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Unity 2019.x IL2CPP crash on Android 8

Discussion in 'Android' started by GuruGurra, May 7, 2019.

  1. Irina-uk

    Irina-uk

    Joined:
    Feb 14, 2014
    Posts:
    62
    I have the same problem.
    Build Error: Unity 2019.1.10f1 and 2019.2.0f1

    I could only fix it like that. What is the right solution?

    add -> android:allowBackup="false" tools:replace="android:allowBackup"


    <application android:theme="@StyLe/UnityThemeSelector" android:allowBackup="false" tools:replace="android:allowBackup" android:icon="@Mipmap/app_icon" android:label="@String/app_name" android:isGame="true" android:banner="@drawable/app_banner" android:usesCleartextTraffic="true">
     
    Last edited: Aug 3, 2019
  2. lucasmontec

    lucasmontec

    Joined:
    Apr 7, 2015
    Posts:
    97
    I'm having the same issue with Unity 2019. I didn't try to cleanup the app data but not a single build would run on my device. I'm getting signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault and signal 11 (SIGSEGV), code 2 (XXXXX), fault always.
    My phone is a Motorola G5 with the latest system version.
     
  3. lucasmontec

    lucasmontec

    Joined:
    Apr 7, 2015
    Posts:
    97
    To be fair, I haven't been able to use any native android libraries with Unity 2019. Unity 2019 is always generating faulty builds with il2cpp and native libraries. And to be worse, it is not debuggable since every crash looks the same (some random signal and a fault).
     
  4. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    Crash happens even if you change the app bundle version number on same unity version!! Thate makes creating updates not possible without that issue. (unity 2019.1.11)
     
  5. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    This simple 4 steps solution fixes my problem.

    1. if someone interested there to create "res/xml/my_backup_rules.xml" file, your should make it in "Plugins/Android/"

    2. Content of custom back up rules file:
    Code (CSharp):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <full-backup-content>
    3.     <include domain="sharedpref" path="."/>
    4. </full-backup-content>
    3. Android manifest should be copied in "Plugins/Android"

    4. You should paste " android:fullBackupContent="@XML/my_backup_rules" " inside <application > tag
    Example of Android manifest (you can just use this manifest):
    Code (CSharp):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <manifest
    3.     xmlns:android="http://schemas.android.com/apk/res/android"
    4.     package="com.unity3d.player"
    5.     xmlns:tools="http://schemas.android.com/tools"
    6.     android:installLocation="preferExternal">
    7.     <supports-screens
    8.         android:smallScreens="true"
    9.         android:normalScreens="true"
    10.         android:largeScreens="true"
    11.         android:xlargeScreens="true"
    12.         android:anyDensity="true"/>
    13.  
    14.     <application
    15.         android:theme="@style/UnityThemeSelector"
    16.         android:icon="@mipmap/app_icon"
    17.         android:label="@string/app_name"
    18.      
    19.         android:fullBackupContent="@xml/my_backup_rules"
    20.      
    21.         >
    22.      
    23.         <activity android:name="com.unity3d.player.UnityPlayerActivity"
    24.                   android:label="@string/app_name">
    25.             <intent-filter>
    26.                 <action android:name="android.intent.action.MAIN" />
    27.                 <category android:name="android.intent.category.LAUNCHER" />
    28.             </intent-filter>
    29.             <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
    30.         </activity>
    31.  
    32.     </application>
    33. </manifest>
    34.  
    Those 4 steps fixes back up crush.

    In this solution only player preferences will be restored howewer you can include other files in custom back up rules.

    Even more simple solution:

    You can download archive with 2 files, extract it, copy files in respective folders and problem will go away. ( Copy AndroidManifest into "Plugins/Android/" and copy my_backup_rules into "Plugins/Android/res/xml/" )

    Tested in Unity 2019.1.11 and Unity 2019.2.0f I think it will work in any unity version.
     

    Attached Files:

    deus0, AUEzzat, WolveX and 9 others like this.
  6. xLeo

    xLeo

    Joined:
    Sep 21, 2010
    Posts:
    194
    This suggestion fixed the issue for us.
    Didn't even bother implementing the latest suggested fixes, what exactly will we miss if we just disable backup on the app?
     
  7. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    For me:

    android:allowBackup="false" tools:replace="android:allowBackup"

    did not fixed crash problem.

    Knowing that i can assume that there can still be circumstances that can cause the crush even if you write the above sentence in manifest.

    I think last solution let you be more assured that crash will not happen for someone in future. Because it restors only you player prefs and they do not have version changes that can couse a crush.
     
  8. OlliIllustrator

    OlliIllustrator

    Joined:
    Nov 1, 2013
    Posts:
    71
    Thank you so much Gubbi for your advice. I had the same problem and fixed it by adding the modified android manifest.
     
  9. flashmandv

    flashmandv

    Joined:
    Mar 26, 2015
    Posts:
    156
    What is actually this backup for? Same issue here but I wonder if simply disabling backup would reset PlayerPrefs on app update (which is bad for us)
     
  10. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
  11. flashmandv

    flashmandv

    Joined:
    Mar 26, 2015
    Posts:
    156
    @TextusGames did disabling auto backup fixed the issue for you? I got report from player that our game still crashes on startup even with autobackup disabled. I wonder if implementing the custom backup xml would fix it.

    Right now the only fix that works is to uninstall and install the game for each player who gets the startup crash
     
  12. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    android:allowBackup="false" tools:replace="android:allowBackup"
    did not fixed crash problem.

    But custom backup rule did!
     
    Salvador-Romero likes this.
  13. flashmandv

    flashmandv

    Joined:
    Mar 26, 2015
    Posts:
    156
    @TextusGames when I try to compile with your backup rules I get:
    upload_2019-8-13_16-43-12.png

    My AndroidManifest.xml and my_backup_rules.xml are both in Assets/Plugins/Android folder and I have android:fullBackupContent="@XML/my_backup_rules" in the main <application> tag

    Any ideas why it can't find it? Maybe the gradle template needs to be modified?

