Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Error Fatal signal 11 (SIGSEGV)

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

  1. OlliQueck

    OlliQueck

    Joined:
    Apr 11, 2013
    Posts:
    49
    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:
    1,096
    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:
    1,096
    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:
    18
    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
     
  7. sabirworkspace

    sabirworkspace

    Joined:
    Jul 19, 2023
    Posts:
    3
    Hi ! there is no error in my unity scripts but when i make the build after made with unity build got crashed. i even changed from 2021 to 2022 version still same error is occured what could be the reasons ?
     

    Attached Files: