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Crashes on Huawei Android 9 devices

Discussion in 'Android' started by GuruGurra, Feb 21, 2019.

  1. GuruGurra

    GuruGurra

    Joined:
    Jan 18, 2018
    Posts:
    38
    I have a number of crashes that occur solely on Huawei devices with Android 9. I have a Android 9 Huawei device myself but cannot reproduce it. I haven't a clue what it's all about or in what situation it occur.

    java.lang.NullPointerException:
    at android.view.ViewGroup.dispatchApplyWindowInsets (ViewGroup.java:7163)
    at android.view.ViewRootImpl.dispatchApplyInsets (ViewRootImpl.java:1833)
    at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:2261)
    at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1624)
    at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:7926)
    at android.view.Choreographer$CallbackRecord.run (Choreographer.java:1079)
    at android.view.Choreographer.doCallbacks (Choreographer.java:885)
    at android.view.Choreographer.doFrame (Choreographer.java:809)
    at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:1065)
    at android.os.Handler.handleCallback (Handler.java:891)
    at android.os.Handler.dispatchMessage (Handler.java:102)
    at android.os.Looper.loop (Looper.java:207)
    at android.app.ActivityThread.main (ActivityThread.java:7470)
    at java.lang.reflect.Method.invoke (Native Method)
    at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:524)
    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:958)
     
  2. dominykasm

    dominykasm

    Unity Technologies

    Joined:
    May 27, 2018
    Posts:
    70
    Hey, this is a known issue, we have already fixed it in 2019.2 and also backported it to 2019.1 and it should be backported to 2018.3 as well.
     
  3. GuruGurra

    GuruGurra

    Joined:
    Jan 18, 2018
    Posts:
    38
    OK. I use 2018.3.0f2 and an update check say "The Unity Editor is up to date"...
     
  4. dominykasm

    dominykasm

    Unity Technologies

    Joined:
    May 27, 2018
    Posts:
    70
  5. GuruGurra

    GuruGurra

    Joined:
    Jan 18, 2018
    Posts:
    38
    I don't use beta versions for released products.
     
  6. aleksandrk

    aleksandrk

    Unity Technologies

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    Jul 3, 2017
    Posts:
    2,864
    @GuruGurra this means it will appear in some future release of 2018.3 or 2018.4.
     
    protopop likes this.
  7. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    1,550
    Will it Be backported to 2017 Lts as well? The prefab workflow changes are preventing some people from upgrading projects to 2018.3
     
  8. badjano

    badjano

    Joined:
    Aug 2, 2012
    Posts:
    20
  9. DevOlzhas

    DevOlzhas

    Joined:
    Dec 4, 2016
    Posts:
    14
    Hello!
    Same problem.
    Crash happens on Huawei, Mi, Sony devices with Android 9.
    Updated Unity to 2018.3.8 and still crashing.
    I bought couple devices and reproduced it.
    It happens after several days.
    And Has a negative impact on my game rating:
     

    Attached Files:

    Last edited: Mar 18, 2019
  10. AKPublish

    AKPublish

    Joined:
    Dec 14, 2016
    Posts:
    9
    Same problem here. Confirming that it still crashing in 2018.3.8f1. Does anyone know how to fix it?
     
  11. dominykasm

    dominykasm

    Unity Technologies

    Joined:
    May 27, 2018
    Posts:
    70
    It hasn't been backported to 2018.3 yet. Although it's already fixed in 2019.1 and 2019.2!
     
  12. DevOlzhas

    DevOlzhas

    Joined:
    Dec 4, 2016
    Posts:
    14
    Is it fixed on recent unity 2018.3.9?
     
  13. GuruGurra

    GuruGurra

    Joined:
    Jan 18, 2018
    Posts:
    38
    Can we get an indication on when this will be fixed in any released non-beta version?
     
  14. dominykasm

    dominykasm

    Unity Technologies

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    May 27, 2018
    Posts:
    70
    Should be in 2018.3.11
     
  15. GuruGurra

    GuruGurra

    Joined:
    Jan 18, 2018
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    Cool :) Any indication on when that will be released?
     