    UPDATE: I forgot to put my_backup_rules.xml in res\xml folder (inside Assets\Plugins\Android)
    So now it compiles ok. Thanks
     
    Last edited: Aug 13, 2019
    t_lith85 likes this.
  14. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    You can download archive with 2 files, extract it, copy files in respective folders and problem will go away. ( Copy AndroidManifest into "Plugins/Android/" and copy my_backup_rules into "Plugins/Android/res/xml/" )
     
    deus0 likes this.
  15. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    Enjoy)
     
  16. flashmandv

    flashmandv

    Joined:
    Mar 26, 2015
    Posts:
    156
    It seems both solutions (disabling auto backup or custom backup) does not work in my case.
    Today I got Xiomi Redmi 5 plus (32gb model) with which I am finally able to reproduce the crash. It runs Android 8.1 and here is the error shown in logcat when I try to launch the game:

    Code (CSharp):
    1.  
    2. 08-14 16:56:53.697 17389-17425/? E/CRASH: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0000006f48f9d800
    3. 08-14 16:56:53.698 17389-17425/? E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    4. 08-14 16:56:53.698 17389-17425/? E/CRASH: Build fingerprint: 'Xiaomi/rosy/rosy:8.1.0/OPM1.171019.026/V10.3.2.0.ODAMIXM:user/release-keys'
    5. 08-14 16:56:53.698 17389-17425/? E/CRASH: Revision: '0'
    6. 08-14 16:56:53.698 17389-17425/? E/CRASH: pid: 17389, tid: 17425, name: UnityMain  >>> air.bg.lan.Monopoli <<<
    7. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x0   0000006f48759800  x1   0000000000000000  x2   0000006f48759800  x3   0000006f48759a50
    8. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x4   0000000000000004  x5   0000006f4875a2b4  x6   00000000000023ec  x7   0000006f4875bbec
    9. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x8   0000000000000001  x9   0000006f4cb67b88  x10  0000006f4875a270  x11  0000000000000ab4
    10. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x12  0000000000000001  x13  0000006f4875a2b4  x14  0000000000000000  x15  0000000000844000
    11. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x16  00003c9008759fea  x17  0000000000000000  x18  0000006f48f9d800  x19  0000006f47bfe180
    12. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x20  0000006f489af780  x21  0000006f4bc0d7d4  x22  0000006f48759800  x23  0000000000000000
    13. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x24  0000006f48759870  x25  0000006f4cb67b88  x26  0000000000000000  x27  0000000000000000
    14. 08-14 16:56:53.698 17389-17425/? E/CRASH:     x28  0000000000000130  x29  0000000000000078  x30  0000006f58317764
    15. 08-14 16:56:53.698 17389-17425/? E/CRASH:     sp   0000006f4cb67910  pc   0000006f583179cc  pstate 0000000060000000
    16. 08-14 16:56:53.698 17389-17425/? E/CRASH: backtrace:
    17. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #00  pc 00000000003ee96c  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    18. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #01  pc 00000000003dcf90  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    19. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #02  pc 0000000000002e8c  /system/bin/app_process64
    20. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #03  pc 0000000000000690  [vdso] (__kernel_rt_sigreturn)
    21. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #04  pc 0000000000a039cc  /system/vendor/lib64/libllvm-glnext.so
    22. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #05  pc 000000000093ca4c  /system/vendor/lib64/libllvm-glnext.so
    23. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #06  pc 0000000000a1a494  /system/vendor/lib64/libllvm-glnext.so (QGLCLoadProgramBinary(void*, void*, unsigned long, QGLC_LINKPROGRAM_RESULT*)+92)
    24. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #07  pc 00000000001a75f8  /system/vendor/lib64/egl/libGLESv2_adreno.so (EsxShaderCompiler::LoadProgramBinaryBlob(EsxContext*, EsxProgram*, void const*, unsigned long, EsxInfoLog*)+260)
    25. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #08  pc 000000000017a528  /system/vendor/lib64/egl/libGLESv2_adreno.so (EsxProgram::LoadProgramBinary(EsxContext*, unsigned int, void const*, int)+248)
    26. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #09  pc 00000000000ca178  /system/vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::GlProgramBinary(unsigned int, unsigned int, void const*, int)+364)
    27. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #10  pc 000000000037b6c4  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    28. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #11  pc 000000000037a280  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    29. 08-14 16:56:53.704 17389-17425/? E/CRASH:     #12  pc 00000000003796c4  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    30. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #13  pc 0000000000378b38  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    31. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #14  pc 00000000002b8800  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    32. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #15  pc 00000000002735c4  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    33. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #16  pc 000000000023bdec  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    34. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #17  pc 000000000023b6f8  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    35. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #18  pc 000000000023b22c  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    36. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #19  pc 000000000023aedc  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    37. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #20  pc 000000000023d200  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    38. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #21  pc 000000000023f3e0  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    39. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #22  pc 000000000023f5ac  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    40. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #23  pc 0000000000316c28  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    41. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #24  pc 000000000031897c  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    42. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #25  pc 00000000003193f0  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    43. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #26  pc 00000000003197e4  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    44. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #27  pc 00000000001fe894  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    45. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #28  pc 00000000002356e0  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    46. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #29  pc 00000000001faba0  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    47. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #30  pc 00000000001faa04  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    48. 08-14 16:56:53.705 17389-17425/? E/CRASH:     #31  pc 00000000003d45ac  /data/app/air.bg.lan.Monopoli--0TNqFv8yfWiaj1935UMrw==/lib/arm64/libunity.so
