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Error Fatal signal 11 (SIGSEGV)

Discussion in 'Android' started by aciang, Jul 15, 2012.

  1. Olli_wurghi

    Olli_wurghi

    Joined:
    Apr 11, 2013
    Posts:
    40
    same problem now with 5.3.4f1 ... changing from es 3 to es 2.0 fixes the problem but breaks all the good shaders.. anyone has an idea what else could cause this?
     
  2. Hosnkobf

    Hosnkobf

    Joined:
    Aug 23, 2016
    Posts:
    828
    I had the same error but found the cause:
    I had a WebCamTexture open and tried to switch the scene.
    Solution: call Stop() on the WebCamTexture object inside OnDestroy() of any MonoBehaviour in the scene.

    Edit: sorry for digging this thread. But maybe this helps somebody ;)
     
    Last edited: Aug 23, 2016
  3. Impal3r

    Impal3r

    Joined:
    Mar 22, 2015
    Posts:
    5
    What exactly you stopping? Can I see a code fragment, where u doing this?
     
  4. Hosnkobf

    Hosnkobf

    Joined:
    Aug 23, 2016
    Posts:
    828
    sure:
    Code (CSharp):
    1. public class MyComponent : MonoBehaviour
    2. {
    3.     WebCamTexture camTex;
    4.  
    5.     // (some code where Initialize camTex and do stuff with it)
    6.  
    7.     void OnDestroy()
    8.     {
    9.         if(camTex != null)
    10.         {
    11.             camTex.Stop();
    12.             camTex = null;
    13.         }
    14.     }
    15.  
    16. }
     
  5. pravusjif

    pravusjif

    Joined:
    Jul 24, 2012
    Posts:
    14
    It's interesting, I'm having the same error on a Moto X, using Unity 5.3.4 and @Hosnkobf 's solution made me think, since at the beginning of the app I'm playing a video using Handheld.PlayFullScreenMovie() and loading a level aftwerwards, and after that video I get the crash on that device.

    So I just added an additional yield return new WaitForSeconds(0.5f); after the 2 common yield return new WaitForEndOfFrame(); I use in the coroutine that triggers the video.
    This extra waiting probably lets the device close the video display correctly, and thus avoiding the error.

    Code (CSharp):
    1. IEnumerator PlaySplashVideo()
    2.     {
    3.         Handheld.PlayFullScreenMovie("Video/Logo-1536x2048.mp4", Color.black, FullScreenMovieControlMode.CancelOnInput);
    4.      
    5.         // This needs to be called to execute things after the video finishes playing
    6.         yield return new WaitForEndOfFrame();
    7.         yield return new WaitForEndOfFrame();
    8.         yield return new WaitForSeconds(0.5f); // This fixes the Signal 11 error for me.
    9.      
    10.         LoadLevel();
    11.     }
     
  6. Echo____G

    Echo____G

    Joined:
    Dec 30, 2015
    Posts:
    6
    I have the same problem with 2018.2.14f
     
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