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Bug FMOD Android 12 Crash

Discussion in 'Android' started by mvaz_p, May 4, 2022.

  1. mvaz_p

    mvaz_p

    Joined:
    Aug 22, 2018
    Posts:
    80
    Recently we've been experiencing a lot of crashes in our android app related to FMOD. This is the stack trace:

    Code (CSharp):
    1. 0 libc.so (Missing UUID 2f03e284efbab0171cd8e23648eb35f3)
    2. 1 libc.so (Missing UUID 2f03e284efbab0171cd8e23648eb35f3)
    3. 2 libart.so (Missing UUID 23ca6f22eac639e14a961f5b93a456f9)
    4. 3 libbase.so (Missing UUID 225cc3496ad7ce1867ed9bd3357de134)
    5. 4 libbase.so (Missing UUID 225cc3496ad7ce1867ed9bd3357de134)
    6. 5 libart.so (Missing UUID 23ca6f22eac639e14a961f5b93a456f9)
    7. 6 libart.so (Missing UUID 23ca6f22eac639e14a961f5b93a456f9)
    8. 7 libart.so (Missing UUID 23ca6f22eac639e14a961f5b93a456f9)
    9. 8 libandroid_runtime.so (Missing UUID 6a8898b9f4065cb83537af7535ee3ee2)
    10. 9 libaudioclient.so (Missing UUID ab11c93b47cce1900c973a19388733b8)
    11. 10 libaudioclient.so (Missing UUID ab11c93b47cce1900c973a19388733b8)
    12. 11 libaudioclient.so (Missing UUID ab11c93b47cce1900c973a19388733b8)
    13. 12 libaudioclient.so (Missing UUID ab11c93b47cce1900c973a19388733b8)
    14. 13 libwilhelm.so (Missing UUID b54a97a6c1d23f00cccc6b7b6f27eada)
    15. 14 libwilhelm.so (Missing UUID b54a97a6c1d23f00cccc6b7b6f27eada)
    16. 15 libunity.so FMOD::OutputOpenSL::startCallback(FMOD_OUTPUT_STATE*)
    17. 16 libunity.so FMOD::System::startOutput()
    18. 17 libunity.so AndroidAudio::StartAudioOutput()

    This seems to happening exclusively to Android 12 and it seems to have started when we updated our target Android SDK to 31. Downgrading to target SDK 30 is not really an option right now.

    How should I proceed?
     
  2. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,663
  3. mvaz_p

    mvaz_p

    Joined:
    Aug 22, 2018
    Posts:
    80
    Hi @Tomas1856
    No, I've never been able to reproduced it locally. I'm not sure how this happens, we only receive the crash reports.
     
  4. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,663
    Do you have any more info, what device this happening on, what kind of crash is - access violation, memory alignment issues, etc ?
     
  5. mvaz_p

    mvaz_p

    Joined:
    Aug 22, 2018
    Posts:
    80
    Forgot to specify, but I'm using Unity 2020.3.30f1.
    So, according to Crashlytics, this is happening only in Android 12 devices. Seems to happen more frequently to Samsung devices, but it could be just that there are more Samsung devices. Guessing from the crash logs, this seems to happen when the app is paused/unpaused (minimized, maximized or closed).
    I'm not sure about what kind of crash this is, it's reported as
    SIGABRT 0x0000000000000000
    . Might be just a native exception?
     
  6. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,663
    Did you try to reproduce specifically on Android 12? I am guessing this a JNI exception, but not entirely sure without more details. Crashlytics comes from Firebase? What do you see in Google Play Console for these crashes?
     
  7. mvaz_p

    mvaz_p

    Joined:
    Aug 22, 2018
    Posts:
    80
    I've tried reproducing it in an Android 12 device, but no luck yet.
    Yes, that's Firebase Crashlytics. I've checked Unity Cloud Diagnostics and it does seem to be JNI related, I've got this stack trace here:

    Code (CSharp):
    1. Native StackTrace:
    2.  
    3. Thread 0 (crashed)
    4. 0   libc.so                            0x0000007192c2b75c <symbols missing for uuid: 53a228529316d67f22e241dd17ea9b9e>
    5. 1   libart.so                          0x0000006eeeed157c <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    6. 2   libbase.so                         0x000000719d7da95c <symbols missing for uuid: 9f4607980f83ec2c0b58f670a86f3032>
    7. 3   libbase.so                         0x000000719d7d9f8c <symbols missing for uuid: 9f4607980f83ec2c0b58f670a86f3032>
    8. 4   libart.so                          0x0000006eeea926b0 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    9. 5   libart.so                          0x0000006eeea8ea68 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    10. 6   libart.so                          0x0000006eeeaf3198 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    11. 7   libart.so                          0x0000006eeec40f94 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    12. 8   libart.so                          0x0000006eeea0eff0 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    13. 9   libart.so                          0x0000006eeea089f4 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    14. 10  libart.so                          0x0000006eeeaca764 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    15. 11  libart.so                          0x0000006eeec30030 <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    16. 12  libart.so                          0x0000006eeedab80c <symbols missing for uuid: 34e3dd028e2e682b63a512d6a4f1b5eb>
    17. 13  libunity.so                        0x0000006e4caf591c _JNIEnv::CallVoidMethod(_jobject*, _jmethodID*, ...)
    18. 14  libunity.so                        0x0000006e4d1c0f80 FMOD::OutputAudioTrack::start()
    I couldn't find any crashes in Google Play that matched these stack traces, but there are some that are only happening in Android 12 devices and they're all pretty similar. Here's one of them:

    Code (CSharp):
    1.  
    2.   00  pc 00000000002e7ef4  /apex/com.android.art/lib64/libart.so (void art::StackVisitor::WalkStack<(art::StackVisitor::CountTransitions)0>(bool)+332)
    3.   00  pc 000000000059b9a0  /apex/com.android.art/lib64/libart.so (art::JNI<false>::FindClass(_JNIEnv*, char const*)+672)
    4.   00  pc 00000000003a04f8  /data/app/~~x0DQKDeyoMU8zt41Qt-ihw==/[com.app.myapp]-G3aX1Y7gjPn_hLiEaRg1zg==/lib/arm64/libunity.so
    5.   00  pc 00000000003cc410  /data/app/~~x0DQKDeyoMU8zt41Qt-ihw==/[com.app.myapp]-G3aX1Y7gjPn_hLiEaRg1zg==/lib/arm64/libunity.so
    6.   00  pc 00000000002d7644  /apex/com.android.art/lib64/libart.so (art_quick_generic_jni_trampoline+148)
    7.   00  pc 000000000020a0a0  /apex/com.android.art/lib64/libart.so (nterp_helper+4016)
    8.   00  pc 0000000000cb264c  /data/app/~~x0DQKDeyoMU8zt41Qt-ihw==/[com.app.myapp]-G3aX1Y7gjPn_hLiEaRg1zg==/oat/arm64/base.vdex (com.unity3d.player.UnityPlayer.access$300)
    9.   00  pc 000000000200c384  /memfd:jit-cache (com.unity3d.player.UnityPlayer$e$1.handleMessage+580)
    10.   00  pc 00000000007e6960  /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144)
    11.   00  pc 00000000007e9bec  /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loopOnce+1036)
    12.   00  pc 00000000007e9744  /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loop+516)
    13.   00  pc 0000000000209188  /apex/com.android.art/lib64/libart.so (nterp_helper+152)
    14.   00  pc 0000000000cb20cc  /data/app/~~x0DQKDeyoMU8zt41Qt-ihw==/[com.app.myapp]-G3aX1Y7gjPn_hLiEaRg1zg==/oat/arm64/base.vdex (com.unity3d.player.UnityPlayer$e.run+40)
    15.   00  pc 00000000002cdd64  /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
    16.   00  pc 0000000000317fb0  /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+156)
    17.   00  pc 00000000003cc480  /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValues<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+380)
    18.   00  pc 000000000045eff0  /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+992)
    19.   00  pc 00000000000b6e44  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+264)
    20.   00  pc 0000000000053454  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)
    Extracting those libunity.so I got this:

    Code (CSharp):
    1. 00000000003a04f8 NativeRuntimeException::CatchAndRethrow()
    2. ??:?
    3.  
    4. 00000000003cc410 nativeRender(_JNIEnv*, _jobject*)
    5. ??:?
     
  8. luisgualandi

    luisgualandi

    Joined:
    Oct 17, 2018
    Posts:
    16
    I'm also receiving a similar crash report multiple times. (Same line regarding FMOD)
    In Firebase Crashlytics the stack trace is:

    crash1.png

    On Google Play the stack trace is coming like this from the same users:

    Code (CSharp):
    1. backtrace:
    2.   #00  pc 000000000008be7c  /apex/com.android.runtime/lib64/bionic/libc.so (abort+168)
    3.   #00  pc 00000000006d157c  /apex/com.android.art/lib64/libart.so (art::Runtime::Abort(char const*)+668)
    4.   #00  pc 000000000001695c  /apex/com.android.art/lib64/libbase.so (android::base::SetAborter(std::__1::function<void (char const*)>&&)::$_3::__invoke(char const*)+76)
    5.   #00  pc 0000000000015f8c  /apex/com.android.art/lib64/libbase.so (android::base::LogMessage::~LogMessage()+364)
    6.   #00  pc 00000000002926b0  /apex/com.android.art/lib64/libart.so (art::Thread::AssertNoPendingException() const+1536)
    7.   #00  pc 000000000028ea68  /apex/com.android.art/lib64/libart.so (art::ClassLinker::FindClass(art::Thread*, char const*, art::Handle<art::mirror::ClassLoader>)+64)
    8.   #00  pc 00000000005951d0  /apex/com.android.art/lib64/libart.so (art::JNI<false>::FindClass(_JNIEnv*, char const*)+816)
    9.   #00  pc 000000000030fb30  /data/app/~~QZjYCtSuze_drnl8BzUqeA==/com.jaguargames.wordmasterstack-VAPHH0WA4d31lV4dFZOLsg==/lib/arm64/libunity.so
    10.   #00  pc 000000000033aae8  /data/app/~~QZjYCtSuze_drnl8BzUqeA==/com.jaguargames.wordmasterstack-VAPHH0WA4d31lV4dFZOLsg==/lib/arm64/libunity.so
    11.   #00  pc 000000000006c1fc  /data/app/~~QZjYCtSuze_drnl8BzUqeA==/com.jaguargames.wordmasterstack-VAPHH0WA4d31lV4dFZOLsg==/oat/arm64/base.odex (art_jni_trampoline+92)
    12.   #00  pc 000000000015f0bc  /data/app/~~QZjYCtSuze_drnl8BzUqeA==/com.jaguargames.wordmasterstack-VAPHH0WA4d31lV4dFZOLsg==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e$1.handleMessage+620)
    13.   #00  pc 000000000078d620  /system/framework/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144)
    14.   #00  pc 000000000079089c  /system/framework/arm64/boot-framework.oat (android.os.Looper.loopOnce+1036)
    15.   #00  pc 00000000007903f4  /system/framework/arm64/boot-framework.oat (android.os.Looper.loop+516)
    16.   #00  pc 000000000015ff28  /data/app/~~QZjYCtSuze_drnl8BzUqeA==/com.jaguargames.wordmasterstack-VAPHH0WA4d31lV4dFZOLsg==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e.run+216)
    17.   #00  pc 00000000002ca764  /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
    18.   #00  pc 000000000030e980  /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+156)
    19.   #00  pc 00000000003c1db4  /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValues<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+380)
    20.   #00  pc 00000000004578ec  /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+992)
    21.   #00  pc 00000000000f1154  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+264)
    22.   #00  pc 000000000008d7b0  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)
    From the crashlytics logs I can see that this is happening when an user reopens the app after a long time and the session has expired. Google considers a session expired after 30 min of inactivity.

