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iOS UnityReportWWWReceivedData crash

Discussion in 'iOS and tvOS' started by eczkchtl, Jul 7, 2015.

  1. eczkchtl

    eczkchtl

    Joined:
    Dec 12, 2012
    Posts:
    13
    Hey,

    We're seeing this crash below semi frequently in our game built with Unity 5.1.1p1, IL2CPP, and universal ARM v7/64-bit.

    I think this is a bug that happens some times when using the WWW class. We're using it quite frequently in our game.

    Seems to happen at random locations when fetching JSON text data from the web.

    Is anybody else seeing the same crash?

    Code (text):
    1.  
    2. Incident Identifier: 35890B7C-AC42-4790-A43C-12A7E4A0DFBA
    3. CrashReporter Key:   3c7a5d093e3074b1b594640ac5bb731d8df140ef
    4. Hardware Model:      iPad5,3
    5. Version:             2.1.5 (2.1.5)
    6. Code Type:           ARM-64 (Native)
    7. Parent Process:      launchd [1]
    8.  
    9. Date/Time:           2015-07-07 10:59:51.307 +0200
    10. Launch Time:         2015-07-07 10:58:33.722 +0200
    11. OS Version:          iOS 8.1 (12B410)
    12.  
    13. Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
    14. Exception Subtype: KERN_INVALID_ADDRESS at 0x00000000000000c0
    15. Triggered by Thread:  0
    16.  
    17. Thread 0 name:  Dispatch queue: com.apple.main-thread
    18. Thread 0 Crashed:
    19. 0   UnityGameApp               0x0000000100a8c834 UnityReportWWWReceivedData (iPhoneWWW.mm:208)
    20. 1   UnityGameApp               0x0000000100a8c828 UnityReportWWWReceivedData (iPhoneWWW.mm:207)
    21. 2   UnityGameApp               0x000000010005b650 -[UnityWWWConnectionDelegate connection:didReceiveData:] (WWWConnection.mm:155)
    22. 3   CFNetwork                         0x0000000183a7dfc8 __65-[NSURLConnectionInternal _withConnectionAndDelegate:onlyActive:]_block_invoke + 76
    23. 4   CFNetwork                         0x0000000183a7df58 -[NSURLConnectionInternal _withConnectionAndDelegate:onlyActive:] + 204
    24. 5   CFNetwork                         0x0000000183a7e0d4 -[NSURLConnectionInternal _withActiveConnectionAndDelegate:] + 56
    25. 6   CFNetwork                         0x0000000183a67cd4 _NSURLConnectionDidReceiveData(_CFURLConnection*, __CFData const*, long, void const*) + 76
    26. 7   CFNetwork                         0x00000001839503b4 ___ZN27URLConnectionClient_Classic29_delegate_didReceiveDataArrayEv_block_invoke + 232
    27. 8   CFNetwork                         0x0000000183a1b698 ___ZN27URLConnectionClient_Classic18_withDelegateAsyncEPKcU13block_pointerFvP16_CFURLConnectionPK33CFURLConnectionClientCurrent_VMaxE_block_invoke_2 + 100
    28. 9   CFNetwork                         0x000000018393efa0 RunloopBlockContext::_invoke_block(void const*, void*) + 72
    29. 10  CoreFoundation                   0x0000000183ebcbf8 CFArrayApplyFunction + 64
    30. 11  CFNetwork                         0x000000018393ee4c RunloopBlockContext::perform() + 132
    31. 12  CFNetwork                         0x000000018393ed00 MultiplexerSource::perform() + 308
    32. 13  CFNetwork                         0x000000018393eb2c MultiplexerSource::_perform(void*) + 64
    33. 14  CoreFoundation                   0x0000000183f920e4 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 20
    34. 15  CoreFoundation                   0x0000000183f91388 __CFRunLoopDoSources0 + 260
    35. 16  CoreFoundation                   0x0000000183f8f438 __CFRunLoopRun + 708
    36. 17  CoreFoundation                   0x0000000183ebd1f0 CFRunLoopRunSpecific + 392
    37. 18  GraphicsServices                 0x000000018d0275a0 GSEventRunModal + 164
    38. 19  UIKit                             0x00000001887ee780 UIApplicationMain + 1484
    39. 20  UnityGameApp               0x000000010005a600 main (main.mm:40)
    40. 21  libdyld.dylib                     0x0000000195136a04 start + 0
    41.  
     