    49. 08-14 16:56:53.706 17389-17425/? E/MessageQueue: IdleHandler threw exception
    50.                                                  java.lang.Error: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0000006f48f9d800
    51.                                                  Build fingerprint: 'Xiaomi/rosy/rosy:8.1.0/OPM1.171019.026/V10.3.2.0.ODAMIXM:user/release-keys'
    52.                                                  Revision: '0'
    53.                                                  pid: 17389, tid: 17425, name: UnityMain  >>> air.bg.lan.Monopoli <<<
    54.                                                      x0   0000006f48759800  x1   0000000000000000  x2   0000006f48759800  x3   0000006f48759a50
    55.                                                      x4   0000000000000004  x5   0000006f4875a2b4  x6   00000000000023ec  x7   0000006f4875bbec
    56.                                                      x8   0000000000000001  x9   0000006f4cb67b88  x10  0000006f4875a270  x11  0000000000000ab4
    57.                                                      x12  0000000000000001  x13  0000006f4875a2b4  x14  0000000000000000  x15  0000000000844000
    58.                                                      x16  00003c9008759fea  x17  0000000000000000  x18  0000006f48f9d800  x19  0000006f47bfe180
    59.                                                      x20  0000006f489af780  x21  0000006f4bc0d7d4  x22  0000006f48759800  x23  0000000000000000
    60.                                                      x24  0000006f48759870  x25  0000006f4cb67b88  x26  0000000000000000  x27  0000000000000000
    61.                                                      x28  0000000000000130  x29  0000000000000078  x30  0000006f58317764
    62.                                                      sp   0000006f4cb67910  pc   0000006f583179cc  pstate 0000000060000000
    63.                                                
    64.                                                      at libunity.003ee96c(Native Method)
    65.                                                      at libunity.003dcf90(Native Method)
    66.                                                      at app_process64.00002e8c(Native Method)
    67.                                                      at [vdso].__kernel_rt_sigreturn(__kernel_rt_sigreturn:0)
    68.                                                      at libllvm-glnext.00a039cc(Native Method)
    69.                                                      at libllvm-glnext.0093ca4c(Native Method)
    70.                                                      at libllvm-glnext.QGLCLoadProgramBinary(void*, void*, unsigned long, QGLC_LINKPROGRAM_RESULT*)(QGLCLoadProgramBinary:92)
    71.                                                      at libGLESv2_adreno.EsxShaderCompiler::LoadProgramBinaryBlob(EsxContext*, EsxProgram*, void const*, unsigned long, EsxInfoLog*)(LoadProgramBinaryBlob:260)
    72.                                                      at libGLESv2_adreno.EsxProgram::LoadProgramBinary(EsxContext*, unsigned int, void const*, int)(LoadProgramBinary:248)
    73.                                                      at libGLESv2_adreno.EsxContext::GlProgramBinary(unsigned int, unsigned int, void const*, int)(GlProgramBinary:364)
    74.                                                      at libunity.0037b6c4(Native Method)
    75.                                                      at libunity.0037a280(Native Method)
    76.                                                      at libunity.003796c4(Native Method)
    77.                                                      at libunity.00378b38(Native Method)
    78.                                                      at libunity.002b8800(Native Method)
    79.                                                      at libunity.002735c4(Native Method)
    80.                                                      at libunity.0023bdec(Native Method)
    81.                                                      at libunity.0023b6f8(Native Method)
    82.                                                      at libunity.0023b22c(Native Method)
    83.                                                      at libunity.0023aedc(Native Method)
    84.                                                      at libunity.0023d200(Native Method)
    85.                                                      at libunity.0023f3e0(Native Method)
    86.                                                      at libunity.0023f5ac(Native Method)
    87.                                                      at libunity.00316c28(Native Method)
    88.                                                      at libunity.0031897c(Native Method)
    89.                                                      at libunity.003193f0(Native Method)
    90.                                                      at libunity.003197e4(Native Method)
    91.                                                      at libunity.001fe894(Native Method)
    92.                                                      at libunity.002356e0(Native Method)
    93.                                                      at libunity.001faba0(Native Method)
    94.                                                      at libunity.001faa04(Native Method)
    95.                                                      at libunity.003d45ac(Native Method)
    96. 08-14 16:56:53.710 17389-17425/? E/CRASH: main thread is trapped; signum = 11
    97. 08-14 16:56:53.725 1589-1604/? W/BroadcastQueue: Background execution not allowed: receiving Intent { act=android.intent.action.DROPBOX_ENTRY_ADDED flg=0x11 (has extras) } to com.google.android.gms/.stats.service.DropBoxEntryAddedReceiver
    98. 08-14 16:56:53.726 1589-1604/? W/BroadcastQueue: Background execution not allowed: receiving Intent { act=android.intent.action.DROPBOX_ENTRY_ADDED flg=0x11 (has extras) } to com.google.android.gms/.chimera.GmsIntentOperationService$PersistentTrustedReceiver
    99.  
    100.  
    If the game is updated manually (instead of using Google Play), this is the error log:

    Code (CSharp):
    1. 08-14 17:37:19.585 20297-20338/? D/Unity:  GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_border_clamp GL_EXT_multisampled_render_to_texture GL_EXT_mul
    2. 08-14 17:37:19.585 20297-20338/? D/Unity: tisampled_render_to_texture2 GL_OES_shader_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OES_EGL_image_external_essl3 GL_OVR_multiview_multisampled_render_to_texture GL_EXT_buffer_storage GL_EXT_external_buffer GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance
    3. 08-14 17:37:19.585 20297-20338/? D/Unity:  GL_EXT_protected_textures GL_EXT_shader_non_constant_global_initializers GL_QCOM_texture_foveated GL_QCOM_shader_framebuffer_fetch_noncoherent GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_EGL_image_array GL_NV_shader_noperspective_interpolation
    4. 08-14 17:37:19.612 20297-20338/? A/libc: Fatal signal 11 (SIGSEGV), code 2, fault addr 0x6f49d34800 in tid 20338 (UnityMain), pid 20297 (bg.lan.Monopoli)
    5. 08-14 17:37:19.684 20380-20380/? I/crash_dump64: obtaining output fd from tombstoned, type: kDebuggerdTombstone
    6. 08-14 17:37:19.684 943-943/? I//system/bin/tombstoned: received crash request for pid 20297
    7. 08-14 17:37:19.685 20380-20380/? I/crash_dump64: performing dump of process 20297 (target tid = 20338)
    8. 08-14 17:37:19.686 20380-20380/? A/DEBUG: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    9. 08-14 17:37:19.686 20380-20380/? A/DEBUG: Build fingerprint: 'Xiaomi/rosy/rosy:8.1.0/OPM1.171019.026/V10.3.2.0.ODAMIXM:user/release-keys'
    10. 08-14 17:37:19.686 20380-20380/? A/DEBUG: Revision: '0'
    11. 08-14 17:37:19.686 20380-20380/? A/DEBUG: ABI: 'arm64'
    12. 08-14 17:37:19.686 20380-20380/? A/DEBUG: pid: 20297, tid: 20338, name: UnityMain  >>> air.bg.lan.Monopoli <<<
    13. 08-14 17:37:19.686 20380-20380/? A/DEBUG: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x6f49d34800
    14. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x0   0000006f494f0800  x1   0000000000000000  x2   0000006f494f0800  x3   0000006f494f0a50
    15. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x4   0000000000000004  x5   0000006f494f12b4  x6   0000000000002478  x7   0000006f494f2c78
    16. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x8   0000000000000001  x9   0000006f4db66b88  x10  0000006f494f1270  x11  0000000000000ab4
    17. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x12  0000000000000001  x13  0000006f494f12b4  x14  0000000000000000  x15  0000000000844000
    18. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x16  0000f979494f0805  x17  0000000000000000  x18  0000006f49d34800  x19  0000006f482e5400
    19. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x20  0000006f49fc6b80  x21  0000006f4ce0d7d4  x22  0000006f494f0800  x23  0000000000000000
    20. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x24  0000006f494f0870  x25  0000006f4db66b88  x26  0000000000000000  x27  0000000000000000
    21. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     x28  0000000000000130  x29  0000000000000078  x30  0000006f58317764
    22. 08-14 17:37:19.686 20380-20380/? A/DEBUG:     sp   0000006f4db66910  pc   0000006f583179cc  pstate 0000000060000000
    23. 08-14 17:37:19.761 20380-20380/? A/DEBUG: backtrace:
    24. 08-14 17:37:19.761 20380-20380/? A/DEBUG:     #00 pc 0000000000a5e9cc  /system/vendor/lib64/libllvm-glnext.so (ShaderObjects::loadProgramBinary(CompilerContext*, void*, unsigned long, QGLC_LINKPROGRAM_RESULT*)+1420)
    25. 08-14 17:37:19.761 20380-20380/? A/DEBUG:     #01 pc 0000000000997a48  /system/vendor/lib64/libllvm-glnext.so (CompilerContext::loadProgramBinary(void*, unsigned long, QGLC_LINKPROGRAM_RESULT*)+156)
    26. 08-14 17:37:19.762 20380-20380/? A/DEBUG:     #02 pc 0000000000a75490  /system/vendor/lib64/libllvm-glnext.so (QGLCLoadProgramBinary(void*, void*, unsigned long, QGLC_LINKPROGRAM_RESULT*)+88)
    27. 08-14 17:37:19.762 20380-20380/? A/DEBUG:     #03 pc 00000000001c65f4  /system/vendor/lib64/egl/libGLESv2_adreno.so (EsxShaderCompiler::LoadProgramBinaryBlob(EsxContext*, EsxProgram*, void const*, unsigned long, EsxInfoLog*)+256)
    28. 08-14 17:37:20.511 2591-2692/? W/MiuiPerfServiceClient: interceptAndQueuing:1768|com.android.systemui|553|385|unknown|null|StatusBar|5369564942741|Slow main thread|4
    29. 08-14 17:37:20.633 831-896/? D/ThermalEngine: sensor_wait: xo_therm Wait done.
    30. 08-14 17:37:20.635 831-896/? D/ThermalEngine: sensor_monitor: xo_therm Reading 31000 .
    31. 08-14 17:37:20.635 831-896/? I/ThermalEngine: Sensor:xo_therm:31000 mC
    32. 08-14 17:37:20.635 831-896/? D/ThermalEngine: update_active_thresh: xo_therm Active(1), Hi(1) 39000, Lo(0) -2147483648, desc(0) Interval(1) 10000
    33. 08-14 17:37:20.635 831-896/? D/ThermalEngine: sensor_monitor: xo_therm Sensor wait.
    34. 08-14 17:37:20.635 831-896/? D/ThermalEngine: sensor_wait: xo_therm Wait start. 10000ms
    35. 08-14 17:37:21.102 20380-20380/? E/crash_dump64: cannot open libmiuindbg.so: No such file or directory
    36. 08-14 17:37:21.104 943-943/? E//system/bin/tombstoned: Tombstone written to: /data/tombstones/tombstone_01
    37. 08-14 17:37:21.105 2822-3230/? D/PowerKeeper.Event: notifyAMCrash packageName: 0, pid:1589
    38. 08-14 17:37:21.107 1589-20383/? W/ActivityManager:   Force finishing activity air.bg.lan.Monopoli/com.unity3d.player.UnityPlayerActivity
    39. 08-14 17:37:21.113 1589-20383/? D/ActivityTrigger: ActivityTrigger activityPauseTrigger
    Also, clearing the app cache or uninstalling & installing again fixes the crash. But I can't ask all players who update to clear cache..they will simply uninstall the game once and for all
     