  16. dominykasm

    dominykasm

    Unity Technologies

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    May 27, 2018
    Posts:
    70
    Probably about two weeks
     
  17. Spierek

    Spierek

    Joined:
    Mar 4, 2013
    Posts:
    11
    After building with 2018.3.11f1 I'm still receiving the same logs from users trying to exit the app via Application.Quit:

    at android.view.ViewGroup.dispatchApplyWindowInsets (ViewGroup.java:7455)
    at android.view.ViewRootImpl.dispatchApplyInsets (ViewRootImpl.java:2080)
    at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:2535)
    at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1850)
    at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:8455)
    at android.view.Choreographer$CallbackRecord.run (Choreographer.java:949)
    at android.view.Choreographer.doCallbacks (Choreographer.java:761)
    at android.view.Choreographer.doFrame (Choreographer.java:696)
    at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:935)
    at android.os.Handler.handleCallback (Handler.java:873)
    at android.os.Handler.dispatchMessage (Handler.java:99)
    at android.os.Looper.loop (Looper.java:214)
    at android.app.ActivityThread.main (ActivityThread.java:6981)
    at java.lang.reflect.Method.invoke (Native Method)
    at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:493)
    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1445)

    Are you positive that this issue was fixed for 2018.3.11?
     
  18. pertz

    pertz

    Joined:
    Jan 8, 2015
    Posts:
    106
    Is the associated issue this one?
    https://issuetracker.unity3d.com/is...vices-when-scripting-backend-is-set-to-il2cpp

    This issue doesnt say it's being backported to 2018.3. And I'm having hundreds of these crashes in production (with 2018.3.10)
     
  19. pertz

    pertz

    Joined:
    Jan 8, 2015
    Posts:
    106
    I have rolled an update that checks if the device is an Android 9, and if so it doesnt call "Application.Quit()". Not sure if it's fixed yet because I'm slowly rolling this update (started yesterday)
     
  20. andras_starberry

    andras_starberry

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    Nov 1, 2018
    Posts:
    5
    The crash seemed to be happening in 2018.3.11f1 but not anymore in 2018.3.12f1 (tested on Pixel 2, Android 9). But I didn't see anything related to it in the official release notes, so it would be great if someone from Unity could confirm this.
     
  21. Spierek

    Spierek

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    Mar 4, 2013
    Posts:
    11
    Thanks for posting; I'll try to make a build with 2018.3.12f1 and see if it helps.
     
  22. pertz

    pertz

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    Jan 8, 2015
    Posts:
    106
    Hi! Can you confirm if the fix was rolled out in a recent update? Thanks
     
  23. AikenParker

    AikenParker

    Joined:
    May 16, 2018
    Posts:
    9
    Can confirm that this is still not fixed in 2018.3.12. Workarounds like removing Quit function for Android 9 devices also not working for us.
     
  24. tatev3211

    tatev3211

    Joined:
    Jul 24, 2018
    Posts:
    1
    It's not fixed in 2019.1.0f1

    Unity version : 2019.1.0f1 Device model : Xiaomi Mi A2 Lite

    at android.view.ViewGroup.dispatchApplyWindowInsets (ViewGroup.java:7077)
    at android.view.ViewRootImpl.dispatchApplyInsets (ViewRootImpl.java:1670)
    at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:2083)
    at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1468)
    at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:7208)
    at android.view.Choreographer$CallbackRecord.run (Choreographer.java:1004)
    at android.view.Choreographer.doCallbacks (Choreographer.java:816)
    at android.view.Choreographer.doFrame (Choreographer.java:751)
    at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:990)
    at android.os.Handler.handleCallback (Handler.java:873)
    at android.os.Handler.dispatchMessage (Handler.java:99)
    at android.os.Looper.loop (Looper.java:193)
    at android.app.ActivityThread.main (ActivityThread.java:6694)
    at java.lang.reflect.Method.invoke (Method.java)
    at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:493)
    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:858)
     
  25. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    @dominykasm I can confirm about 2019.1.0f1 IT IS NOT FIXED !

    Xiaomi MI MAX 3 (nitrogen), Android 9

    java.lang.Error: FATAL EXCEPTION [main] Unity version : 2019.1.0f1 Device model : Xiaomi MI MAX 3 Device fingerprint: Xiaomi/nitrogen/nitrogen:9/PKQ1.181007.001/V10.2.1.0.PEDMIXM:user/release-keys Caused by

    at android.view.ViewGroup.dispatchApplyWindowInsets (ViewGroup.java:7081)

    at android.view.ViewRootImpl.dispatchApplyInsets (ViewRootImpl.java:1707)

    at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:2120)

    at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1505)

    at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:7352)

    at android.view.Choreographer$CallbackRecord.run (Choreographer.java:1065)

    at android.view.Choreographer.doCallbacks (Choreographer.java:877)

    at android.view.Choreographer.doFrame (Choreographer.java:808)

    at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:1051)

    at android.os.Handler.handleCallback (Handler.java:873)

    at android.os.Handler.dispatchMessage (Handler.java:99)

    at android.os.Looper.loop (Looper.java:201)

    at android.app.ActivityThread.main (ActivityThread.java:6806)

    at java.lang.reflect.Method.invoke (Native Method)

    at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:547)

    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:873)
     
    Last edited: Apr 11, 2019
  26. dominykasm

    dominykasm

    Unity Technologies

    Joined:
    May 27, 2018
    Posts:
    70
    Are you using IL2CPP?
    As you can see: https://issuetracker.unity3d.com/is...vices-when-scripting-backend-is-set-to-il2cpp it says "Fixed in Unity 2019.2" which means that 2019.2 is the earliest version that it's fixed in thus the fix hasn't been backported to 2019.1 yet :)
     
    toberr likes this.
  27. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    @dominykasm Thank you for your answer, I understand that but I think this issue has low priority because nobody can vote it when it has status fixed somewhere.

    Thus, issues that are very serious in my opinion may not receive due attention for quite a long time. Is there an option not to stop voting until the problem is fixed in all current versions? Then we would, I am sure, very quickly raise the priority of really important issues.
     
    AikenParker likes this.
  28. andras_starberry

    andras_starberry

    Joined:
    Nov 1, 2018
    Posts:
    5
    Sorry, it appears that I was wrong, and indeed it's not fixed in 2018.3.12f1.
     
    Khonkaengame likes this.
  29. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    I tried to make a build with Mono, the situation is exactly the same if not worse. On android 9 a huge number of crashes like:


    Code (CSharp):
    1. Samsung Galaxy S10+ (beyond2), Android 9
    2.  
    3. java.lang.ClassNotFoundException
    4.  
    5. ac.loadClass
    6.  
    7. java.lang.Error: FATAL EXCEPTION [Thread-14]
    8. Unity version     : 2019.1.0f1
    9. Device model      : samsung SM-G975F
    10. Device fingerprint: samsung/beyond2ltexx/beyond2:9/PPR1.180610.011/G975FXXU1ASAT:user/release-keys
    11. Caused by
    12.   at lt.b (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:2)
    13.   at ls.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:1)
    14.   at lu.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:18)
    15.   at com.google.android.gms.ads.internal.util.ar.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:10)
    16.   at kx.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:7)
    17.   at kx.run (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:2)
    18. Caused by: java.lang.ClassNotFoundException:
    19.   at dalvik.system.BaseDexClassLoader.findClass (BaseDexClassLoader.java:134)
    20.   at java.lang.ClassLoader.loadClass (ClassLoader.java:379)
    21.   at ac.loadClass (com.google.android.gms.dynamite_dynamiteloader@16089081@16.0.89 (100400-239467275):4)
    22.   at java.lang.ClassLoader.loadClass (ClassLoader.java:312)
     