  2. Tehelee

    Tehelee

    Joined:
    Jan 26, 2013
    Posts:
    10
    I've just hit this as well, not super sure what's up with this. Unity 5.1.1p3

    I'm seeing an identical crash on IL2CPP and Mono2x.

    This is not an issue in 5.0.3p2.
     
    Last edited: Jul 7, 2015
  3. Tehelee

    Tehelee

    Joined:
    Jan 26, 2013
    Posts:
    10
    Woopie! I've resolved the error by adding a "yield return new WaitForEndOfFrame();" at the beginning of my coroutine before my WWW declaration.

    Code (CSharp):
    1.  
    2.        private IEnumerator LoadMaterialTextureCoroutine(string path, Material material)
    3.         {
    4.             yield return new WaitForEndOfFrame();
    5.  
    6.             WWW textureLoad = new WWW("file://"+path);
    7.  
    8.             // This is done in favor of yielding on the WWW variable due to Unity throwing a harmless "Coroutine continue failure" error in editor.
    9.             // Bad -> // yield return textureLoad;
    10.             do
    11.             {
    12.                 if ((null == textureLoad) || !string.IsNullOrEmpty(textureLoad.error))
    13.                 {
    14.                     Debug.LogErrorFormat(this, "Texture Loading Failed!\nPath: {0}\nError: {1}", path, textureLoad.error);
    15.  
    16.                     yield break;
    17.                 }
    18.  
    19.                 yield return new WaitForEndOfFrame();
    20.             }
    21.             while (!textureLoad.isDone);
    22.  
    23.             if ((null != material) && material && material.HasProperty("_MainTex"))
    24.             {
    25.                material.mainTexture = textureLoad.textureNonReadable;
    26.             }
    27.  
    28.             this.renderer.materials = new Material[]{material};
    29.  
    30.             yield break;
    31.         }
    32.  
    It appears calling multiple coroutines with WWW initializations at the beginning triggers this issue; my best guess is that by adding a frame delay it allows Unity to stagger them.

    Again, this only showed up in 5.1.1, I was definitely not seeing it in my previous version of 5.0.3p2.
     
  4. isuseragoat

    isuseragoat

    Joined:
    Apr 30, 2014
    Posts:
    10
    I ran into this crash after updating unity yesterday as well!! This is a pretty severe issue because I am unable to figure out what is causing this crash since everything was working fine before the update. Considering that some of the plugins I am using are DLL's without the source, if the crash is happening inside that, I can't even fix it! Can Unity please take a look at this

    - (void)connection:(NSURLConnection*)connection didReceiveData:(NSData*)data

    {

    if(self->_data == nil)

    {

    size_t capacity = self->_estimatedLength > 0 ? self->_estimatedLength : 1024;

    self->_data = [NSMutableDatadataWithCapacity: capacity];

    }


    [self->_dataappendData:data];

    UnityReportWWWReceivedData(self.udata, [self->_datalength], self->_estimatedLength); ---- EXC_BAD_ACCESS


    if(self.shouldAbort)

    [connection cancel];

    }

    domination`UnityReportWWWReceivedData:

    0x2a159d0 <+0>: push {r4, r7, lr}

    0x2a159d4 <+4>: mov r4, r0

    0x2a159d8 <+8>: mov r0, r1

    0x2a159dc <+12>: vldr d16, [r4, #104]

    0x2a159e0 <+16>: mov r1, r2

    0x2a159e4 <+20>: add r7, sp, #0x4

    0x2a159e8 <+24>: vmov r9, r3, d16

    0x2a159ec <+28>: mov r2, r9

    0x2a159f0 <+32>: bl 0x2b69c90 ; CalculateEta at WWW.cpp:137

    0x2a159f4 <+36>: str r0, [r4, #0x70]

    0x2a159f8 <+40>: str r1, [r4, #0x74]

    0x2a159fc <+44>: mov r1, #0x0

    0x2a15a00 <+48>: ldr r0, [r4]

    -> 0x2a15a04 <+52>: ldr r2, [r0, #0x60]

    0x2a15a08 <+56>: mov r0, r4

    0x2a15a0c <+60>: pop {r4, r7, lr}

    0x2a15a10 <+64>: bx r2
     
    Last edited: Jul 9, 2015
  5. eyalfx

    eyalfx

    Joined:
    Oct 8, 2010
    Posts:
    101
    same crash here with 5.0.2p4. But for me it's somewhere in the parse.com dll so there's not much that I can do about it.
     
