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Bug Stacktrace of crash on Android device points to Canvas.GetTargetDisplay()

Discussion in 'UGUI & TextMesh Pro' started by rsamrry, May 2, 2024.

  1. rsamrry

    rsamrry

    Joined:
    Mar 12, 2014
    Posts:
    6
    App crashes on Android device (not every time). Stack-trace on Google Play Console looks like :

    *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    pid: 0, tid: 27065 >>> com.companyName.gameName <<<
    backtrace:
    #00 pc 0x0000000000981708 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (UI::Canvas::GetTargetDisplay() const) (BuildId: 546e65b0efa74d81)
    #01 pc 0x000000000098c958 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (UI::CanvasManager::RenderOverlays(int)) (BuildId: 546e65b0efa74d81)
    #02 pc 0x000000000057f440 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (PlayerRender(bool)) (BuildId: 546e65b0efa74d81)
    #03 pc 0x0000000000574208 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*)) (BuildId: 546e65b0efa74d81)
    #04 pc 0x0000000000574248 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*)) (BuildId: 546e65b0efa74d81)
    #05 pc 0x00000000005744dc /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (PlayerLoop()) (BuildId: 546e65b0efa74d81)
    #06 pc 0x00000000006ea56c /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (UnityPlayerLoop()) (BuildId: 546e65b0efa74d81)
    #07 pc 0x0000000000700f08 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (nativeRender(_JNIEnv*, _jobject*)) (BuildId: 546e65b0efa74d81)
    #08 pc 0x0000000000098a14 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/oat/arm64/base.odex (art_jni_trampoline+116)
    #09 pc 0x00000000001cf4e8 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$F$a.handleMessage+1544)
    #10 pc 0x0000000000ab382c /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Handler.dispatchMessage+140)
    #11 pc 0x0000000000ab738c /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Looper.loopOnce+1244)
    #12 pc 0x0000000000ab6dfc /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Looper.loop+1196)
    #13 pc 0x00000000001d013c /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$F.run+524)
    #14 pc 0x000000000033eda4 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+612)
    #15 pc 0x0000000000239d54 /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+144)
    #16 pc 0x000000000053a1b0 /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+1600)
    #17 pc 0x00000000000e5a08 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
    #18 pc 0x000000000007f27c /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)



    Could someone please help shed some light on what could be causing this crash? Thanks in advance!
    Note that we don't use any targets on Canvases other than Display 1.

    Thanks again!