    Last edited: Aug 14, 2019
  17. vizgl

    vizgl

    Joined:
    Nov 4, 2014
    Posts:
    61
    Found same crash in the Firebase Crashlitycs. Happened only on Android 8.1:

    Caused by java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
    Build fingerprint: 'samsung/j3popelteuc/j3popelteatt:8.1.0/M1AJQ/J327AUCS4BSD1:user/release-keys'
    Revision: '7'
    pid: 5919, tid: 5967, name: UnityMain >>> com.mygamesisland.is.snake.mlg.edition <<<
    r0 d0d1a280 r1 00000000 r2 cf2fe890 r3 d0c9e880
    r4 0000182a r5 ced77b00 r6 d0a7f124 r7 00000004
    r8 cf273978 r9 cf2fe8de sl cf2fe890 fp d440cc38
    ip 00000000 sp d440cc18 lr f1fb9ea9 pc cfa5efb4 cpsr f123dd10

    at libil2cpp.00346fb4()
    at libc.je_arena_malloc_hard + 508(je_arena_malloc_hard:508)

    P.S. Unity 2019.1.14.f1, il2cpp
     
  18. Muckel

    Muckel

    Joined:
    Mar 26, 2009
    Posts:
    471
    hello,
    had also this problems....
    damn did i read first here... was looking over a day for a solution...
    now i've found a solution for my problem... maybe it helps others here too...

    i'm on MacBookPro 2017 ...
    1. delete your AndroidManifest in your Plugins/Android folder
    2. copy the AndroidManifest from
    /Applications/Unity/Hub/Editor/2019.2.0f1/PlaybackEngines/AndroidPlayer/Apk/AndroidManifest.xml
    into your Project Plugins/Android folder...
    3. add the no backup tag in the AndroidManifest from above
    4. copy the NDK folder from older Unity to the new and override...

    my NDK was not complete or broken ... also after several fresh install attempts ...
    S***ty Unity Hub is also spyware... and often makes problems...

    M.
     
  19. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    that is bad to know..

    But after implementing above fixes there should be less possible crashes. So i think it was worth to be done.

    By the way here you can monitor bug status.
    https://issuetracker.unity3d.com/is...s-from-2019-dot-1-0a11-and-below-are-backuped
     
  20. flashmandv

    flashmandv

    Joined:
    Mar 26, 2015
    Posts:
    156
    Thanks @TextusGames
    I think I'll never update Unity again :D (Unless I'm forced to)
    It is kind of good that the problem happens on few device types and it has a fix if players clear cache or reinstall the game..but will lose some players for sure
     
    deus0 likes this.
  21. Igorexa

    Igorexa

    Joined:
    Sep 25, 2014
    Posts:
    23
    Thank you! It work.
     
    TextusGames likes this.
  22. OlliIllustrator

    OlliIllustrator

    Joined:
    Nov 1, 2013
    Posts:
    71
    Thank you soooo much! Your files have saved me. I had used the no backup in android manifest with success but after a few updated of my app the blackscreen was back-- now with your both files it works again on Oreo devices.
    You made my day:)
     
    TextusGames likes this.
  23. hafuumahmood

    hafuumahmood

    Joined:
    Jul 27, 2018
    Posts:
    5
    Hi there. I am using Unity 2018.4.4f1. I am building an augmented reality application that uses vuforia.
    The models are downloaded from asset bundles that are present on FTP server. Everything works fine in mono build.

    But if I switch to IL2CPP build, my rigged models are when loaded to android, the app freezes completely. Its happening with rigged models only. I am able to reproduce this in an empty project without vuforia as well. I have tried all the above solutions but its not working. Please if someone can help me would be great.
     
    deus0 likes this.
  24. madhuavunuri

    madhuavunuri

    Joined:
    Sep 4, 2014
    Posts:
    3
    Hi there, we are also getting same issue. but in our case :
    Crash is happening due to Ad Mediation initialization.
    tried in 2017.4.x versions & 2018.4.X versions.It might happening with all versions of unity.

    Happening same problem.

    Crash Log :

    08-22 11:30:01.635 26505-26689/? E/CRASH: #00 pc 00000000000004dc [vdso] ()
    08-22 11:30:01.635 26505-26689/? E/CRASH: #01 pc 0000000000c87750 /system/vendor/lib64/libllvm-glnext.so (_ZN13ShaderObjects20adjustSymbolPointersEPcP11GLSL_SYMBOL+76)
    08-22 11:30:01.635 26505-26689/? E/CRASH: #02 pc 0000000000c87dfc /system/vendor/lib64/libllvm-glnext.so (_ZN13ShaderObjects17loadProgramBinaryEP15CompilerContextPvmP23QGLC_LINKPROGRAM_RESULT+812)
    08-22 11:30:01.635 26505-26689/? E/CRASH: #03 pc 0000000000c09e5c /system/vendor/lib64/libllvm-glnext.so (_ZN15CompilerContext17loadProgramBinaryEPvmP23QGLC_LINKPROGRAM_RESULT+176)
    08-22 11:30:01.635 26505-26689/? E/CRASH: #04 pc 0000000000c9d888 /system/vendor/lib64/libllvm-glnext.so (_Z21QGLCLoadProgramBinaryPvS_mP23QGLC_LINKPROGRAM_RESULT+68)
    08-22 11:30:01.635 26505-26689/? E/CRASH: #05 pc 000000000015b790 /system/vendor/lib64/egl/libGLESv2_adreno.so (_ZN17EsxShaderCompiler21LoadProgramBinaryBlobEP10EsxContextP10EsxProgramPKvmP10EsxInfoLog+144)
    08-22 11:30:01.636 26505-26689/? E/CRASH: #06 pc 0000000000143da4 /system/vendor/lib64/egl/libGLESv2_adreno.so (_ZN10EsxProgram17LoadProgramBinaryEP10EsxContextjPKvi+164)
    08-22 11:30:01.636 26505-26689/? E/CRASH: #07 pc 00000000000e4c88 /system/vendor/lib64/egl/libGLESv2_adreno.so (_ZN10EsxContext15GlProgramBinaryEjjPKvi+136)
    08-22 11:30:01.636 26505-26689/? E/CRASH: #08 pc 00000000000cabc4 /system/vendor/lib64/egl/libGLESv2_adreno.so (glProgramBinary+68)
    08-22 11:30:01.636 26505-26689/? E/CRASH: #09 pc 0000000000899774 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #10 pc 00000000008455a0 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #11 pc 0000000000852698 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #12 pc 0000000000826634 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #13 pc 0000000000826828 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #14 pc 000000000082b664 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #15 pc 00000000007e21e0 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #16 pc 00000000008333b8 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #17 pc 000000000146d650 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #18 pc 000000000146d6b8 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #19 pc 00000000007e232c /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #20 pc 0000000001468be4 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #21 pc 000000000146ba44 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #22 pc 000000000147d8f8 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #23 pc 0000000001466080 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #24 pc 0000000001465534 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #25 pc 0000000000764160 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #26 pc 000000000077f080 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #27 pc 000000000077f988 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #28 pc 000000000077ff24 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #29 pc 0000000000780f94 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #30 pc 000000000077f594 /system/app/webview/webview.apk ()
    08-22 11:30:01.636 26505-26689/? E/CRASH: #31 pc 00000000007909f8 /system/app/webview/webview.apk ()
    08-22 11:30:01.640 26505-26542/? E/CRASH: other thread is trapped; signum = 11
    08-22 11:30:01.642 26505-26542/? E/MessageQueue: IdleHandler threw exception
    java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 000000557ddee240
    Build fingerprint: 'Letv/Le2_WW/le_s2_ww:6.0.1/IIXOSOP5801910121S/44:user/release-keys'
    Revision: '0'
    pid: 26505, tid: 26689, name: Chrome_InProcGp >>> com.launchshipstudios.halloween.witchsaga <<<
    x0 000000557d5ea240 x1 000000557d5ead88 x2 0000000000000000 x3 00000000000026f4
    x4 000000557d5ec934 x5 0000000000804000 x6 0000000000000000 x7 0000007f5204beb8
    x8 0000000000000000 x9 000000557d5ea2b0 x10 0000008400804000 x11 0000000000804000
    x12 000000557ddee240 x13 0000000000000130 x14 0000000000000000 x15 0000000000000b48
    x16 0000007f9b30c4a8 x17 0000007f9af51704 x18 0000007f5204beb8 x19 0000000000000bc0
    x20 00000055775be550 x21 0000000000000001 x22 000000557d5ea240 x23 0000000000000001
    x24 0000000000000000 x25 000000000000092c x26 0000000000000b48 x27 0000007f9b137cd8
    x28 000000557d5ead88 x29 0000007f5204bb10 x30 0000007f9af51e00
    sp 0000007f5204bb00 pc 0000007f9af51754 pstate 0000000060000000