  6. MauiMauo

    MauiMauo

    Joined:
    Mar 8, 2013
    Posts:
    21
    Hi,
    same crash for me as well with Unity 5.1.2. It's happening when closing the "purchase complete"-popup after IAP. It was working with an older version of Unity, though.
    Did anyone find a fix for that UnityReportWWWReceivedData crash? Can't submit the game to Apple like this...
    Thank you!
     
  7. MauiMauo

    MauiMauo

    Joined:
    Mar 8, 2013
    Posts:
    21
    push, help please!
     
  8. Jordi-Bonastre

    Jordi-Bonastre

    Unity Technologies

    Joined:
    Jul 6, 2015
    Posts:
    102
  9. super-cypher

    super-cypher

    Joined:
    May 10, 2014
    Posts:
    113
    hi ive got the same error, did you find a fix/submit a bug report?

    thanks
     
  10. Koji-Nakamaru

    Koji-Nakamaru

    Joined:
    Aug 24, 2015
    Posts:
    4
    I also got this error on iOS and found that UnityReportWWWReceivedData() crashed when a UnityEngine.WWW instance had already been Dispos()ed. WWWConnection.mm has the following difference between 5.0.x and 5.1.x, which seems to cause this very timing-related issue.

    Code (CSharp):
    1. --- Unity5.0.2p4/Unity.app/Contents/PlaybackEngines/iossupport/Trampoline/Classes/Unity/WWWConnection.mm    2015-06-02 07:07:56.000000000 +0900
    2. +++ Unity5.1.0/Unity.app/Contents/PlaybackEngines/iossupport/Trampoline/Classes/Unity/WWWConnection.mm    2015-06-01 22:26:08.000000000 +0900
    3. @@ -255,7 +255,9 @@
    4.      NSMutableURLRequest* request =
    5.          [UnityWWWConnectionDelegate newRequestForHTTPMethod:@"GET" url:delegate.url headers:(__bridge NSDictionary*)headerDict];
    6. -    delegate.connection = [NSURLConnection connectionWithRequest:request delegate:delegate];
    7. +    dispatch_async(dispatch_get_main_queue(), ^{
    8. +        delegate.connection = [NSURLConnection connectionWithRequest:request delegate:delegate];
    9. +    });
    10.      return (__bridge_retained void*)delegate;
    11. }
    12. @@ -268,7 +270,10 @@
    13.      [request setHTTPBody:[NSData dataWithBytes:data length:length]];
    14.      [request setValue:[NSString stringWithFormat:@"%d", length] forHTTPHeaderField:@"Content-Length"];
    15. -    delegate.connection = [NSURLConnection connectionWithRequest:request delegate:delegate];
    16. +    dispatch_async(dispatch_get_main_queue(), ^{
    17. +        delegate.connection = [NSURLConnection connectionWithRequest:request delegate:delegate];
    18. +    });
    19. +
    20.      return (__bridge_retained void*)delegate;
    21. }
    22.  
    Solution: replace WWWConnection.mm with the old one.
     
    madgreg likes this.
  11. madgreg

    madgreg

    Joined:
    Aug 29, 2013
    Posts:
    34
    Hey, thanks for posting this! But how do you apply this patch? I tried using patch from command line I got the error :
    patch: **** malformed patch at line 11: }
     
  12. Koji-Nakamaru

    Koji-Nakamaru

    Joined:
    Aug 24, 2015
    Posts:
    4
    The above code shows only the diff of 5.1.0 since 5.0.2p4 and cannot be applied as a patch to fix the issue. Please edit the file manually and replace the following,
    Code (CSharp):
    1.     dispatch_async(dispatch_get_main_queue(), ^{
    2.         delegate.connection = [NSURLConnection connectionWithRequest:request delegate:delegate];
    3.     });
    4.  
    with the following,
    Code (CSharp):
    1.     delegate.connection = [NSURLConnection connectionWithRequest:request delegate:delegate];
    2.  
    for the two parts described in the diff.