    -Also 100% Android 12
    -88% Samsung devices
    -Unity version 2020.3.18f1
    -Couldn't reproduce locally yet

    I'm not using any audio in my game, and apparently FMOB is related to audio.
    Any other clues?
     
  9. ByMedion

    ByMedion

    Joined:
    May 10, 2018
    Posts:
    19
    Hi! Faced exactly the same crashes. No audio used
    - Unity 2021.3.1
    - 100% Android 12
    - 79% Samsung, 21% Google Pixel
     
  10. michaelberg

    michaelberg

    Unity Technologies

    Joined:
    Jan 11, 2017
    Posts:
    21
    If anyone can file a bug with a good repro, that would be a huge help! Otherwise, we will try reproducing with apps that are not using audio, on Samsung devices, after being put in various states of inactivity for a long time.

    For those not using Unity Audio, there is a player setting to "Disable Audio", which will likely avoid this bug because we don't even initialize OpenSL or AudioTrack, which is showing up in some of the crash stacks above.
     
  11. mvaz_p

    mvaz_p

    Joined:
    Aug 22, 2018
    Posts:
    80
    We did some testing by downgrading Android Target SDK from 31 to 30, since Google delayed its new ADID policies and the crashes are gone.
    We've applied this same fix (downgrading target SDK) in three of our projects and the results were pretty consistent, the crash rate went down in all of them.
     
  12. luisgualandi

    luisgualandi

    Joined:
    Oct 17, 2018
    Posts:
    16
    Indeed, I disabled the audio and the crash stopped
     
  13. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,663
    If you have a local repro, please submit a bug https://unity3d.com/unity/qa/bug-reporting with repro project attached. Thank you!
     
  14. NoPants_

    NoPants_

    Joined:
    Apr 23, 2014
    Posts:
    59
    I'm also experiencing this. I can't share my code, since it's commercial, but I can share the stack track we are seeing. We are using Unity Audio. I'm guessing FMOD is part of Unity Audio based on the comments above, we aren't using anything other than that. Downgrading isn't an option for us either.

    At the very top of the threads is this
    upload_2022-6-14_8-22-1.png

    and a bit further down

    upload_2022-6-14_8-20-54.png
     
    xuxiangwen2080 likes this.
  15. xuxiangwen2080

    xuxiangwen2080

    Joined:
    Jan 26, 2022
    Posts:
    2
    我我遇到了同样的问题,Unity2020.1.14f1,项目中使用了Audio,请问有什么好的解决方案吗?
     
  16. PS-JimmyAlger

    PS-JimmyAlger

    Joined:
    Oct 18, 2018
    Posts:
    1
    Has any progress been made on this? Our app is in the same boat and has been since targeting Android 12.

    The `FindClass` line of the stacktraces leads us to believe there is a missing dependency which is failing to load. So far no luck determining exactly what that dependency is.
     
  17. nztree

    nztree

    Joined:
    Oct 16, 2016
    Posts:
    9
    Joining in on this - we're seeing a wave of SIGABRT issues now on Android 12.

    @NoPants_ @luisgualandi - any luck attempting to resolve this?
     
  18. nztree

    nztree

    Joined:
    Oct 16, 2016
    Posts:
    9
    This is is exactly what we're seeing. Affecting 2-3% of users on Android 12. Breadcrumbs reveal that it tends to occur on ActivityResume or during/following an ad load. If you've made any progress on this we'd really like to hear from you.
     
    pablo_leban, MagicMiikka and Ursu_L like this.
  19. solargame12

    solargame12

    Joined:
    May 27, 2020
    Posts:
    2
    I too was having crash many times.I'm using Unity 2021.3.1f1 with IL2CPP scripting backend. If you've made any progress on this we'd really like to hear from you.
     

    Attached Files:

  20. hendri_unity373

    hendri_unity373

    Joined:
    Jan 15, 2021
    Posts:
    2
    We are facing the same issue with device 100% Samsung and Android 12, in two different unity games.

    One with 2019.4.28f1 and one with 2018.4.31f1


    Looking forward for any resolution
     
  21. pablo_leban

    pablo_leban

    Joined:
    Sep 19, 2013
    Posts:
    64
    Same issue here, this crash has affected so many users that I'm already in bad threshold.
    Started getting this after targetting SDK 30 => SDK 31
    I'm with IL2CPP, Unity 2020.3.34f1

    upload_2022-7-6_7-16-5.png

    libunity line is FMOD::OutputOpenSL::startCallback(FMOD_OUTPUT_STATE*)

    and on Google Play I can see this stack trace:

    Code (CSharp):
    1.   #00  pc 000000000004f75c  /apex/com.android.runtime/lib64/bionic/libc.so (abort+168)
    2.   #00  pc 00000000006d157c  /apex/com.android.art/lib64/libart.so (art::Runtime::Abort(char const*)+668)
    3.   #00  pc 000000000001695c  /apex/com.android.art/lib64/libbase.so (android::base::SetAborter(std::__1::function<void (char const*)>&&)::$_3::__invoke(char const*)+76)
    4.   #00  pc 0000000000015f8c  /apex/com.android.art/lib64/libbase.so (android::base::LogMessage::~LogMessage()+364)
    5.   #00  pc 00000000002926b0  /apex/com.android.art/lib64/libart.so (art::Thread::AssertNoPendingException() const+1536)
    6.   #00  pc 000000000028ea68  /apex/com.android.art/lib64/libart.so (art::ClassLinker::FindClass(art::Thread*, char const*, art::Handle<art::mirror::ClassLoader>)+64)
    7.   #00  pc 00000000005951d0  /apex/com.android.art/lib64/libart.so (art::JNI<false>::FindClass(_JNIEnv*, char const*)+816)
    8.   #00  pc 000000000036bff0  /data/app/~~w_11hQBw6oOHKBu7d0K5hw==/com.pabloleban.IdleSlayer-GnMVcnqgo9orZszMXJHweg==/lib/arm64/libunity.so (NativeRuntimeException::CatchAndRethrow())
    9.   #00  pc 00000000003989e4  /data/app/~~w_11hQBw6oOHKBu7d0K5hw==/com.pabloleban.IdleSlayer-GnMVcnqgo9orZszMXJHweg==/lib/arm64/libunity.so (nativeRender(_JNIEnv*, _jobject*))
    10.   #00  pc 00000000002d4044  /apex/com.android.art/lib64/libart.so (art_quick_generic_jni_trampoline+148)
    11.   #00  pc 000000000020a0a0  /apex/com.android.art/lib64/libart.so (nterp_helper+4016)
    12.   #00  pc 0000000000dea1a8  /data/app/~~w_11hQBw6oOHKBu7d0K5hw==/com.pabloleban.IdleSlayer-GnMVcnqgo9orZszMXJHweg==/oat/arm64/base.vdex (com.unity3d.player.UnityPlayer.access$300)
    13.   #00  pc 0000000002003c64  /memfd:jit-cache (com.unity3d.player.UnityPlayer$e$1.handleMessage+644)
    14.   #00  pc 0000000000525d80  /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144)
    15.   #00  pc 0000000000528bdc  /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loopOnce+1036)
    16.   #00  pc 0000000000528734  /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loop+516)
    17.   #00  pc 0000000000209188  /apex/com.android.art/lib64/libart.so (nterp_helper+152)
    18.   #00  pc 0000000000de99dc  /data/app/~~w_11hQBw6oOHKBu7d0K5hw==/com.pabloleban.IdleSlayer-GnMVcnqgo9orZszMXJHweg==/oat/arm64/base.vdex (com.unity3d.player.UnityPlayer$e.run+40)
    19.   #00  pc 00000000002ca764  /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
    20.   #00  pc 000000000030e980  /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+156)
    21.   #00  pc 00000000003c1db4  /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValues<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+380)
    22.   #00  pc 00000000004578ec  /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+992)
    23.   #00  pc 00000000000b1590  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+204)
    24.   #00  pc 0000000000050fac  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
     
    Last edited: Jul 6, 2022
  22. JonathanRomeroCueva

    JonathanRomeroCueva

    Joined:
    Jan 6, 2015
    Posts:
    1
    We are also facing the same issue in our company, looking forward for any progress on the topic as removing sound is not a viable option for us.
    The issue affects all our projects on unity 2020.3.0f1
    It is starting to become time sensitive because new Android apps will have to target API 31 in August and for updates the deadline is this November.
    Source
     
  23. GadOleg

    GadOleg

    Joined:
    Nov 13, 2019
    Posts:
    52
    Hello! I also have such a problem: builds on android 12 (sdk 31) Samsung Galaxy S10+
    Code (CSharp):
    1. *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. pid: 0, tid: 0 >>>  <<<
    3.  
    4. backtrace:
    5.   #00  pc 000000000005136c  /apex/com.android.runtime/lib64/bionic/libc.so (abort+180)
    6.   #00  pc 000000000062f7b0  /apex/com.android.art/lib64/libart.so (art::Runtime::Abort(char const*)+728)
    7.   #00  pc 0000000000015aa0  /system/lib64/libbase.so (android::base::SetAborter(std::__1::function<void (char const*)>&&)::$_3::__invoke(char const*)+80)
    8.   #00  pc 000000000001508c  /system/lib64/libbase.so (android::base::LogMessage::~LogMessage()+364)
    9.   #00  pc 0000000000685e08  /apex/com.android.art/lib64/libart.so (art::Thread::AssertNoPendingException() const+1816)
    10.   #00  pc 00000000002af6f8  /apex/com.android.art/lib64/libart.so (art::ClassLinker::FindClass(art::Thread*, char const*, art::Handle<art::mirror::ClassLoader>)+64)
    11.   #00  pc 0000000000462694  /apex/com.android.art/lib64/libart.so (art::JNI<false>::FindClass(_JNIEnv*, char const*)+1004)
    12.   #00  pc 00000000003358e0  /data/app/~~-usTWezc8Ap0x-hYqBVotg==/-RtK95jjYz4GDbG3C5UcIPA==/lib/arm64/libunity.so
    13.   #00  pc 00000000003622fc  /data/app/~~-usTWezc8Ap0x-hYqBVotg==/-RtK95jjYz4GDbG3C5UcIPA==/lib/arm64/libunity.so
    14.   #00  pc 0000000000069f2c  /data/app/~~-usTWezc8Ap0x-hYqBVotg==/-RtK95jjYz4GDbG3C5UcIPA==/oat/arm64/base.odex (art_jni_trampoline+92)
    15.   #00  pc 00000000000bfb3c  /data/app/~~-usTWezc8Ap0x-hYqBVotg==/-RtK95jjYz4GDbG3C5UcIPA==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e$1.handleMessage+620)
    16.   #00  pc 000000000078d500  /system/framework/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144)
    17.   #00  pc 000000000079077c  /system/framework/arm64/boot-framework.oat (android.os.Looper.loopOnce+1036)
    18.   #00  pc 00000000007902d4  /system/framework/arm64/boot-framework.oat (android.os.Looper.loop+516)
    19.   #00  pc 00000000000c0788  /data/app/~~-usTWezc8Ap0x-hYqBVotg==/-RtK95jjYz4GDbG3C5UcIPA==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e.run+216)
    20.   #00  pc 0000000000218964  /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
    21.   #00  pc 00000000002851f0  /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+184)
    22.   #00  pc 0000000000628a24  /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValues<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+460)
    23.   #00  pc 0000000000678488  /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+1184)
    24.   #00  pc 00000000000b4ad8  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+264)
    25.   #00  pc 0000000000052c08  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
     