  30. Zeeppo-Games

    Zeeppo-Games

    Joined:
    May 13, 2015
    Posts:
    94
    Same here. LOTS of this error with Android 9, unity 2018.3.12f1


    java.lang.Error: FATAL EXCEPTION [Thread-110] Unity version : 2018.3.12f1 Device model : Sony H8166 Device fingerprint: Sony/H8166/H8166:9/52.0.A.8.25/2936766125:user/release-keys Caused by

    at lt.b (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:2)
    at ls.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:1)
    at lu.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:18)
    at com.google.android.gms.ads.internal.util.ar.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:10)
    at kx.a (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:7)
    at kx.run (com.google.android.gms.policy_ads_fdr_dynamite@30000@30000.238272502.238272502:2)
    Caused by: java.lang.ClassNotFoundException:
    at dalvik.system.BaseDexClassLoader.findClass (BaseDexClassLoader.java:134)
    at java.lang.ClassLoader.loadClass (ClassLoader.java:379)
    at ac.loadClass (com.google.android.gms.dynamite_dynamiteloader@16089081@16.0.89 (100400-239467275):4)
    at java.lang.ClassLoader.loadClass (ClassLoader.java:312)
     
  31. MochiBits

    MochiBits

    Joined:
    Mar 11, 2014
    Posts:
    30
    A comment in the IssueTracker report says this fix works. I have not tried it yet.

    Code (CSharp):
    1. System.Diagnostics.Process.GetCurrentProcess().Kill();
    I rolled back to 2018.3.2 and no crashing. (Testing on a Pixel 3)
     
  32. Zeeppo-Games

    Zeeppo-Games

    Joined:
    May 13, 2015
    Posts:
    94
    I tried this without success. We’ve got to roll back to an old build version.
     
  33. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    include the following declaration within the <application> element of AndroidManifest.xml.

    <uses-library
    android:name="org.apache.http.legacy"
    android:required="false" />
     
  34. Zeeppo-Games

    Zeeppo-Games

    Joined:
    May 13, 2015
    Posts:
    94
    Thanx!
    Wouldn't this restrict the app downloads to old android devices?

    They'have JUST released Unity 2019.1.0. I'll try this one!
     
  35. toberr

    toberr

    Joined:
    Oct 1, 2016
    Posts:
    36
    I downloaded on android 4.2 everything was ok.
    And yes I built on 2019.1.0f1
     
  36. pertz

    pertz

    Joined:
    Jan 8, 2015
    Posts:
    106
  37. Knights_user

    Knights_user

    Joined:
    Dec 11, 2018
    Posts:
    1
    No it will not solve it
     
  38. MochiBits

    MochiBits

    Joined:
    Mar 11, 2014
    Posts:
    30
    Still building with 2018.3.2f1 and it now is causing more crashes. Without changing anything. I think some kind of Android/Phone updates are affecting this bug.

    Does any 2018 or 2019 version fix this problem?
     
  39. charlie_sbg

    charlie_sbg

    Joined:
    Dec 18, 2016
    Posts:
    13
    hopefully on topic. I'm using 2018.3.0f1 and nothing here seems to say this issue is fixed. So I tried

    System.Diagnostics.Process.GetCurrentProcess().Kill();


    But weirdly I get a Win32Exception error of... "success"?! Not sure what to do about that.


    E/Unity: Win32Exception: Success
    at System.Diagnostics.Process.GetProcessHandle (System.Int32 access, System.Boolean throwIfExited) [0x00000] in <00000000000000000000000000000000>:0
    at System.Diagnostics.Process.Kill () [0x00000] in <00000000000000000000000000000000>:0
    at Bootup+<ConfirmExit>d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
    at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
     
  40. charlie_sbg

    charlie_sbg

    Joined:
    Dec 18, 2016
    Posts:
    13
    Any final word on the version of Unity with the back button fix?

    This article mentions people not having luck in 2019.1 at least. Is this ported to 2018.3, which would be ideal for me? Is 2019.1 for sure supported now? Any verification that it is working in 2019.2 even?

    Would be nice to know specific version that it works in!

    Thank you!
     
  41. thanhtam2a

    thanhtam2a

    Joined:
    Jan 26, 2019
    Posts:
    11
    I got the same trouble here. Does 2019.2 fix it?

    May 10, 10:19 PM on app version 1
    Samsung Galaxy Note9 (crownlte), Android 9
    Report 1 of 1

    java.lang.Error: FATAL EXCEPTION [main] Unity version : 2018.3.12f1 Device model : samsung SM-N960F Device fingerprint: samsung/crownltexx/crownlte:9/PPR1.180610.011/N960FXXU2CSDE:user/release-keys Caused by

    at android.view.ViewGroup.dispatchApplyWindowInsets (ViewGroup.java:7455)

    at android.view.ViewRootImpl.dispatchApplyInsets (ViewRootImpl.java:2080)

    at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:2535)

    at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1850)

    at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:8455)

    at android.view.Choreographer$CallbackRecord.run (Choreographer.java:949)

    at android.view.Choreographer.doCallbacks (Choreographer.java:761)

    at android.view.Choreographer.doFrame (Choreographer.java:696)

    at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:935)

    at android.os.Handler.handleCallback (Handler.java:873)

    at android.os.Handler.dispatchMessage (Handler.java:99)

    at android.os.Looper.loop (Looper.java:214)

    at android.app.ActivityThread.main (ActivityThread.java:6981)

    at java.lang.reflect.Method.invoke (Native Method)

    at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:493)

    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1445)
     
  42. RGAMESR

    RGAMESR

    Joined:
    Feb 10, 2017
    Posts:
    30
    I using Unity 2019.1.1f.1 and my game work good in android 4.4 but in android 9 , 8.1 still Crash
    i using IL2CPP .
     
  43. RGAMESR

    RGAMESR

    Joined:
    Feb 10, 2017
    Posts:
    30
    i using Unity 2019.1.1f.1 still Crashing
     
  44. kdeger

    kdeger

    Joined:
    Mar 4, 2018
    Posts:
    22
  45. charlie_sbg

    charlie_sbg

    Joined:
    Dec 18, 2016
    Posts:
    13
    Hello @kdeger . Thanks for the post. That doesn't seem to be the same though, do you think? The issue here is always a stack with "dispatchApplyWindowInsets" at the top. Are you seeing that before the fix you point to?
     
  46. charlie_sbg

    charlie_sbg

    Joined:
    Dec 18, 2016
    Posts:
    13
    Hello @dominykasm . Do you know if the backport is happening? As many people described here, it is a source of an extra 1% of crashes on Google Play, and they start to flag your app when you hit about 1% crashes! This has been going on for over a month. For me, a 2018.3 back port would be ideal as upgrading further isn't easy at the moment.
     
  47. OsamaBigWolf

    OsamaBigWolf

    Joined:
    Jul 24, 2017
    Posts:
    8
    has it Fixed On 2018.4.3f1? Can you backported this issue on any of 2018 LTS version
     
  48. Asse1

    Asse1

    Joined:
    Jan 9, 2013
    Posts:
    89
    Our top crash-type on Google is the one that's solely produced by Huawei phones on Andoird 9.

    May this be the same as the ones in this thread?

    Unity 2019.1.10f1, IL2CPP, all three target architectures.