    BTW, the latest 5.1.3p1 release seems to have this fix already (though the release note doesn't say anything) so we should give it a try.
     
  13. Landci

    Landci

    Joined:
    Aug 28, 2012
    Posts:
    31
    Had that same problem with 5.2.0f3
     
  14. mobilegamelabs

    mobilegamelabs

    Joined:
    Apr 11, 2012
    Posts:
    26
    Same here. I wonder if it crashes with other plugins. It happened often when inapp-purchase was sending/receiving data.

    Is there a good alternative solution to WWW please?
     
  15. vmelwani

    vmelwani

    Joined:
    Mar 5, 2013
    Posts:
    4
    Thanks for the tips on this post. For me, game crashes on iOS when using WWW. I was able to move on from the issue following a tip on another post. I added -fobjc-arc to the file WWWConnection.mm in the Build Phases tab in Xcode.

    Screen Shot 2015-10-07 at 5.14.55 PM.png
     
  16. ntroncos

    ntroncos

    Joined:
    Feb 27, 2015
    Posts:
    1
    I can confirm that Tehelee's fix works.
    Adding
    Code (csharp):
    1. yield returnnew WaitForEndOfFrame();
    Solved the problem.
    I'm using Unity 5.1.3
     
  17. lilboylost

    lilboylost

    Joined:
    Feb 12, 2014
    Posts:
    265
    I am still getting this exception for over 6 months now from Unity 5.x - Unity 5.4.2,
    has anyone been able to fix it?

    @ntroncos, where are you suggesting to yield a frame?
     
  18. aninolee

    aninolee

    Joined:
    Aug 19, 2014
    Posts:
    3
    Same here.. I had hoped that 5.4.1 and 5.4.2 would solve the problem. Apparently, still happening. I don't know if it's a good thing, but my team can reproduce this really easy on iOS. We just simulate the Very Bad Connection setting via

    Settings -> Developer -> (NETWORK LINK CONDITIONER) Status -> (CHOOSE A PROFILE) Very Bad Network

    Then toggle on this setting by setting 'Enable' to on.

    When firing up our game from XCode, we run into this crash. I think it also helps that our game is online-only.
     
  19. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi all,
    I will be taking a look at this and try to have it resolved an in a patch in the next couple of weeks. If I find a solution that is localized to the WWWConnection.mm I will post a patch here for you to use. Thanks for all of the information you have posted.
    Cheers,
    Chris
     
  20. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi all,
    We were able to narrow down the issue and come up with a resolution. Please replace your current WWWConnection.mm file with the one in the attached zip file. Please let me know if you are still running into issues with these changes. These changes will be going into a patch release soon.
    Cheers,
    Chris
     

    Attached Files:

  21. InOrbit

    InOrbit

    Joined:
    Mar 13, 2014
    Posts:
    5
    Hey Chris - is this issue fixed in 5.4.3p1?
     
  22. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hey @InOrbit,
    It looks like it will go into 5.3.7 p3 and 5.4.3 p2.
    5.3.7 p3 will be released on Dec 7th
    5.4.3 p2 will be released on Nov 30th

    I do not know of the issue on android. Do you have a bug filed for it? If not, please file a bug with a reproduction case and/or crash log and post the case number here.

    Cheers,
    Chris
     
  23. InOrbit

    InOrbit

    Joined:
    Mar 13, 2014
    Posts:
    5
    Hmm. I released an update yesterday including your WWWConnection.mm changes, and I still see a crash. Unfortunately I can't repro this locally, but this appears to be the same issue?

