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Unity 2019.3.1f1 Android Build (IL2CPP) crash w/ log

Discussion in 'Editor & General Support' started by Deleted User, Feb 13, 2020.

  1. Deleted User

    Deleted User

    Guest

    Hello fellow devs and game designers. I am working on an Android project and have come across a rather annoying issue. The game just up and crashes randomly. I don't even have to be doing anything. I could be sitting here and drinking a beer and the game will crash (no user input and no scripts causing it). I believe it to be an issue with the IL2CPP code stripping. Here is the crash log:


    Code (CSharp):
    1. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: Version '2019.3.1f1 (89d6087839c2)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    3. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: Build fingerprint: 'google/sargo/sargo:10/QQ1A.200205.002/6084386:user/release-keys'
    4. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: Revision: 'MP1.0'
    5. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: ABI: 'arm64'
    6. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: Timestamp: 2020-02-12 22:23:34-0800
    7. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: pid: 10699, tid: 10816, name: UnityMain  >>> com.BidwellSoftware.BlockQuest2 <<<
    8. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: uid: 10311
    9. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    10. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: Cause: null pointer dereference
    11. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x0  0000007c64808b10  x1  0000007cb000daf0  x2  0000007cb000abd0  x3  0000007c646c4360
    12. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x4  0000007c646c43b0  x5  0000000000000000  x6  0000000000000002  x7  0000007d4b2c07b0
    13. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x8  0000000000000000  x9  00000000ffffffff  x10 0000000000000001  x11 0000007cb000db90
    14. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x12 0000000000000004  x13 0000007cb000db70  x14 0000007cb000db80  x15 0000007cb000db60
    15. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x16 0000007cb000db8c  x17 0000007ddd2da530  x18 000000000ba58c3a  x19 0000007c646c4360
    16. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x20 0000007cb000abd0  x21 0000000000000000  x22 0000007cb000abd0  x23 0000007cb000daf0
    17. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x24 0000007c646c4360  x25 0000000000000000  x26 0000007c646c43bc  x27 0000000000000018
    18. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     x28 0000007c6595ca10  x29 0000000000000001
    19. 2020-02-12 22:23:34.860 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH:     sp  0000007d4b2c0660  lr  0000007cf3a9b714  pc  0000000000000000
    20. 2020-02-12 22:23:35.280 10699-10816/com.BidwellSoftware.BlockQuest2 E/CRASH: Tombstone written to: /storage/emulated/0/Android/data/com.BidwellSoftware.BlockQuest2/files/tombstone_00
    21.    
    22.     --------- beginning of crash
    23. 2020-02-12 22:23:35.285 10699-10816/com.BidwellSoftware.BlockQuest2 E/AndroidRuntime: FATAL EXCEPTION: UnityMain
    24.     Process: com.BidwellSoftware.BlockQuest2, PID: 10699
    25.     java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    26.     Version '2019.3.1f1 (89d6087839c2)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    27.     Build fingerprint: 'google/sargo/sargo:10/QQ1A.200205.002/6084386:user/release-keys'
    28.     Revision: 'MP1.0'
    29.     ABI: 'arm64'
    30.     Timestamp: 2020-02-12 22:23:34-0800
    31.     pid: 10699, tid: 10816, name: UnityMain  >>> com.BidwellSoftware.BlockQuest2 <<<
    32.     uid: 10311
    33.     signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    34.     Cause: null pointer dereference
    35.         x0  0000007c64808b10  x1  0000007cb000daf0  x2  0000007cb000abd0  x3  0000007c646c4360
    36.         x4  0000007c646c43b0  x5  0000000000000000  x6  0000000000000002  x7  0000007d4b2c07b0
    37.         x8  0000000000000000  x9  00000000ffffffff  x10 0000000000000001  x11 0000007cb000db90
    38.         x12 0000000000000004  x13 0000007cb000db70  x14 0000007cb000db80  x15 0000007cb000db60
    39.         x16 0000007cb000db8c  x17 0000007ddd2da530  x18 000000000ba58c3a  x19 0000007c646c4360
    40.         x20 0000007cb000abd0  x21 0000000000000000  x22 0000007cb000abd0  x23 0000007cb000daf0
    41.         x24 0000007c646c4360  x25 0000000000000000  x26 0000007c646c43bc  x27 0000000000000018
    42.         x28 0000007c6595ca10  x29 0000000000000001
    43.         sp  0000007d4b2c0660  lr  0000007cf3a9b714  pc  0000000000000000
    44. 2020-02-12 22:23:35.316 10699-10699/com.BidwellSoftware.BlockQuest2 I/Unity: onPause
    45. 2020-02-12 22:23:35.320 10699-10816/com.BidwellSoftware.BlockQuest2 I/Process: Sending signal. PID: 10699 SIG: 9
    Device in question is a Google Pixel 3a (but confirmed crashes on other devices as well). Using the Universal Render Pipeline as well in case that is a contributing issue.

    Please for the love of all that is Holy provide me with some input as to what on earth is going on because as of now: the development of my game is halted. Thanks!
     
  2. Deleted User

    Deleted User

    Guest

    Here is the tombstone file thing
     

    Attached Files:

    KaanSerin113 likes this.
  3. Deleted User

    Deleted User

    Guest

    Update: I saw on the forums somewhere that turning off "strip engine code" will solve the issue.
    Answer: Nope. Still crashes and this is a release build not a dev build.

    Code (CSharp):
    1. 2020-02-13 18:40:03.459 21674-21695/? E/CRASH: Tombstone written to: /storage/emulated/0/Android/data/com.BidwellSoftware.BlockQuest2/files/tombstone_00
    2. 2020-02-13 18:40:03.460 21674-21695/? E/AndroidRuntime: FATAL EXCEPTION: UnityMain
    3.     Process: com.BidwellSoftware.BlockQuest2, PID: 21674
    4.     java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    5.     Version '2019.3.1f1 (89d6087839c2)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    6.     Build fingerprint: 'google/sargo/sargo:10/QQ1A.200205.002/6084386:user/release-keys'
    7.     Revision: 'MP1.0'
    8.     ABI: 'arm64'
    9.     Timestamp: 2020-02-13 18:40:02-0800
    10.     pid: 21674, tid: 21695, name: UnityMain  >>> com.BidwellSoftware.BlockQuest2 <<<
    11.     uid: 10313
    12.     signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    13.     Cause: null pointer dereference
    14.         x0  0000007c690e6eb0  x1  0000007cb00f73c0  x2  0000007cb00f4820  x3  0000007c6917cfd0
    15.         x4  0000007c6917d020  x5  0000000000000000  x6  0000000000000002  x7  0000007d4ff86af0
    16.         x8  0000000000000000  x9  00000000ffffffff  x10 0000000000000001  x11 0000007cb00f7460
    17.         x12 0000000000000004  x13 0000007cb00f7440  x14 0000007cb00f7450  x15 0000007cb00f7430
    18.         x16 0000007cb00f745c  x17 0000007ddd2da530  x18 000000000ba58c3a  x19 0000007c6917cfd0
    19.         x20 0000007cb00f4820  x21 0000000000000000  x22 0000007cb00f4820  x23 0000007cb00f73c0
    20.         x24 0000007c6917cfd0  x25 0000000000000000  x26 0000007c6917d02c  x27 0000000000000001
    21.         x28 0000007cf6760000  x29 0000007cf6760000
    22.         sp  0000007d4ff869a0  lr  0000007cf5545954  pc  0000000000000000
     
  4. Deleted User

    Deleted User

    Guest

    How on earth do I ping a Unity Developer to help me :mad::mad:
     
  5. Deleted User

    Deleted User

    Guest

    Update. I found a piece of code that uses a File Stream. I didn't close the File Stream when the method was done. Though that was causing the crash. It wasn't. I fixed the FileStream.Close() and it still crashes with the same null pointer dereference error.
     
    shekalo likes this.
  6. JustAnotherDude

    JustAnotherDude

    Joined:
    Oct 28, 2013
    Posts:
    279
    I have the exact same issue.