    at [vdso].:)0)
    at libllvm-glnext._ZN13ShaderObjects20adjustSymbolPointersEPcP11GLSL_SYMBOL(_ZN13ShaderObjects20adjustSymbolPointersEPcP11GLSL_SYMBOL:76)
    at libllvm-glnext._ZN13ShaderObjects17loadProgramBinaryEP15CompilerContextPvmP23QGLC_LINKPROGRAM_RESULT(_ZN13ShaderObjects17loadProgramBinaryEP15CompilerContextPvmP23QGLC_LINKPROGRAM_RESULT:812)
    at libllvm-glnext._ZN15CompilerContext17loadProgramBinaryEPvmP23QGLC_LINKPROGRAM_RESULT(_ZN15CompilerContext17loadProgramBinaryEPvmP23QGLC_LINKPROGRAM_RESULT:176)
    at libllvm-glnext._Z21QGLCLoadProgramBinaryPvS_mP23QGLC_LINKPROGRAM_RESULT(_Z21QGLCLoadProgramBinaryPvS_mP23QGLC_LINKPROGRAM_RESULT:68)
    at libGLESv2_adreno._ZN17EsxShaderCompiler21LoadProgramBinaryBlobEP10EsxContextP10EsxProgramPKvmP10EsxInfoLog(_ZN17EsxShaderCompiler21LoadProgramBinaryBlobEP10EsxContextP10EsxProgramPKvmP10EsxInfoLog:144)
    at libGLESv2_adreno._ZN10EsxProgram17LoadProgramBinaryEP10EsxContextjPKvi(_ZN10EsxProgram17LoadProgramBinaryEP10EsxContextjPKvi:164)
    at libGLESv2_adreno._ZN10EsxContext15GlProgramBinaryEjjPKvi(_ZN10EsxContext15GlProgramBinaryEjjPKvi:136)
    at libGLESv2_adreno.glProgramBinary(glProgramBinary:68)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
    at webview.:)0)
     
  25. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429

    Have you tried both solutions above? May be
    They can help. If after second install Or disabling after back up in android settings things works There is a great possibility solutions will help you.
     
  26. alper2tr

    alper2tr

    Joined:
    Mar 15, 2019
    Posts:
    3
    Hi
    I m having same problem last 2 weeks could not solve it at all.All started when i tried to upload a bundle to google play store and got warning that is not 64 bit app. I choose ıl2ccp while building ,it started giving me different errors and i overcome all of it in 2 weeks . now it builds with no error but when i load apk into my Xiomi redmi 5 mobile,it crashes after start not even seeing splashscreen.
    i have tried latest and earlier unity releases (of course with lots of JDk,Ndk; gradle,sdk headaches) .
    Now i use 2019.2.01f version.
    ANy help will be appreciated.
     
  27. hulahoolgames

    hulahoolgames

    Joined:
    Jan 12, 2015
    Posts:
    10
    I am currently facing the same issue with my game. I am using Unity 2019.1.8f1 Personal and every time I do an install after deleting the previous build on my phone, my game crashes. It runs fine after I clear cache and storage data that is backed up by Android. The puzzling thing is I have set the "allowBackup" to false, but Android still keeps backing it up. Not sure what is going on here and if I am doing something wrong.
     
  28. tmeans825

    tmeans825

    Joined:
    Mar 10, 2015
    Posts:
    3
    Someone needs to highlight this thread. Like a lot of other people on this thread, I can confirm that crash issues stemming from Android's auto backup setting affected approx. 40% of my personal Android test phones - but only when a production version of the app was downloaded from Google Play.

    I spent days searching my issue and could only find irrelevant discussion posts from 2014 or older. It took me a ridiculous amount of time to find a fix for something that is so crippling to a userbase.

    Thank you for the quick fix!
     
