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EXC_BAD_ACCESS in Unity4 ?

Discussion in 'iOS and tvOS' started by heikki, Nov 17, 2012.

  1. heikki

    heikki

    Joined:
    Nov 7, 2012
    Posts:
    2
    Installed Unity 4 today (from 3.5.6) and the project now crashes with EXC_BAD_ACCESS in
    libsystem_c.dylib`memset$VARIANT$CortexA9:

    I tried the usual NSZombieEnabled but no luck.
    Any ideas ?
     
  2. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Please post whole stack trace.
     
  3. heikki

    heikki

    Joined:
    Nov 7, 2012
    Posts:
    2
    So just noticed there is a long, long list of growTiles, I wonder if the iPad simply ran out of memory ?
    (the project runs on the desktop though)

    And the same project definitely works in 3.5.6, so something must have changed ?
    Fortunately its easy to reproduce, just download the project with git, then try to run it.

    git clone https://github.com/jderrough/UnitySlippyMap.git

    Incident Identifier: FC7D9417-3E4C-41D7-8542-8B8009B11BC5
    CrashReporter Key: c65f0d20caecef8030b964f30b8645d1283f8b9d
    Hardware Model: iPad2,2
    Process: SlippyMap [6207]
    Path: /var/mobile/Applications/9C9EFD9E-1FD5-40E7-AF47-B1BDAB27CA9E/SlippyMap.app/SlippyMap
    Identifier: SlippyMap
    Version: ??? (???)
    Code Type: ARM (Native)
    Parent Process: launchd [1]

    Date/Time: 2012-11-19 08:10:25.046 -0800
    OS Version: iPhone OS 5.1.1 (9B206)
    Report Version: 104

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_PROTECTION_FAILURE at 0x2fd00f58
    Crashed Thread: 0

    Thread 0 name: Dispatch queue: com.apple.main-thread
    Thread 0 Crashed:
    0 libsystem_c.dylib 0x34dfe818 memset$VARIANT$CortexA9 + 0
    1 SlippyMap 0x0123310c GC_clear_stack_inner + 36
    2 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    3 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    4 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    5 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    6 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    7 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    8 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    9 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    10 SlippyMap 0x01233120 GC_clear_stack_inner + 56
    11 SlippyMap 0x01233194 GC_clear_stack + 84
    12 SlippyMap 0x0122e88c GC_gcj_malloc + 144
    13 SlippyMap 0x011c9958 mono_object_new_fast + 16
    14 SlippyMap 0x00a24f14 m_wrapper_managed_to_native_object___icall_wrapper_mono_object_new_fast_intptr + 56
    15 SlippyMap 0x00737668 m_string_Format_System_IFormatProvider_string_object__ + 48
    16 SlippyMap 0x007375e0 m_string_Format_string_object_object_object + 140
    17 SlippyMap 0x00019c58 m_TileLayer_GrowTiles_UnityEngine_Plane___int_int_int_int_single_single + 1664
    18 SlippyMap 0x00019ddc m_TileLayer_GrowTiles_UnityEngine_Plane___int_int_int_int_single_single + 2052
    19 SlippyMap 0x00019ddc m_TileLayer_GrowTiles_UnityEngine_Plane___int_int_int_int_single_single + 2052
    20 SlippyMap 0x00019ddc m_TileLayer_GrowTiles_UnityEngine_Plane___int_int_int_int_single_single + 2052
    21 SlippyMap 0x00019ddc m_TileLayer_GrowTiles_UnityEngine_Plane___int_int_int_int_single_single + 2052
    22 SlippyMap 0x00019ddc m_TileLayer_GrowTiles_UnityEngine_Plane___int_int_int_int_single_single + 2052
    ... repeated 500 lines!
     
    Last edited: Nov 19, 2012
  4. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Thanks, we will look into this.
     
  5. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

    Joined:
    Apr 12, 2012
    Posts:
    252
    Same crash happens also on 3.5.6. It is caused by infinite recursion in TileLayer.cs, GrowTiles function.
     
    Last edited: Nov 21, 2012
  6. jderrough

    jderrough

    Joined:
    Apr 1, 2011
    Posts:
    6
    Hi,

    About UnitySlippyMap, I wasn't able to reproduce the bug on Unity 3.5.6f4. But with Unity 4 iOS, there seems to be a GPS issue describe (and solved) here: http://forum.unity3d.com/threads/159257-Unity-4.0-iOS-GPS-Fix
    Anyway, I think the infinite recursion what caused by bogus GPS coordinates, I'll try to put a safeguard asap.

    Cheers!