    Code (CSharp):
    1. HWINE, Android 9
    2. Bericht 55
    3.  
    4. java.lang.Error: signal 6 (SIGABRT), code -6 (?), fault addr --------
    5. Build fingerprint: 'HUAWEI/INE-LX1/HWINE:9/HUAWEIINE-LX1/164SP53C432R1:user/release-keys'
    6. Revision: '0'
    7. pid: 29419, tid: 29629, name: Thread-57  >>> com.mobilemonsters.mmcl <<<
    8. x0   0000000000000000  x1   00000000000073bd  x2   0000000000000006  x3   0000000000000008
    9. x4   000000786fcfb000  x5   000000786fcfb000  x6   000000786fcfb000  x7   000000000f0d87a8
    10. x8   0000000000000083  x9   7011057721810847  x10  0000000000000000  x11  fffffffc7ffffbdf
    11. x12  0000000000000001  x13  ffffffffa2dfeae9  x14  0000000030ea8e65  x15  0000000000000000
    12. x16  000000786d6732c0  x17  000000786d5b1df8  x18  0000000000000001  x19  00000000000072eb
    13. x20  00000000000073bd  x21  00000077b5f81580  x22  00000077b5f8e000  x23  00000077e6eeb658
    14. x24  0000000000000000  x25  00000077b9cf5588  x26  0000000000000000  x27  00000077e6f7e264
    15. x28  0000000000000043  x29  00000077b9cf4080  x30  000000786d5a6924
    16. sp   00000077b9cf4040  pc   000000786d5a694c  pstate 0000000060000000
    17. at [vdso].(
    18.   at libc.abort (abort:112)
    19.   at libart._ZN3art7Runtime5AbortEPKc (_ZN3art7Runtime5AbortEPKc:1196)
    20.   at libbase._ZN7android4base10LogMessageD1Ev (_ZN7android4base10LogMessageD1Ev:800)
    21.   at libart._ZN3art22IndirectReferenceTable17AbortIfNoCheckJNIERKNSt3__112basic_stringIcNS1_11char_traitsIcEENS1_9allocatorIcEEEE (_ZN3art22IndirectReferenceTable17AbortIfNoCheckJNIERKNSt3__112basic_stringIcNS1_11char_traitsIcEENS1_9allocatorIcEEEE:240)
    22.   at libart._ZNK3art22IndirectReferenceTable10GetCheckedEPv (_ZNK3art22IndirectReferenceTable10GetCheckedEPv:432)
    23.   at libart._ZNK3art6Thread13DecodeJObjectEP8_jobject (_ZNK3art6Thread13DecodeJObjectEP8_jobject:100)
    24.   at libart._ZN3art12_GLOBAL__N_18ArgArray24BuildArgArrayFromJValuesERKNS_33ScopedObjectAccessAlreadyRunnableENS_6ObjPtrINS_6mirror6ObjectEEEP6jvalue (_ZN3art12_GLOBAL__N_18ArgArray24BuildArgArrayFromJValuesERKNS_33ScopedObjectAccessAlreadyRunnableENS_6ObjPtrINS_6mirror6ObjectEEEP6jvalue:208)
    25.   at libart._ZN3art17InvokeWithJValuesERKNS_33ScopedObjectAccessAlreadyRunnableEP8_jobjectP10_jmethodIDP6jvalue (_ZN3art17InvokeWithJValuesERKNS_33ScopedObjectAccessAlreadyRunnableEP8_jobjectP10_jmethodIDP6jvalue:384)
    26.   at libart._ZN3art3JNI23CallStaticObjectMethodAEP7_JNIEnvP7_jclassP10_jmethodIDP6jvalue (_ZN3art3JNI23CallStaticObjectMethodAEP7_JNIEnvP7_jclassP10_jmethodIDP6jvalue:636)
    27.   at split_config. (0)
    28.   at split_config. (0)
    29.   at split_config. (0)
    30. ...
    31.   at split_config. (0)
    32.   at split_config. (0)
     
  49. Asse1

    Asse1

    Joined:
    Jan 9, 2013
    Posts:
    89
    Just checked back our crashes in Google Console, second top crash is also Huawei but on Android 8.0.

    Unity 2019.1.10f1, IL2CPP, all three target architectures.

    Are there any recommendations?