    I release an update to my game on open beta with the new 2019.3 version and this crash happened a lot for a lot of users.

    I can also replicate on my device now, but the log is just like yours.

    The bug does NOT happen on 2019.2 versions!


    Edit:
    I manage to reproduce it on the editor, this is on the stack trace.


    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF73E3079E3 (Unity) ParticleSystem::EndUpdateAll
    4. 0x00007FF73E3084EA (Unity) `ParticleSystem::InitializeClass'::`2'::PostLateUpdateParticleSystemEndUpdateAllRegistrator::Forward
    5. 0x00007FF74077DE68 (Unity) ExecutePlayerLoop
    6. 0x00007FF74077DF3D (Unity) ExecutePlayerLoop
    7. 0x00007FF740783184 (Unity) PlayerLoop
    8. 0x00007FF73EB9601B (Unity) PlayerLoopController::UpdateScene
    9. 0x00007FF73EB93F58 (Unity) Application::TickTimer
    10. 0x00007FF73F4D7DE0 (Unity) MainMessageLoop
    11. 0x00007FF73F4E1B7A (Unity) WinMain
    12. 0x00007FF742467362 (Unity) __scrt_common_main_seh
    13. 0x00007FFC2C367BD4 (KERNEL32) BaseThreadInitThunk
    14. 0x00007FFC2CCCCED1 (ntdll) RtlUserThreadStart
    15.  
    16. ========== END OF STACKTRACE ===========
     
    Last edited: Mar 3, 2020
  7. Deleted User

    Deleted User

    Guest

    So I am not getting this error anymore. On my end: I upgraded to Unity 2020 alpha and I converted one of my co-routines to work in the Update() method instead of as a Co-routine. I have no crashes anymore. It's almost as if a co-routine was causing a race condition...
     
  8. JustAnotherDude

    JustAnotherDude

    Joined:
    Oct 28, 2013
    Posts:
    279
    I found out the issue, if you have any particles set to Culling mode "Pause" or "Pause and Catch-up" and Stop Action set to "Disable" Unity will crash (the Editor and Builds). I already filed a bug report.

    Setting the Culling mode to automatic is dangerous because particles with loop will use Pause mode and can crash too.

    Solution is currently to find all particles and set their modes to Always simulate.
     
  9. Deleted User

    Deleted User

    Guest

    Interesting. I wasn't using particles at the time of this post.
     
  10. JustAnotherDude

    JustAnotherDude

    Joined:
    Oct 28, 2013
    Posts:
    279
    Probably different issues then.
     
  11. Mythree__

    Mythree__

    Joined:
    Aug 1, 2016
    Posts:
    2
    Do you remember what kind of operations you were doing in your coroutine? We happen to have a similar issue (signal 11 without any stack trace)
     
  12. -chris

    -chris

    Joined:
    Mar 1, 2012
    Posts:
    99
    Just chiming in here.

    Unity 2019.4.2f1 – my Android IL2CPP builds were crashing with "Strip Engine Code" enabled.

    Disabled it – no more crashes. Thanks for the tip.
     
    shekalo, nttusoft and Deleted User like this.
  13. haroldo7

    haroldo7

    Joined:
    Aug 27, 2021
    Posts:
    5
    I have this problem too here. I will try some of the tips here and update as soon as I find a solution. Or not.
     
  14. doganakdag

    doganakdag

    Joined:
    Oct 25, 2019
    Posts:
    14
    any updates @haroldo7 ?
     
  15. shekalo

    shekalo

    Joined:
    Dec 21, 2017
    Posts:
    11
    Yeh any updates mate?
     
  16. Ardito92ITA

    Ardito92ITA

    Joined:
    Apr 1, 2014
    Posts:
    37
    I have the same problem, the above solutions don't work.