    Code (text):
    1. Incident Identifier: 1DC50633-EF5D-45F9-9540-27E9C5310C47
    2. CrashReporter Key:   1b53006b7e77cded37505a09f1e0a8f8b7ff842b
    3. Hardware Model:      iPad4,1
    4. Process:             neon [472]
    5. Path:                /private/var/containers/Bundle/Application/E8587E7A-F322-4F25-8BC8-E2015D6EBAB7/neon.app/neon
    6. Identifier:          com.orbitalgames.neon
    7. Version:             1.8.6.1 (1.8.6)
    8. Code Type:           ARM-64 (Native)
    9. Role:                Foreground
    10. Parent Process:      launchd [1]
    11. Coalition:           com.orbitalgames.neon [419]
    12.  
    13.  
    14. Date/Time:           2016-11-28 17:03:34.4052 -0500
    15. Launch Time:         2016-11-28 17:03:29.4630 -0500
    16. OS Version:          iPhone OS 10.0.2 (14A456)
    17. Report Version:      104
    18.  
    19. Exception Type:  EXC_BAD_ACCESS (SIGBUS)
    20. Exception Subtype: KERN_PROTECTION_FAILURE at 0x00000001016721f0
    21. Termination Signal: Bus error: 10
    22. Termination Reason: Namespace SIGNAL, Code 0xa
    23. Terminating Process: exc handler [0]
    24. Triggered by Thread:  1
    25.  
    26. Thread 0 name:
    27. Thread 0:
    28. 0   libsystem_kernel.dylib            0x00000001833b016c mach_msg_trap + 8
    29. 1   libsystem_kernel.dylib            0x00000001833affdc mach_msg + 72 (mach_msg.c:103)
    30. 2   CoreFoundation                    0x00000001843adcec __CFRunLoopServiceMachPort + 192 (CFRunLoop.c:2527)
    31. 3   CoreFoundation                    0x00000001843ab908 __CFRunLoopRun + 1132 (CFRunLoop.c:2870)
    32. 4   CoreFoundation                    0x00000001842da048 CFRunLoopRunSpecific + 444 (CFRunLoop.c:3113)
    33. 5   GraphicsServices                  0x0000000185d5d198 GSEventRunModal + 180 (GSEvent.c:2245)
    34. 6   UIKit                             0x000000018a2ad628 -[UIApplication _run] + 684 (UIApplication.m:2649)
    35. 7   UIKit                             0x000000018a2a8360 UIApplicationMain + 208 (UIApplication.m:4091)
    36. 8   neon                              0x000000010000f57c main + 156 (main.mm:32)
    37. 9   libdyld.dylib                     0x00000001832bc5b8 start + 4
    38.  
    39. Thread 1 name:
    40. Thread 1 Crashed:
    41. 0   ???                               0x00000001016721f0 0 + 4318503408
    42. 1   neon                              0x000000010096ce90 iPhoneWWWDownloadBuffer::OnReceiveData(void const*, unsigned long) + 120 (iPhoneWWW.mm:56)
    43. 2   neon                              0x0000000100010978 -[UnityWWWConnectionDelegate connection:didReceiveData:] + 168 (WWWConnection.mm:238)
    44. 3   CFNetwork                         0x0000000184c3d76c __65-[NSURLConnectionInternal _withConnectionAndDelegate:onlyActive:]_block_invoke + 80 (NSURLConnectionInternal.mm:124)
    45. 4   CFNetwork                         0x0000000184c3d6fc -[NSURLConnectionInternal _withConnectionAndDelegate:onlyActive:] + 200 (NSURLConnectionInternal.mm:121)
    46. 5   CFNetwork                         0x0000000184c3d870 -[NSURLConnectionInternal _withActiveConnectionAndDelegate:] + 56 (NSURLConnectionInternal.mm:139)
    47. 6   CFNetwork                         0x0000000184bfc3b8 _NSURLConnectionDidReceiveData(_CFURLConnection*, __CFData const*, long, void const*) + 76 (NSURLConnectionInternalConnection.mm:180)