    Cookieg82 and TextusGames like this.
  29. alper2tr

    alper2tr

    Joined:
    Mar 15, 2019
    Posts:
    3
    SOLVED

    İ have faced the problem of App crash after trying to compile in IL2CPP for 64 bit.
    Everything was working normal in 32 bit but when i tried il2cpp i faced the problem of app is not opening at all .It compiled but not opened in Mobile phone.
    SO i did search for 2 weeks and Finally it worked for me belowpath;
    I use 2019 .3... unity version .I deleted all google admob and resolver Plugins.I went to official site and downloaded latest release of them installed again. Also go and get ANdroid Resolver jar latest release.
    After doing this things Admob Test ID i added .It compiled well but never seen any banner or interstitial.I tried Real Admob ID Again same result.But at least all compiled in IL2CPP and i was able to Upload my App to google Store.
    If it helps anyone i m happy.
     
  30. JustAnotherDude

    JustAnotherDude

    Joined:
    Oct 28, 2013
    Posts:
    279
    The bug at https://issuetracker.unity3d.com/issues/android-il2cpp-app-crashes-on-2019-dot-1-0a12-and-up-on-launch-if-old-il2cpp-files-from-2019-dot-1-0a11-and-below-are-backuped

    is listed as fixed.

    It listed as known issue in
    2019.2.4f1

      • Mobile: [Android][IL2CPP] App crashes on 2019.1.0a12 and up on launch if old IL2CPP files from 2019.1.0a11 and below are backuped (1170543)
    https://unity3d.com/unity/whats-new/2019.2.4

    It is not listed anywhere on the newest release
    2019.2.5f1:
    https://unity3d.com/unity/whats-new/2019.2.5

    Is it fixed on 2.5 or not?

    This is the only thing holding us back from releasing a update to our game...

    Edit: To make it worse the bug tracker page says : Fixed in 2019.2 but it does not say which minor version of 2019.2 it's fixed...
     
    Last edited: Sep 12, 2019
  31. VicM

    VicM

    Joined:
    Mar 14, 2012
    Posts:
    22
    I can confirm that I experimented this on Unity 2019.2.1f1.
    After reading all version release notes I noted as @JustAnotherDude says, the issue does not appear in 2019.2.5f1. I imported my project on that version on now is working, at least my app start and seems behave normally, hopefully no new issue appears and start bothering developers who try to escape from this ugly issue that in fact is difficult to find.

    Agree with the fact that the issue tracker documentation is not complete, it must state which specific version has the fix.
     
  32. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,732
    Based on our records the fix is included in 2019.2.6f1
     
    TextusGames likes this.
  33. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    Finally. Good job everyone. I hope no such nasty bugs will ever happen.
     
  34. GiyomuGames

    GiyomuGames

    Joined:
    Jan 12, 2015
    Posts:
    80
    Hi! When will 2019.2.6f1 be available?
     
    TextusGames and Adnimistrator like this.
  35. hippogames

    hippogames

    Joined:
    Feb 5, 2015
    Posts:
    233
    Omg, got this error also after upgrading to Unity 2019. The problem is also in backup mechanism - it restores old files/il2cpp folder and the app crashes =(
    2019.2.5f1

    I can confirm this workaround works: android:label="@String/app_name" android:allowBackup="false" tools:replace="android:allowBackup"

    But for all my ~120k users I had to advice removing 'Android/data/com.PixelStudio/files/il2cpp folder' if the app crashes after the last update =(((((((((((
     
    Last edited: Sep 17, 2019
  36. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    Today unity 2019.2.6 has been released. This bug should be fixed there.

    "Android: Fixed crash when using il2cpp and the app was previously backed up. (1170543, 1173796)"
     
    JustAnotherDude likes this.
  37. JustAnotherDude

    JustAnotherDude

    Joined:
    Oct 28, 2013
    Posts:
    279
    Thanks for the heads up, this 2.6 version does not show on my Unity Hub, had to download manually. Will finally be able to update my game.
     
  38. ValemVR

    ValemVR

    Joined:
    Sep 12, 2017
    Posts:
    7
    @JustAnotherDude any update on that ? I have been downloading the 2019.2.6 version too but my problem still appears. :/
     
  39. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    I have just build app in 2019.2.6f1. And there is no crash at start. In my case problem is solved. Previous version was 2019.2.3, android 8.0.

    I removed modified android Manifest from project folder( have not tested with modified manifest presented in folder)

    Try to install Android logcat package and retrieve error that happens at app start.
    Post this error here and someone will help you to identify the problem.
     
    Last edited: Sep 20, 2019
  40. m4ko

    m4ko

    Joined:
    Feb 8, 2013
    Posts:
    21
    BTW: If you can't update to a newer Unity Version where this bug is fixed I have a hint.

    In our development team only 1 of 3 people has this problem. Same Unity Version, same code, same project of course. Cleaned library and temp files. Everything seems equal. But on one system it produces an APK which can only be used after cleaning the apps data on the phone.

    We think it has to do with the configuration of NDK / SDK / JDK that results in this error. So maybe just compile on a different system - you may be lucky.
     
  41. nemeth-regime

    nemeth-regime

    Joined:
    Feb 13, 2017
    Posts:
    40
    Can anybody else confirm that using Unity 2019.2.6f1 fixed this problem?
     
  42. JustAnotherDude

    JustAnotherDude

    Joined:
    Oct 28, 2013
    Posts:
    279
    nemeth-regime likes this.
  43. raz_bt

    raz_bt

    Joined:
    Mar 16, 2018
    Posts:
    12
    I'm using a Unity project as a plugin (aar) in a native Android app. All works fine except when downloading the app from the PlayStore. When I open the downloaded app it crashes with a SIGSEGV:
    E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00ffffffffffffff
    I'm not sure if that addr 00ffffffffffffff is a clue for a specific issue.
    I tried all the solutions presented in this thread but with no success.

    Before the signal 11 appears in Logcat, I get a bunch of warnings that say something like:
    W/ResourceType: For resource 0x7f11019c, entry index(412) is beyond type entryCount(160).

    Did anyone encounter this before?
     
  44. raz_bt

    raz_bt

    Joined:
    Mar 16, 2018
    Posts:
    12
    I managed to fix the issue. I was building the app as an App Bundle and for some reason that was the issue. After building it as an apk everything works fine.
     
  45. SnoopyStardust

    SnoopyStardust

    Joined:
    Dec 5, 2018
    Posts:
    1
    I had the same issue. Upgrading from version 2019.1.4 to 2019.2.11 fixed it for me.
     