  24. UnitySora

    UnitySora

    Joined:
    Mar 31, 2016
    Posts:
    32
    Having this issue too, here are some details,
    - Android target SDK >= 31
    - most crashes from Samsung devices with Android 12
    - disable audio is not viable
    - downgrade Android target SDK is the only option now but not ideal
    Still looking for better solution.
     
  25. NoPants_

    NoPants_

    Joined:
    Apr 23, 2014
    Posts:
    59
    Unfortunately no, I ended up downgrading to android 11, since we have until November I think before that becomes a problem.
     
  26. comixplay

    comixplay

    Joined:
    Sep 27, 2013
    Posts:
    104
    This is affecting thousands of our players, but unfortunately we could not reproduce it on any of our test devices.
    Does anybody know about any feasible alternative to Unity Audio that doesn't use FMOD?
     
  27. topcogllc

    topcogllc

    Joined:
    Jan 8, 2018
    Posts:
    11
    I'm getting hammered by these same crashes. It's hurting the business. I'm using Playfab, IronSource, Firebase, and Unity Ads SDKs, maybe related to one of them? I, too, suspect a bug with the Google EDM...
     
    Last edited: Jul 20, 2022
  28. FinFM

    FinFM

    Joined:
    May 22, 2013
    Posts:
    1
    Have the same problem here. We can't reproduce it by ourselves, but we are seeing the problem with users with 12 android on build where we using Target API 31.
    For now - downgraded target API to 30. Hopefully we can get a solution before November, as this affects our business.
    FYI: Unity 2020.3.35, Using: Unity Mediation, Unity IAP, Firebase Analytics, Appsflyer. All plugins and packages are up to date.
     
  29. beneton_madbox

    beneton_madbox

    Joined:
    May 4, 2022
    Posts:
    1
    @Tomas1856 As the time is running out and soon we will have to update the API to 31, can we please get an update on the progress within Unity to solve this problem?
     
  30. topcogllc

    topcogllc

    Joined:
    Jan 8, 2018
    Posts:
    11


    This issue is very bad. Anybody find a resolution yet?
     
  31. comixplay

    comixplay

    Joined:
    Sep 27, 2013
    Posts:
    104
    Which Unity version did you use?
    We had the same spike in crashes after updating to 2020.3.35,
    Once we reverted back to 2020.3.33 it helped to reduce the crash rate back below the bad behavior threshold .
    (I don't think it's related to the FMOD crash though)
     
  32. topcogllc

    topcogllc

    Joined:
    Jan 8, 2018
    Posts:
    11
    The updates you see in the bottom of graph are me rolling back every sdk, back to before the crashes started, and nothing helped. For Unity, I tried using 2021.3.1 (this version worked for many months with no issue), 2021.3.5, and 2021.3.6.

    The crashes have the same stack traces as some of the ones reported here, and only impact Android OS 12 on Samsung devices, or Google Pixel. I don't know if it's exactly the same FMOD thing, as it seems this crash is coming from somewhere that no can really track down.

    That said, thanks for the idea - I may have to try it!
     
  33. nztree

    nztree

    Joined:
    Oct 16, 2016
    Posts:
    9
    We had the same experience. Although the crash rate is still high and we're still seeing related crashes coming through, the incidence is significantly reduced. In our case we reverted back to 2020.3.24.
     
  34. sohailciit38

    sohailciit38

    Joined:
    Apr 2, 2019
    Posts:
    13
    Hi. i am also facing same issue on Android 11.
    I am using unity unity 2019.4.40 LTS.
    Max Mediation Latest SDK.
    Firebase SDK Latest.
    The Crashes has cross the Bad Behaviors.
    Fixes that doesn't work. Update all the SDK's i am using in project.
    Upgrade unity 2019.4.35 to latest LTS 2019 but still no success.