    48. 7   CFNetwork                         0x0000000184b63504 ___ZN27URLConnectionClient_Classic29_delegate_didReceiveDataArrayEv_block_invoke + 272 (URLConnectionClient.cpp:2012)
    49. 8   CFNetwork                         0x0000000184b62678 ___ZN27URLConnectionClient_Classic18_withDelegateAsyncEPKcU13block_pointerFvP16_CFURLConnectionPK33CFURLConnectionClientCurrent_VMaxE_block_invoke_2 + 108 (URLConnectionClient.cpp:1899)
    50. 9   libdispatch.dylib                 0x00000001832891c0 _dispatch_client_callout + 16 (object.m:455)
    51. 10  libdispatch.dylib                 0x0000000183294b24 _dispatch_block_invoke_direct + 376 (queue.c:2872)
    52. 11  CFNetwork                         0x0000000184c1ae98 RunloopBlockContext::_invoke_block(void const*, void*) + 36 (CoreSchedulingSet.mm:361)
    53. 12  CoreFoundation                    0x00000001842d99a8 CFArrayApplyFunction + 68 (CFArray.c:650)
    54. 13  CFNetwork                         0x0000000184c1ad7c RunloopBlockContext::perform() + 136 (CoreSchedulingSet.mm:315)
    55. 14  CFNetwork                         0x0000000184c1c0a4 MultiplexerSource::perform() + 312 (CFNRunLoopMultiplexer.c:282)
    56. 15  CFNetwork                         0x0000000184c1be10 MultiplexerSource::_perform(void*) + 64 (CFNRunLoopMultiplexer.c:47)
    57. 16  CoreFoundation                    0x00000001843ae278 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 24 (CFRunLoop.c:1943)
    58. 17  CoreFoundation                    0x00000001843adbc0 __CFRunLoopDoSources0 + 524 (CFRunLoop.c:1989)
    59. 18  CoreFoundation                    0x00000001843ab7c0 __CFRunLoopRun + 804 (CFRunLoop.c:2821)
    60. 19  CoreFoundation                    0x00000001842da048 CFRunLoopRunSpecific + 444 (CFRunLoop.c:3113)
    61. 20  Foundation                        0x0000000184de8b1c -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 304 (NSRunLoop.m:367)
    62. 21  Foundation                        0x0000000184e3d2a0 -[NSRunLoop(NSRunLoop) run] + 88 (NSRunLoop.m:389)
    63. 22  neon                              0x0000000100011a38 __UnitySendWWWConnection_block_invoke_2 + 256 (WWWConnection.mm:383)
    64. 23  Foundation                        0x0000000184ec17e4 __NSBLOCKOPERATION_IS_CALLING_OUT_TO_A_BLOCK__ + 16 (NSOperation.m:1341)
    65. 24  Foundation                        0x0000000184e06358 -[NSBlockOperation main] + 96 (NSOperation.m:1360)
    66. 25  Foundation                        0x0000000184df6954 -[__NSOperationInternal _start:] + 620 (NSOperation.m:793)
    67. 26  Foundation                        0x0000000184ec3b90 __NSOQSchedule_f + 228 (NSOperation.m:1767)
    68. 27  libdispatch.dylib                 0x00000001832891c0 _dispatch_client_callout + 16 (object.m:455)
    69. 28  libdispatch.dylib                 0x0000000183297444 _dispatch_queue_serial_drain + 928 (inline_internal.h:2421)
    70. 29  libdispatch.dylib                 0x000000018328c9a8 _dispatch_queue_invoke + 652 (queue.c:4859)
    71. 30  libdispatch.dylib                 0x000000018329938c _dispatch_root_queue_drain + 572 (inline_internal.h:2458)
    72. 31  libdispatch.dylib                 0x00000001832990ec _dispatch_worker_thread3 + 124 (queue.c:5548)
    73. 32  libsystem_pthread.dylib           0x00000001834912c8 _pthread_wqthread + 1288 (pthread.c:2196)
    74. 33  libsystem_pthread.dylib           0x0000000183490db4 start_wqthread + 4
     
