Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Native crash

Discussion in 'Android' started by gjerek, Jul 30, 2022.

  1. gjerek

    gjerek

    Joined:
    Nov 16, 2015
    Posts:
    18
    Hey guys I have a crash problem I can not find the answer for, maybe someone could help me out with, here are stack traces:


    Native StackTrace:
    Thread 0 (crashed)
    0 libunity.so 0x0000007b6f10ccf4 void std::__ndk1::__tree_remove<std::__ndk1::__tree_node_base<void*>*>(std::__ndk1::__tree_node_base<void*>*, std::__ndk1::__tree_node_base<void*>*)
    1 libunity.so 0x0000007b6f224ea0 std::__ndk1::__tree<DelayedCallManager::Callback, std::__ndk1::less<DelayedCallManager::Callback>, memory_pool<DelayedCallManager::Callback> >::erase(std::__ndk1::__tree_const_iterator<DelayedCallManager::Callback, std::__ndk1::__tree_node<DelayedCallManager::Callback, void*>*, long>)
    2 libunity.so 0x0000007b6f222534 DelayedCallManager::Update(int)
    3 libunity.so 0x0000007b6f2b2ccc ExecutePlayerLoop(NativePlayerLoopSystem*)
    4 libunity.so 0x0000007b6f2b2d00 ExecutePlayerLoop(NativePlayerLoopSystem*)
    5 libunity.so 0x0000007b6f2b2f44 PlayerLoop()
    6 libunity.so 0x0000007b6f3cb0a8 UnityPlayerLoop()
    7 libunity.so 0x0000007b6f3e0718 nativeRender(_JNIEnv*, _jobject*)
    8 base.odex 0x0000007b7e8cf7ec <symbols missing for uuid: 0000000000000000000000000000000000000000>



    Native StackTrace:
    Thread 0 (crashed)
    0 libunity.so 0x000000009e9c50fc void std::__ndk1::__tree_remove<std::__ndk1::__tree_node_base<void*>*>(std::__ndk1::__tree_node_base<void*>*, std::__ndk1::__tree_node_base<void*>*)
    1 libunity.so 0x000000009e9c5007 std::__ndk1::__tree<DelayedCallManager::Callback, std::__ndk1::less<DelayedCallManager::Callback>, memory_pool<DelayedCallManager::Callback> >::__remove_node_pointer(std::__ndk1::__tree_node<DelayedCallManager::Callback, void*>*)
    2 libunity.so 0x000000009e9c2693 DelayedCallManager::Update(int)
    3 libunity.so 0x000000009ea46e69 ExecutePlayerLoop(NativePlayerLoopSystem*)
    4 libunity.so 0x000000009ea46e8b ExecutePlayerLoop(NativePlayerLoopSystem*)
    5 libunity.so 0x000000009ea4701b PlayerLoop()
    6 libunity.so 0x000000009eb2f439 UnityPlayerLoop()
    7 libunity.so 0x000000009eb3ec99 nativeRender(_JNIEnv*, _jobject*)
    8 data@app@com.edenap.z2-1@base.apk@classes.dex0x00000000a2df97df <symbols missing for uuid: 0000000000000000000000000000000000000000>



    Native StackTrace:
    Thread 0 (crashed)
    0 libunity.so 0x0000007f79a700e8 void std::__ndk1::__tree_remove<std::__ndk1::__tree_node_base<void*>*>(std::__ndk1::__tree_node_base<void*>*, std::__ndk1::__tree_node_base<void*>*)
    1 libunity.so 0x0000007f79a6ff88 std::__ndk1::__tree<DelayedCallManager::Callback, std::__ndk1::less<DelayedCallManager::Callback>, memory_pool<DelayedCallManager::Callback> >::__remove_node_pointer(std::__ndk1::__tree_node<DelayedCallManager::Callback, void*>*)
    2 libunity.so 0x0000007f79a6cf58 DelayedCallManager::Update(int)
    3 libunity.so 0x0000007f79b1f780 ExecutePlayerLoop(NativePlayerLoopSystem*)
    4 libunity.so 0x0000007f79b1f7c0 ExecutePlayerLoop(NativePlayerLoopSystem*)
    5 libunity.so 0x0000007f79b1f9f8 PlayerLoop()
    6 libunity.so 0x0000007f79c62208 UnityPlayerLoop()
    7 libunity.so 0x0000007f79c77ed8 nativeRender(_JNIEnv*, _jobject*)
    8 base.odex 0x0000007f80c0a080 <symbols missing for uuid: 0000000000000000000000000000000000000000>


    Any info would be very welcome :)
     
  2. gjerek

    gjerek

    Joined:
    Nov 16, 2015
    Posts:
    18
    Forgot to mention (and for some reason I can't edit post), Unity 2021.3.2 on Android devices
     
  3. jennifer_unity277

    jennifer_unity277

    Joined:
    Jan 18, 2022
    Posts:
    6
    did you ever solve this? I'm seeing the same issue in my own project
     
  4. DicksonDeng

    DicksonDeng

    Joined:
    Mar 25, 2020
    Posts:
    1
    did you ever solve this? I'm seeing the same issue in my own project
     
  5. russellia29

    russellia29

    Joined:
    Nov 30, 2022
    Posts:
    1
    So, did you ever get this figured out? My own project is experiencing the same problem.

     
  6. gjerek

    gjerek

    Joined:
    Nov 16, 2015
    Posts:
    18
    sorry no :/
     
  7. simon_dev21

    simon_dev21

    Joined:
    Aug 12, 2019
    Posts:
    1
    Hi gjerek,

    have you reported this bug to Unity? We're facing the same problems, with high crash rate from this.
     
  8. hzn403

    hzn403

    Joined:
    Apr 23, 2013
    Posts:
    6
    I'm running into the same problem.
    Do you have any solutions?
     
  9. fkilius

    fkilius

    Joined:
    Jan 22, 2019
    Posts:
    16
    Hi, I'm getting the same error.
    Does anybody found a solution?

    backtrace:
    #00 pc 0x000000000015d524 libunity.so (void std::__ndk1::__tree_remove<std::__ndk1::__tree_node_base<void*>*>(std::__ndk1::__tree_node_base<void*>*, std::__ndk1::__tree_node_base<void*>*))
    #01 pc 0x000000000015d430 libunity.so (std::__ndk1::__tree<DelayedCallManager::Callback, std::__ndk1::less<DelayedCallManager::Callback>, memory_pool<DelayedCallManager::Callback>>::__remove_node_pointer(std::__ndk1::__tree_node<DelayedCallManager::Callback, void*>*))
    #02 pc 0x000000000015a400 libunity.so (DelayedCallManager::Update(int))
    #03 pc 0x00000000001f2678 libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*))
    #04 pc 0x00000000001f26b8 libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*))
    #05 pc 0x00000000001f28f0 libunity.so (PlayerLoop())
    #06 pc 0x000000000032c2d8 libunity.so (UnityPlayerLoop())
    #07 pc 0x000000000034277c libunity.so (nativeRender(_JNIEnv*, _jobject*))
    #08 pc 0x0000000000071a3c base.odex
     
  10. jennifer_unity277

    jennifer_unity277

    Joined:
    Jan 18, 2022
    Posts:
    6
    For anyone having this issue, in our case it was most likely caused by our ad partners. It stopped happening when we updated our adapters (and removed a couple as well). Still not sure which one was causing it.