  46. Tufail2106

    Tufail2106

    Joined:
    May 23, 2018
    Posts:
    4
    FATAL EXCEPTION: UnityMain
    java.lang.Error: FATAL EXCEPTION [UnityMain]
    Unity version : 2019.2.10f1
    Device model : samsung GT-I9300
    Device fingerprint: samsung/m0xx/m0:4.3/JSS15J/I9300XXUGMK6:user/release-keys
    Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000002a
    Build fingerprint: 'samsung/m0xx/m0:4.3/JSS15J/I9300XXUGMK6:user/release-keys'
    Revision: '12'
    pid: 11335, tid: 11764, name: Thread-993 >>> com.fun.games.real.dream.football.league <<<
    r0 00000000 r1 640a5a64 r2 6a5189e8 r3 6a518ad8
    r4 6a518ad8 r5 00000000 r6 00000000 r7 6a5189e8
    r8 00000003 r9 5d725f14 sl 706360b0 fp 6a518b0c
    ip 2df44001 sp 6a518998 lr 62d5be9b pc 640d5a40 cpsr 6a89f648
    at libil2cpp.0020da40(Native Method)
    at libunity.0024de99(Native Method)
    at libunity.002417c1(Native Method)
    at libunity.003977bf(Native Method)
    at libdvm.dvmPlatformInvoke(dvmPlatformInvoke:112)
    at libdvm.dvmCallJNIMethod(unsigned int const, JValue, Method const*, Thread*)(dvmCallJNIMethod:398)
    at libdvm.00027860(Native Method)
    at libdvm.dvmInterpret(Thread, Method const, JValue*)(dvmInterpret:184)
    at libdvm.dvmCallMethodV(Thread, Method const, Object, bool, JValue, std::__va_list)(dvmCallMethodV:292)
    at libdvm.dvmCallMethod(Thread, Method const, Object, JValue, ...)(dvmCallMethod:20)
    at libdvm.0006e4ab(Native Method)
    at libdvm.00027860(Native Method)
    at libdvm.dvmInterpret(Thread, Method const, JValue*)(dvmInterpret:184)
    at libdvm.dvmCallMethodV(Thread, Method const, Object, bool, JValue, std::__va_list)(dvmCallMethodV:292)
    at libdvm.dvmCallMethod(Thread, Method const, Object, JValue, ...)(dvmCallMethod:20)
    at libdvm.0005582b(Native Method)
    at libc.__thread_entry(__thread_entry:72)
    at libc.pthread_create(pthread_create:208)
     
  47. BigRedGames

    BigRedGames

    Joined:
    Jun 25, 2016
    Posts:
    48
    The problem persists on Unity 2019.1.15f1 and any solution work. I can't even create the bug, because it's impossible to replicate on empty project without reimplement all the game, I believe this is related with the stripping process.
     
  48. Tufail2106

    Tufail2106

    Joined:
    May 23, 2018
    Posts:
    4
    java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000002a
    Build fingerprint: 'HONOR/KSA-L29/HWKSA-M:9/HONORKSA-LX9/105C185R2:user/release-keys'
    Revision: '0'
    pid: 31888, tid: 32234, name: Thread-92 >>> com.fun.games.real.dream.football.league <<<
    r0 00000000 r1 cda2f95c r2 b43ec538 r3 b43ec628
    r4 b43ec628 r5 00000000 r6 00000000 r7 b43ec538
    r8 00000003 r9 ba527a00 sl 00000000 fp b43ec6ec
    ip ce88d000 sp b43ec4e8 lr d05c8ad3 pc cda600b8 cpsr bd08fe00
    at libil2cpp.002500b8 (Native Method)
    at libunity.00273ad1 (Native Method)
    at libunity.002672b9 (Native Method)
    at libunity.003c17f7 (Native Method)
    at base.00000505 (Native Method)
     
  49. Jochanan

    Jochanan

    Joined:
    Nov 9, 2016
    Posts:
    85
    We had same issue and your solution has fixed it. (Unity 2019.1.14f1)
     
  50. YoNeyers

    YoNeyers

    Joined:
    Feb 10, 2017
    Posts:
    32
    it's in 2019.3.6f1 too

    45 minutes ago on app version 38
    Huawei HUAWEI MediaPad T3 10 (HWAGS-Q), 2048MB RAM, Android 8.0
    Report 1

    java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Version '2019.3.6f1 (5c3fb0a11183)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' Build fingerprint: 'HUAWEI/AGS/HWAGS-Q:8.0.0/HUAWEIAGS-W09/120(C185):user/release-keys' Revision: '0' ABI: 'arm64' Timestamp: 2020-03-24 10:38:01+0000 pid: 7868, tid: 10349, name: Thread-172 >>> Test.raadgames <<< uid: 10109 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x4a Cause: null pointer dereference x0 0000000000000000 x1 0000000000000000 x2 00000072108ee730 x3 00000072108ee860 x4 0000000000000000 x5 0000000000000005 x6 0000000000000000 x7 0000000000000000 x8 00000072ab987020 x9 000000000000000a x10 0000000000004001 x11 0000000000000000 x12 00000072acfc8000 x13 0000000000000001 x14 000000000000006c x15 00000072250039b0 x16 00000072affa91d8 x17 00000072cb743ab0 x18 00000072acfce000 x19 00000072108ee860 x20 0000000000000000 x21 0000000000000000 x22 00000072108ee730 x23 0000000000000003 x24 0000000000000000 x25 000000722c376aa0 x26 0000000000000000 x27 0000000000000000 x28 0000000000000004 x29 00000072108ee988 sp 00000072108ee6a0 lr 00000072af213f94 pc 00000072ab9b721c backtrace:

    at .

    at .

    at .

    at .

    at .

    at libil2cpp.0x7a621c (Native Method)

    at libunity.0x313f90 (Native Method)

    at libunity.0x3215ac (Native Method)

    at libunity.0x171a84 (Native Method)

    at base.0x83980 (Native Method)