    *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    backtrace:
    #00 pc 0000000000089b0c /apex/com.android.runtime/lib64/bionic/libc.so (abort+164)
    #00 pc 000000000055d350 /apex/com.android.art/lib64/libart.so (art::Runtime::Abort(char const*)+2308)
    #00 pc 0000000000013978 /system/lib64/libbase.so (android::base::SetAborter(std::__1::function<void (char const*)>&&)::$_3::__invoke(char const*)+76)
    #00 pc 0000000000012fa4 /system/lib64/libbase.so (android::base::LogMessage::~LogMessage()+320)
    #00 pc 00000000005b1e54 /apex/com.android.art/lib64/libart.so (art::Thread::AssertNoPendingException() const+1808)
    #00 pc 00000000001d1920 /apex/com.android.art/lib64/libart.so (art::ClassLinker::FindClass(art::Thread*, char const*, art::Handle<art::mirror::ClassLoader>)+64)
    #00 pc 00000000003935e4 /apex/com.android.art/lib64/libart.so (art::JNI<false>::FindClass(_JNIEnv*, char const*)+1048)
    #00 pc 0000000000637660 /data/app/~~GclcUeSQUqdxQwll_6x9CA==/com.twizar.chef.cooking.city.mad.crazy.game-HnnUy1lrS1Ho4jBJ6L1GeQ==/lib/arm64/libunity.so
    #00 pc 0000000000665acc /data/app/~~GclcUeSQUqdxQwll_6x9CA==/com.twizar.chef.cooking.city.mad.crazy.game-HnnUy1lrS1Ho4jBJ6L1GeQ==/lib/arm64/libunity.so
    #00 pc 000000000007470c /data/app/~~GclcUeSQUqdxQwll_6x9CA==/com.twizar.chef.cooking.city.mad.crazy.game-HnnUy1lrS1Ho4jBJ6L1GeQ==/oat/arm64/base.odex (art_jni_trampoline+124)
    #00 pc 000000000200aff8 /memfd:jit-cache (com.unity3d.player.UnityPlayer$e$1.handleMessage+1048)
    #00 pc 000000000064ae88 /system/framework/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+136)
    #00 pc 000000000064e500 /system/framework/arm64/boot-framework.oat (android.os.Looper.loop+1696)
    #00 pc 00000000001337e8 /apex/com.android.art/lib64/libart.so (art_quick_invoke_static_stub+568)
    #00 pc 00000000001a8a94 /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+228)
    #00 pc 0000000000318768 /apex/com.android.art/lib64/libart.so (art::interpreter::ArtInterpreterToCompiledCodeBridge(art::Thread*, art::ArtMethod*, art::ShadowFrame*, unsigned short, art::JValue*)+376)
    #00 pc 000000000030ea94 /apex/com.android.art/lib64/libart.so (bool art::interpreter::DoCall<false, false>(art::ArtMethod*, art::Thread*, art::ShadowFrame&, art::Instruction const*, unsigned short, art::JValue*)+996)
    #00 pc 000000000067ff80 /apex/com.android.art/lib64/libart.so (MterpInvokeStatic+548)
    #00 pc 000000000012d994 /apex/com.android.art/lib64/libart.so (mterp_op_invoke_static+20)
    #00 pc 0000000000699d9c /data/app/~~GclcUeSQUqdxQwll_6x9CA==/com.twizar.chef.cooking.city.mad.crazy.game-HnnUy1lrS1Ho4jBJ6L1GeQ==/oat/arm64/base.vdex (com.unity3d.player.UnityPlayer$e.run+40)
    #00 pc 0000000000306090 /apex/com.android.art/lib64/libart.so (art::interpreter::Execute(art::Thread*, art::CodeItemDataAccessor const&, art::ShadowFrame&, art::JValue, bool, bool) (.llvm.829997668608136289)+268)
    #00 pc 000000000066b51c /apex/com.android.art/lib64/libart.so (artQuickToInterpreterBridge+780)
    #00 pc 000000000013cff8 /apex/com.android.art/lib64/libart.so (art_quick_to_interpreter_bridge+88)
    #00 pc 0000000000133564 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
    #00 pc 00000000001a8a78 /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+200)
    #00 pc 0000000000554f8c /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValues<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+460)
    #00 pc 00000000005a4328 /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+1308)
    #00 pc 00000000000eb8a8 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+64)
    #00 pc 000000000008bac8 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
     
  35. manasgupta435

    manasgupta435

    Joined:
    Jul 11, 2020
    Posts:
    9
    We are facing the same issue on Android 12 devices after we increased Android API target level to 32.
    Many android 12 users are facing these crashes which is affecting our buisness. Can we please get an update on this issue.

    Unity Version: 2021.3.4f1
    Environment: Android 12

    Stacktrace from Firebase Crashlytics:

    Crashed: Thread : SIGABRT 0x0000000000000000
    #00 pc 0x51068 (libc.so not found) libc.so
    #01 pc 0x51038 (libc.so not found) libc.so
    #02 pc 0x6d157c (libart.so not found) libart.so
    #03 pc 0x1695c (libbase.so not found) libbase.so
    #04 pc 0x15f8c (libbase.so not found) libbase.so
    #05 pc 0x2926b0 (libart.so not found) libart.so
    #06 pc 0x28ea68 (libart.so not found) libart.so
    #07 pc 0x5951d0 (libart.so not found) libart.so
    #08 pc 0x175ed4 (libandroid_runtime.so not found) libandroid_runtime.so
    #09 pc 0x5f138 (libaudioclient.so not found) libaudioclient.so
    #10 pc 0x86a2c (libaudioclient.so not found) libaudioclient.so
    #11 pc 0x8c0bc (libaudioclient.so not found) libaudioclient.so
    #12 pc 0x8eb98 (libaudioclient.so not found) libaudioclient.so
    #13 pc 0x18f3c (libwilhelm.so not found) libwilhelm.so
    #14 pc 0x34514 (libwilhelm.so not found) libwilhelm.so
    #15 pc 0xb575cc (FMOD::OutputOpenSL::startCallback(FMOD_OUTPUT_STATE*) at :?) libunity.so
    #16 pc 0xb4c9c0 (FMOD::System::startOutput() at :?) libunity.so

    Stack trace form Play Console:

