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Segfault instantiating terrain data

Discussion in 'Android' started by returnString, Aug 26, 2013.

  1. returnString

    returnString

    Joined:
    Jul 10, 2010
    Posts:
    248
    Yeah, weird one here. I get this segfault whenever I try and create an instance of UnityEngine.TerrainData, tested on my S3 and other random devices. The same code runs fine on my iPad.

    logcat output: http://pastebin.com/UYcxyUdX

    Narrowed it down to the simplest of lines:

    Code (csharp):
    1. var data = new TerrainData();
    Is this actually supported on Android devices, am I missing something stupid, or is something else going on here? :)
     
  2. returnString

    returnString

    Joined:
    Jul 10, 2010
    Posts:
    248
    Occurring on the 4.2.2f1 release too, same repro, same output. Any clues? I'd rather not write my own mesh-based terrain just to circumvent this...
     
  3. Agent_007

    Agent_007

    Joined:
    Dec 18, 2011
    Posts:
    899
    Does it crash in case of
    Code (csharp):
    1. TerrainData terrainData = new TerrainData();
    ?
     
  4. returnString

    returnString

    Joined:
    Jul 10, 2010
    Posts:
    248
    That should compile to the same IL, var is applied at compile-time, not runtime.
     
  5. paintbox1

    paintbox1

    Joined:
    Jan 20, 2014
    Posts:
    36
    Hello,
    I am still suffering from this problem in Version 4.3.3f1 although it has been reported 3 times
    http://issuetracker.unity3d.com/issues/calling-new-terraindata-crashes-android-application
    http://issuetracker.unity3d.com/issues/segfault-occurs-when-instantiating-terraindata-on-android
    http://issuetracker.unity3d.com/issues/calling-new-terraindata-on-android-device-leads-to-crash
    and all those issues have "Fixed" as status.

    Am I missing something obvious?

    EDIT:
    I've submitted that Issue and received the following answer:
    I am able to reproduce the crash with Unity 4.3.3f1, however the crash is not reproducible with the internal Unity version anymore. I do not know when the fix will be publicly available, however this issue should get fixed in future Unity versions.

    So I guess I just have to wait for future releases.
     
    Last edited: Jan 22, 2014
  6. hugusasi

    hugusasi

    Joined:
    Jan 23, 2014
    Posts:
    1
    i didnt it ...
     
    Last edited: Jan 23, 2014