    Last edited: Nov 29, 2016
  24. InOrbit

    InOrbit

    Joined:
    Mar 13, 2014
    Posts:
    5
    Bump - anyone else still seeing this issue?
     
  25. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hey all,
    After I posted here, I realized that there is a more fundamental issue. There is a fix that is being tested and will be released soon. Unfortunately it was code outside of the Trampoline project, so I cannot share the code here. I will update this thread when I know exactly which patch release the fix is going into.
    Cheers,
    Chris
     
  26. InOrbit

    InOrbit

    Joined:
    Mar 13, 2014
    Posts:
    5
    Gah. Thanks for the update Chris. This is a pretty serious issue for me. Please fix with all possible haste.
     
  27. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hey @InOrbit, It looks like I will have my PRs in flight by today. So it should make it for the next 5.3 and 5.4 patch releases. As I stated earlier, I will update this thread once I know for sure when this will be released.
    Cheers,
    Chris
     
  28. InOrbit

    InOrbit

    Joined:
    Mar 13, 2014
    Posts:
    5
    Hi Chris. 5.4.3p3 came out on the 7th - I assume your fixes were not included. Is that correct?
     
  29. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hey @InOrbit,
    The fixes just landed in the release branch today. So they will be released on the 14th for 5.4 and the 23rd for 5.3.
    Cheers,
    Chris
     
  30. AtomicElbow

    AtomicElbow

    Joined:
    Aug 11, 2016
    Posts:
    11
    Hi, has a patch for 5.4 been released?
     
  31. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi all,
    The patch has been delayed, hopefully it will still come out this week.
    Cheers,
    Chris
     
  32. AtomicElbow

    AtomicElbow

    Joined:
    Aug 11, 2016
    Posts:
    11
    Hi, is the patch included in 5.4.3.p4?
     
  33. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi @AtomicElbow,
    Yes, the fix made it into that patch release.
    Cheers,
    Chris
     
  34. Teio07

    Teio07

    Joined:
    Dec 17, 2012
    Posts:
    9
    I have the 5.5.0f3 version and still having that issue.
     
  35. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi @Trustrix,
    The fix went into 5.5.0p2. So if you are on f3, you will not have it.
    Cheers,
    Chris
     
  36. Teio07

    Teio07

    Joined:
    Dec 17, 2012
    Posts:
    9
    Hi !
    I found the 5.5.0p2 version, I'll test after finished installation.
    Thanks a lot !
     
  37. Teio07

    Teio07

    Joined:
    Dec 17, 2012
    Posts:
    9
    Hmmm... Still crashing with 5.5.0p2 :/
     
  38. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Do you have a reproduction case and the stack trace? Can you file a bug and post the case number here?
    Cheers,
    Chris
     
  39. Teio07

    Teio07

    Joined:
    Dec 17, 2012
    Posts:
    9
    I'll do that tomorrow ! It is late here (Belgium).
    Thanks !
     
  40. Teio07

    Teio07

    Joined:
    Dec 17, 2012
    Posts:
    9
    Last edited: Jan 14, 2017
  41. Teio07

    Teio07

    Joined:
    Dec 17, 2012
    Posts:
    9
  42. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi @Trustrix,
    Which version of unity are you using? And could you file a bug with your reproduction case, then post the case number here so I can take a look.
    Cheers,
    Chris
     
  43. Teio07

    Teio07

    Joined:
    Dec 17, 2012
    Posts:
    9
    christophergoy likes this.
  44. appxplore-tech

    appxplore-tech

    Joined:
    Jul 4, 2012
    Posts:
    58
    Hi! How about Unity3d 5.5.0p4, is this fixed included there too?
     
  45. lilboylost

    lilboylost

    Joined:
    Feb 12, 2014
    Posts:
    265
    You could manually destroy texture2d object using Destroy(_texture2d) whenever image goes out of scope. This will fix your first approach.
     
  46. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi @AppxploreF,
    The fix went into 5.5.0p2. So if you are on 5.5.0p4, you should have the fix.
    Cheers,
    Chris
     
  47. JoelHorne

    JoelHorne

    Joined:
    Apr 10, 2017
    Posts:
    2
  48. kubasteve

    kubasteve

    Joined:
    Jun 18, 2013
    Posts:
    13
    Hi I am still experiencing this issue on Unity 5.6.0p1
     
  49. GilesDMiddleton

    GilesDMiddleton

    Joined:
    Aug 12, 2015
    Posts:
    91
    I'm getting this issue on the latest 5.6.0f3 personal.

    I have a different call stack - and my App doesn't use the WWW class directly - but does use Application.OpenURL() in it's about screen. I do not use network/ads/in app purchases in my app except for a 'find us on Facebook/follow in twitter button'. I don't even currently detect reachability.

    I wish I could copy+paste the call stack, but there's no option! - So here's a screenshot. My app is VSS (Very Simple Solitaire). 20% of iPads also crashing.
    Screen Shot 2017-04-29 at 15.21.10.png
     
  50. christophergoy

    christophergoy

    Unity Technologies

    Joined:
    Sep 16, 2015
    Posts:
    556
    Hi @GilesDMiddleton,
    Is there any chance you could get the full crash log? I would like to see what thread 0 is doing as well as any other threads. Could you also file a bug, as I believe we thought this bug was fixed in a patch release. I looks like it might have regressed.
    Cheers,
    Chris
     
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