    #00 pc 00000000002e41d4 (libart.so not found) /apex/com.android.art/lib64/libart.so (void art::StackVisitor::WalkStack<(art::StackVisitor::CountTransitions)0>(bool)+332)
    #00 pc 0000000000595140 (libart.so not found) /apex/com.android.art/lib64/libart.so (art::JNI<false>::FindClass(_JNIEnv*, char const*)+672)
    #00 pc 00000000003cab1c (NativeRuntimeException::CatchAndRethrow() at :?) /data/app/~~89jekt8vUzhTNx5kjkhL0g==/cricketgames.hitwicket.strategy-0iTn8mF0kn7-GXgokQFBDA==/lib/arm64/libunity.so
    #00 pc 00000000003fa6f4 (nativeRender(_JNIEnv*, _jobject*) at :?) /data/app/~~89jekt8vUzhTNx5kjkhL0g==/cricketgames.hitwicket.strategy-0iTn8mF0kn7-GXgokQFBDA==/lib/arm64/libunity.so
    #00 pc 000000000006202c /data/app/~~89jekt8vUzhTNx5kjkhL0g==/cricketgames.hitwicket.strategy-0iTn8mF0kn7-GXgokQFBDA==/oat/arm64/base.odex (art_jni_trampoline+92)
    #00 pc 00000000001840cc /data/app/~~89jekt8vUzhTNx5kjkhL0g==/cricketgames.hitwicket.strategy-0iTn8mF0kn7-GXgokQFBDA==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e$1.handleMessage+620)
    #00 pc 0000000000833ec0 /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144)
    #00 pc 000000000083739c /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loopOnce+1036)
    #00 pc 0000000000836ef4 /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loop+516)
    #00 pc 0000000000184d18 /data/app/~~89jekt8vUzhTNx5kjkhL0g==/cricketgames.hitwicket.strategy-0iTn8mF0kn7-GXgokQFBDA==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e.run+216)
    #00 pc 00000000002ca764 (libart.so not found) /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
    #00 pc 000000000030e980 (libart.so not found) /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+156)
    #00 pc 00000000003c1db4 (libart.so not found) /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValues<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+380)
    #00 pc 00000000004578ec (libart.so not found) /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+992)
    #00 pc 00000000000ed138 (libc.so not found) /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+264)
    #00 pc 000000000008b2a0 (libc.so not found) /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
     
  36. ilyaspap

    ilyaspap

    Joined:
    Aug 30, 2021
    Posts:
    2
    Hi,
    we also experience this issue, and we don't use FMOD.
    We use unity version 2020.3.34f. and target API 31
    All the crashes are Samsung devices with Android 12.

    libc.so (Missing UUID 73e145ce4e1dfca57a8eaf6d29c1d3fe)
    libc.so (Missing UUID 73e145ce4e1dfca57a8eaf6d29c1d3fe)
    libart.so (Missing UUID 4752fd49b3f5a76fd788c235cf2fb143)
    libbase.so (Missing UUID 96895dcea0300fc102132e9762aef6bc)
    libbase.so (Missing UUID 96895dcea0300fc102132e9762aef6bc)
    libart.so (Missing UUID 4752fd49b3f5a76fd788c235cf2fb143)
    libart.so (Missing UUID 4752fd49b3f5a76fd788c235cf2fb143)
    libart.so (Missing UUID 4752fd49b3f5a76fd788c235cf2fb143)
    libandroid_runtime.so (Missing UUID 25922aa362775ba17ddf10e17b3f7be1)
    libaudioclient.so (Missing UUID 5399ce52f8deee126b09fece91f6a297)
    libaudioclient.so (Missing UUID 5399ce52f8deee126b09fece91f6a297)
    libaudioclient.so (Missing UUID 5399ce52f8deee126b09fece91f6a297)
    libaudioclient.so (Missing UUID 5399ce52f8deee126b09fece91f6a297)
    libwilhelm.so (Missing UUID 872e8838df78592a40bf74c3a735c588)
    libwilhelm.so (Missing UUID 872e8838df78592a40bf74c3a735c588)
    libunity.so (Missing UUID 45f6866b73511e8738cf4fd9005436ca4cc222f6)
    libunity.so (Missing UUID 45f6866b73511e8738cf4fd9005436ca4cc222f6)
     
  37. manasgupta435

    manasgupta435

    Joined:
    Jul 11, 2020
    Posts:
    9
    NoPants_ and mvaz_p like this.
  38. topcogllc

    topcogllc

    Joined:
    Jan 8, 2018
    Posts:
    11
    Update: I was able to get rid of this crash, and almost every other crash as well, having the most stable release I've had in months. All that remains are some ANRs on older Android OS. What I changed (not sure what exactly did it):

    -I switched to Unity 2021.3.7f1
    -I changed the target API level to 30
    -I disabled legacy analytics
    -I updated Firebase to 9.3.0
    -I removed Appsflyer

    Hopefully it helps someone. Cheers! :)
     
  39. LovePurple

    LovePurple

    Joined:
    Jan 3, 2013
    Posts:
    11
    hello . Is now the problem solved?
     
  40. NoPants_

    NoPants_

    Joined:
    Apr 23, 2014
    Posts:
    59
    Come November, if this bug still persists on API level 31, it's going to be a problem, since 30 won't be shown on the store anymore. Although, it might be fixed soon, see the post above yours.
     
  41. ryanjay100

    ryanjay100

    Joined:
    Dec 16, 2021
    Posts:
    4
    Hello,

    I've been able to reproduce this crash I think with my Samsung Note 10+ Android 12.

    You require a bluetooth headset/earphones to repro the crash.

    the repro steps for me are:
    (1) connect bluetooth Audio device
    (2) open app (works fine, audio output is to the bluetooth device)
    (3) put app into background (exit to homescreen but don't remove process)
    (4) open the app again
    (5) observe black screen then crash

    it seems the crash always happens when a bluetooth device is connected and the app is opened from the background

    I've recently looked into bluetooth permissions for a possible fix (as this was one of the big changes coming into os12 ) but to no luck os far.

    note that my app only uses the bluetooth device as an audio output, nothing else.

