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Question LineRenderer crashes in Unity 2022.3.0f1

Discussion in 'Android' started by Vahe200312, Sep 3, 2023.

  1. Vahe200312

    Vahe200312

    Joined:
    Jul 26, 2018
    Posts:
    4
    Hi,
    We are developing a mobile game on Unity 2022.3.0f1 and uploaded the game to Google Play for testing. We have noticed that 15% of our users are experiencing a crash related to Trail Renderer. We are using TrailRenderes for bullets and nothing else. Any suggestions on what can be causing the issue and how to fix it?
    Here is the stack trace:


     #00  pc 0x000000000044e2a0  /data/app/~~HXMGe8FawQ5rTaQKHRiXPw==/american.mafia.io-OgtQHPs0dA1xnN2cgoc2wQ==/lib/arm64/libunity.so (void BuildLineSegment<unsigned short, true>(unsigned long, unsigned char*&, unsigned short*&, unsigned int&, math::float4x4 const&, LineBuilderData const*, math::float1 const&, math::float1 const&, math::float1 const&, ColorRGBA32))
    #01 pc 0x000000000044dea8 /data/app/~~HXMGe8FawQ5rTaQKHRiXPw==/american.mafia.io-OgtQHPs0dA1xnN2cgoc2wQ==/lib/arm64/libunity.so (void Build3DLine<unsigned short>(unsigned char*, unsigned short*, LineParameters const&, math::float4x4 const&, math::float4x4 const&, math::float3_storage const*, float const*, unsigned long, unsigned long, unsigned long, bool, float, bool, float))
    #02 pc 0x0000000000bf0ccc /data/app/~~HXMGe8FawQ5rTaQKHRiXPw==/american.mafia.io-OgtQHPs0dA1xnN2cgoc2wQ==/lib/arm64/libunity.so (TrailRenderer::RenderGeometryJob(SharedGeometryJobData*, unsigned int))
    #03 pc 0x00000000004a8f8c /data/app/~~HXMGe8FawQ5rTaQKHRiXPw==/american.mafia.io-OgtQHPs0dA1xnN2cgoc2wQ==/lib/arm64/libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int))
    #04 pc 0x00000000004a9140 /data/app/~~HXMGe8FawQ5rTaQKHRiXPw==/american.mafia.io-OgtQHPs0dA1xnN2cgoc2wQ==/lib/arm64/libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int))
    #05 pc 0x00000000004a9a74 /data/app/~~HXMGe8FawQ5rTaQKHRiXPw==/american.mafia.io-OgtQHPs0dA1xnN2cgoc2wQ==/lib/arm64/libunity.so (ujob_init(char const*, int, int, ThreadPriority, void* (*)(unsigned long, unsigned long)))
    #06 pc 0x000000000054da30 /data/app/~~HXMGe8FawQ5rTaQKHRiXPw==/american.mafia.io-OgtQHPs0dA1xnN2cgoc2wQ==/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*))
    #07 pc 0x00000000000f55c8 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
    #08 pc 0x000000000008efbc /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)
     
  2. Alan-Liu

    Alan-Liu

    Joined:
    Jan 23, 2014
    Posts:
    345
    Does the crash occur on iOS? If so, can you post the crash log on iOS? That log contains the callstack of all threads, which might be more helpful to determine what the application was doing when it crashed.
     
  3. Vahe200312

    Vahe200312

    Joined:
    Jul 26, 2018
    Posts:
    4
    It happens on Android. We haven't uploaded the game on iOS yet. Is there anything else useful I can gather from the Play console?
     
  4. Alan-Liu

    Alan-Liu

    Joined:
    Jan 23, 2014
    Posts:
    345
    I'm not sure, but you can look if the devices where the crashes occurred have some patterns. For example, are they all low-end or old devices?

    And if you're using Unity Cloud Diagnostic, you can find logs which are output before the game crashed. They might be useful to investigate further.
     
  5. Vahe200312

    Vahe200312

    Joined:
    Jul 26, 2018
    Posts:
    4
    Got it. I'll try enabling cloud diagnostics for the next builds. Hopefully this helps