    Code (CSharp):
    1. java.lang.Error: signal 6 (SIGABRT), code -6 (?), fault addr --------
    2. Build fingerprint: 'HUAWEI/LDN-L21/HWLDN-Q:8.0.0/HUAWEILDN-L21/150(C432):user/release-keys'
    3. Revision: '0'
    4. pid: 19908, tid: 20094, name: Thread-29  >>> com.mobilemonsters.mmcl <<<
    5. x0   0000000000000000  x1   0000000000004e7e  x2   0000000000000006  x3   0000000000000008
    6. x4   000000000098c5d0  x5   000000000098c5d0  x6   000000000098c5d0  x7   000000000098c710
    7. x8   0000000000000083  x9   4a058b22ff4fbc0a  x10  0000007f147ff588  x11  4a058b22ff4fbc0a
    8. x12  4a058b22ff4fbc0a  x13  0000000000000020  x14  0000007f3f86d90c  x15  4a058b22ff4fbc0a
    9. x16  0000007f3f9282d8  x17  0000007f3f8bba38  x18  0000000000000070  x19  0000000000004dc4
    10. x20  0000000000004e7e  x21  0000000000000000  x22  0000007f094f6370  x23  0000007f147fe279
    11. x24  0000007f21d6ebfa  x25  0000007f3c6843b0  x26  0000007f3cb1b473  x27  0000007f3cb1b47b
    12. x28  0000000000000043  x29  0000007f147fe1e0  x30  0000007f3f861394
    13. sp   0000007f147fe1a0  pc   0000007f3f8bba40  pstate 0000000060000000
    14. at [vdso].(
    15.   at libc.tgkill (tgkill:4)
    16.   at libc.abort (abort:88)
    17.   at libart._ZN3art7Runtime5AbortEPKc (_ZN3art7Runtime5AbortEPKc:528)
    18.   at libart._ZN3art7Runtime7AborterEPKc (_ZN3art7Runtime7AborterEPKc:24)
    19.   at libart._ZN7android4base10LogMessageD1Ev (_ZN7android4base10LogMessageD1Ev:852)
    20.   at libart._ZN3art22IndirectReferenceTable17AbortIfNoCheckJNIERKNSt3__112basic_stringIcNS1_11char_traitsIcEENS1_9allocatorIcEEEE (_ZN3art22IndirectReferenceTable17AbortIfNoCheckJNIERKNSt3__112basic_stringIcNS1_11char_traitsIcEENS1_9allocatorIcEEEE:292)
    21.   at libart._ZNK3art22IndirectReferenceTable10GetCheckedEPv (_ZNK3art22IndirectReferenceTable10GetCheckedEPv:376)
    22.   at libart._ZNK3art6Thread13DecodeJObjectEP8_jobject (_ZNK3art6Thread13DecodeJObjectEP8_jobject:76)
    23.   at libart._ZN3art8ArgArray24BuildArgArrayFromJValuesERKNS_33ScopedObjectAccessAlreadyRunnableENS_6ObjPtrINS_6mirror6ObjectEEEP6jvalue (_ZN3art8ArgArray24BuildArgArrayFromJValuesERKNS_33ScopedObjectAccessAlreadyRunnableENS_6ObjPtrINS_6mirror6ObjectEEEP6jvalue:292)
    24.   at libart._ZN3art17InvokeWithJValuesERKNS_33ScopedObjectAccessAlreadyRunnableEP8_jobjectP10_jmethodIDP6jvalue (_ZN3art17InvokeWithJValuesERKNS_33ScopedObjectAccessAlreadyRunnableEP8_jobjectP10_jmethodIDP6jvalue:384)
    25.   at libart._ZN3art3JNI23CallStaticObjectMethodAEP7_JNIEnvP7_jclassP10_jmethodIDP6jvalue (_ZN3art3JNI23CallStaticObjectMethodAEP7_JNIEnvP7_jclassP10_jmethodIDP6jvalue:620)
    26.   at libunity. (0)
    27.   at libunity. (0)
    28. ...
    29.   at libil2cpp. (0)
    30.   at libil2cpp. (0)
     
  50. Tolpak

    Tolpak

    Joined:
    Feb 14, 2017
    Posts:
    1
    I have same issue, any tooltips?