    Hope this helps!
     
    Shikshen likes this.
  42. ryanjay100

    ryanjay100

    Joined:
    Dec 16, 2021
    Posts:
    4
    crash also happens in this variation of steps

    repro steps:
    (1) Launch App > show main menu > confirm sounds work
    (2) exit app (app still runs in the background)
    (3) connect or disconnect a previously connected or disconnected bluetooth headset
    (4) open app
    (5) observe black screen
    (6) app crashes
     
    Shikshen and Ursu_L like this.
  43. ryanjay100

    ryanjay100

    Joined:
    Dec 16, 2021
    Posts:
    4
    Workaround for me is to toggle ON "Mute Other Audio Sources" (Player Settings>Player). App no longer crashes with this
     
    LovePurple and ilyaspap like this.
  44. ilyaspap

    ilyaspap

    Joined:
    Aug 30, 2021
    Posts:
    2
    Nice fix! worked for me also
     
  45. WonJuneChang

    WonJuneChang

    Joined:
    Feb 15, 2019
    Posts:
    3
    I turned on the option, but the crash was still the same when I used the Bluetooth device :(
     
  46. Shefich

    Shefich

    Joined:
    May 23, 2013
    Posts:
    106
    Unity 2020.3.38f1, I can see here: https://issuetracker.unity3d.com/issues/android-player-crashing-in-fmod-when-targetting-sdk-level-31
    it should be fixed for that version, but I still receive too many such crashes:

    Code (CSharp):
    1. 0
    2. libc.so
    3. (Missing UUID c23e4d9cb73f62d8abe6512333fd076e)
    4. 1
    5. libunity.so
    6. FMOD_OS_Time_Sleep(unsigned int)
    7. 2
    8. libunity.so
    9. FMOD::Thread::callback(void*)
    10. 3
    11. libunity.so
    12. FMOD_OS_Thread_Create(char const*, void* (*)(void*), void*, FMOD_THREAD_PRIORITY, void*, int, void**)
    13. 4
    14. libunity.so
    15. ThreadWrapperAndroid::ThreadFunc(void*)
    16. 5
    17. libc.so
    18. (Missing UUID c23e4d9cb73f62d8abe6512333fd076e)
    19. 6
    20. libc.so
    21. (Missing UUID c23e4d9cb73f62d8abe6512333fd076e)
    22. 7
    23. libc.so
    24. (Missing UUID c23e4d9cb73f62d8abe6512333fd076e)
    25. 8
    26. libc.so
    27. (Missing UUID c23e4d9cb73f62d8abe6512333fd076e)
    28. 9
    29. libunity.so
    30. FMOD_OS_Thread_Create(char const*, void* (*)(void*), void*, FMOD_THREAD_PRIORITY, void*, int, void**)
    Tell me please if it is another issue.
     
  47. Shefich

    Shefich

    Joined:
    May 23, 2013
    Posts:
    106
    Another issue(as I can see in Crashlytics), but also has FMOD in the title:

    Code (CSharp):
    1. 0
    2. libc.so
    3. (Missing UUID e2f0dbe64adfc477a6cc4c63dfd8dd0a)
    4. 1
    5. libunity.so
    6. FMOD::OutputOpenSL::updateOutputCallback(SLAndroidSimpleBufferQueueItf_ const* const*, void*)
    7. 2
    8. libunity.so
    9. FMOD::OutputOpenSL::close()
    10. 3
    11. libwilhelm.so
    12. (Missing UUID a25cbfb545b8f45ddfcacf15af222d88)
    13. 4
    14. libaudioclient.so
    15. (Missing UUID df950e49f1796fef9add6f3ae1cfcea9)
    16. 5
    17. libaudioclient.so
    18. (Missing UUID df950e49f1796fef9add6f3ae1cfcea9)
    19. 6
    20. libaudioclient.so
    21. (Missing UUID df950e49f1796fef9add6f3ae1cfcea9)
    22. 7
    23. libc.so
    24. (Missing UUID e2f0dbe64adfc477a6cc4c63dfd8dd0a)
    25. 8
    26. libutils.so
    27. (Missing UUID 3832f1f8f0c621e01c81512b3e4a3a67)
    28. 9
    29. libutils.so
    30. (Missing UUID 3832f1f8f0c621e01c81512b3e4a3a67)
    31. 10
    32. libc.so
    33. (Missing UUID e2f0dbe64adfc477a6cc4c63dfd8dd0a)
    34. 11
    35. libc.so
    36. (Missing UUID e2f0dbe64adfc477a6cc4c63dfd8dd0a)
    37. 12
    38. libc.so
    39. (Missing UUID e2f0dbe64adfc477a6cc4c63dfd8dd0a)
    40. 13
    41. libc.so
    42. (Missing UUID e2f0dbe64adfc477a6cc4c63dfd8dd0a)
    43. 14
    44. libutils.so
    45. (Missing UUID 3832f1f8f0c621e01c81512b3e4a3a67)
     
    NoPants_ likes this.
  48. yourstoryinteractive

    yourstoryinteractive

    Joined:
    Mar 27, 2017
    Posts:
    49
    Not fixed in Unity 2019 LTS. Any plans for that?
     
  49. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,663
    2019 LTS is no longer supported and not receiving any fixes, you'll need to update to newer Unity version.
     
  50. Shefich

    Shefich

    Joined:
    May 23, 2013
    Posts:
    106
    Hi, how can I fix the issues which I described early? They aren't connected to this issue?