    Joined:
    May 21, 2013
    Posts:
    1
    Voting disabled for resolved issues :(
     
  45. Ogien

    Ogien

    Joined:
    Nov 21, 2012
    Posts:
    160
    Thanks for the update, looking forward to the patch.
     
  46. AKPublish

    AKPublish

    Joined:
    Dec 14, 2016
    Posts:
    8
    Also waiting for the fix for 2018.3
     
  47. Sangwe

    Sangwe

    Joined:
    Mar 6, 2015
    Posts:
    1
    Im waiting for the fix for 2018.3
     
  48. Ogien

    Ogien

    Joined:
    Nov 21, 2012
    Posts:
    160
    My fans are like: "Where is the new version", and I am like :(
     
  49. trirom1

    trirom1

    Joined:
    Jun 5, 2014
    Posts:
    14
    why we don't update Unity 2019.2 which fix this issue?
    note: I am waiting fix for 2018.3 :D
     
  50. pertz

    pertz

    Joined:
    Jan 8, 2015
    Posts:
    106
    because if you do, you will get 100's of other crashes and will have to wait until 2020.2 to get the fixes, and the cycle goes on...
     
    setauz and flashmandv like this.
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