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Missing lines in crash stack traces.

Discussion in 'Unity Cloud Diagnostics' started by mseithe, Oct 21, 2019.

  1. mseithe

    mseithe

    Joined:
    Feb 17, 2017
    Posts:
    19
    Hello, first of all thank you for the cloud reporting tools, they have been a great help for me so far!

    I have the problem that multiple crash problem reports I receive are missing some lines that could help me locate the issue. Have a look at this example:

    Code (CSharp):
    1. Native StackTrace:
    2. Thread 0 (crashed)
    3. 0   ntdll                              0x00007ff9c833cc14 ZwWaitForMultipleObjects
    4. 1   KERNELBASE                         0x00007ff9c5587ff7 WaitForMultipleObjectsEx
    5. 2   KERNELBASE                         0x00007ff9c5587ede WaitForMultipleObjects
    6. 3   UnityPlayer                        0x00007ff96492262d ?HandleCrash@CrashHandlerInternal@winutils@@QEAAXKKPEBDPEAU_CONTEXT@@PEAU_EXCEPTION_RECORD@@_N@Z
    7. 4   UnityPlayer                        0x00007ff9649226de ?HandleCrash@ExternalCrashHandler@winutils@@YAXKKPEAU_EXCEPTION_POINTERS@@@Z
    8. 5   UnityPlayer                        0x00007ff964931a78 ?ProcessInternalCrash@winutils@@YAHPEAU_EXCEPTION_POINTERS@@_N@Z
    9. 6   KERNELBASE                         0x00007ff9c562f67a UnhandledExceptionFilter
    10. 7   ntdll                              0x00007ff9c8344af2 RtlUserThreadStart$filt$0
    11. 8   ntdll                              0x00007ff9c832c6d6 _C_specific_handler
    12. 9   ntdll                              0x00007ff9c83411ff RtlpExecuteHandlerForException
    13. 10  ntdll                              0x00007ff9c830a289 RtlDispatchException
    14. 11  ntdll                              0x00007ff9c833fe6e KiUserExceptionDispatch
    15. 12  UnityPlayer                        0x00007ff964cb40fd ?GameObject_Get_Custom_PropTransform@@YAPEAUMonoObject@@PEAU1@@Z
    16. 13  (Mono)                                              
    17. 14  (Mono)                                              
    18. 15  (Mono)                                              
    19. 16  (Mono)                                              
    20. 17  (Mono)                                              
    21. 18  (Mono)                                              
    22. 19  (Mono)                                              
    23. 20  (Mono)                                              
    24. 21  (Mono)                                              
    25. 22  (Mono)                                              
    26. 23  (Mono)                                              
    27. 24  mono-2.0-bdwgc                     0x00007ff963d2b970 mono_jit_runtime_invoke
    28. 25  mono-2.0-bdwgc                     0x00007ff963cb1922 do_runtime_invoke
    29. 26  mono-2.0-bdwgc                     0x00007ff963cba91f mono_runtime_invoke
    30. 27  UnityPlayer                        0x00007ff964c6a064 ?scripting_method_invoke@@YA?AVScriptingObjectPtr@@VScriptingMethodPtr@@V1@AEAUScriptingArguments@@PEAVScriptingExceptionPtr@@_N@Z
    31. 28  UnityPlayer                        0x00007ff964c67890 ?Invoke@ScriptingInvocation@@QEAA?AVScriptingObjectPtr@@PEAVScriptingExceptionPtr@@_N@Z
    32. 29  UnityPlayer                        0x00007ff964c53f89 ?CallMethodIfAvailable@MonoBehaviour@@AEAAXH@Z
    33. 30  UnityPlayer                        0x00007ff964c54143 ?CallUpdateMethod@MonoBehaviour@@AEAAXH@Z
    34. (...)
    35.  
    The problem is likely, that I'm using .transform when I should not (line 12), e.g. because the object has been destroyed before. I am aware of that, but it would be really really helpful to see line 13 to know where to look. :)

    Is there a way to provide the symbols for the (Mono) lines? I looked at https://unitytech.github.io/clouddiagnostics/crashesandexceptions/UnityCloudDiagnosticsSymbols.html but I'm not sure if it applies in this case.

    Thanks in advance!
     
  2. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    Hi @mseithe, we currently do not support Mono for native crashes. Could you try switching your scripting backend to IL2CPP to see if that makes your crash reports more legible?
     
  3. mseithe

    mseithe

    Joined:
    Feb 17, 2017
    Posts:
    19
    Hi @ryanc-unity, thank you, I will try that! Unfortunately IL2CPP is not supported on Linux yet, which is my main development platform, but I can make a build on Windows to find these bugs.
     
  4. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    Please do and let us know if you run into any issues getting stack traces on your native crashes in IL2CPP. I'm sorry for the inconvenience.