Search Unity

UnityAds crashes the game built with Unity 5.3.1 and running on Android

Discussion in 'Unity Ads & User Acquisition' started by amjaliks, Dec 18, 2015.

  1. amjaliks

    amjaliks

    Joined:
    Jul 11, 2015
    Posts:
    159
    I have just updated to Unity 5.3.1f1. And now I get crash while running the game with enabled UnityAds on Android.
    If disable UnityAds, then the game runs without the trouble.

    Unity 5.3.1f1
    Nexus 4, Android 5.1.1

    I/DEBUG ( 184): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    I/DEBUG ( 184): Build fingerprint: 'google/occam/mako:5.1.1/LMY48T/2237560:user/release-keys'
    I/DEBUG ( 184): Revision: '11'
    I/DEBUG ( 184): ABI: 'arm'
    I/DEBUG ( 184): pid: 20699, tid: 20722, name: UnityMain >>> com.a25apps.HillClimber <<<
    I/DEBUG ( 184): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x10
    I/DEBUG ( 184): r0 00000000 r1 00000000 r2 b80deca8 r3 00000000
    I/DEBUG ( 184): r4 b7e26170 r5 ffffffff r6 00000000 r7 b7e25fe0
    I/DEBUG ( 184): r8 00000000 r9 00000000 sl 00000000 fp a2376844
    I/DEBUG ( 184): ip a3433858 sp a2376838 lr a27a4870 pc af967efc cpsr 600f0010
    I/DEBUG ( 184):
    I/DEBUG ( 184): backtrace:
    I/DEBUG ( 184): #00 pc 00198efc /data/app/com.a25apps.HillClimber-1/lib/arm/libmono.so (mono_method_get_name+20)
    I/DEBUG ( 184): #01 pc 0042d86c /data/app/com.a25apps.HillClimber-1/lib/arm/libunity.so (mono_profiler_begin(ScriptingMethodMono, MonoClass*, MonoObject*)+320)
    I/DEBUG ( 184): #02 pc 00406104 /data/app/com.a25apps.HillClimber-1/lib/arm/libunity.so (ScriptingInvocation::Invoke(MonoException**, bool)+32)
    I/DEBUG ( 184): #03 pc 0083c5f0 /data/app/com.a25apps.HillClimber-1/lib/arm/libunity.so (MTUnityAdsCampaignsAvailable()+80)
    I/DEBUG ( 184): #04 pc 00498cf4 /data/app/com.a25apps.HillClimber-1/lib/arm/libunity.so (MessageLoop::ExecuteQueuedJobs()+68)
    I/DEBUG ( 184): #05 pc 003a8ed8 /data/app/com.a25apps.HillClimber-1/lib/arm/libunity.so (PlayerLoop(bool, bool, IHookEvent*)+1044)
    I/DEBUG ( 184): #06 pc 005172dc /data/app/com.a25apps.HillClimber-1/lib/arm/libunity.so (UnityPlayerLoop()+700)
    I/DEBUG ( 184): #07 pc 0051ca80 /data/app/com.a25apps.HillClimber-1/lib/arm/libunity.so (nativeRender(_JNIEnv*, _jobject*)+264)
    I/DEBUG ( 184): #08 pc 0079d5cf /data/dalvik-cache/arm/data@app@com.a25apps.HillClimber-1@base.apk@classes.dex
     
  2. unity-nikkolai

    unity-nikkolai

    Joined:
    Sep 18, 2014
    Posts:
    540
    Can you provide me with a link to the build in a private message?

    Thanks.
     
  3. deetru

    deetru

    Joined:
    Feb 3, 2015
    Posts:
    5
    I'm having the same problem. UnityAds causes my app to crash a second after launching the app. If disabled, app works fine.

    Running Unity 5.3.1f1 on OSX
     
    Last edited: Dec 21, 2015
  4. jhample

    jhample

    Joined:
    Jul 7, 2012
    Posts:
    47
    Same issue for me as well. Crash about 1-2 seconds after fir scene loads
     
  5. jhample

    jhample

    Joined:
    Jul 7, 2012
    Posts:
    47
    Anything yet?
     
  6. DevDF

    DevDF

    Joined:
    Jan 3, 2013
    Posts:
    3
    Same issue here.
     
  7. amjaliks

    amjaliks

    Joined:
    Jul 11, 2015
    Posts:
    159
    I have sent builds to @unity-nikkolai as he asked. I hope it will help to find the cause of the crash.

    If I disable stripping, the crash goes away, but, of course, it isn't a solution for a production.
    In my case the crash persists also in Unity 5.3.1p1.
     
  8. deetru

    deetru

    Joined:
    Feb 3, 2015
    Posts:
    5
    I can confirm that disabling stripping fixes the issues. However, this isn't ideal.
    OSX 10.10.5
    Unity 5.3.1f1
    Android Device: OnePlus One Android Version 5.1.1

    Error occurs on new empty projects that have Untiy Ads.
     
    Mycroft likes this.
  9. tmarki

    tmarki

    Joined:
    May 10, 2015
    Posts:
    4
    Another confirmation, stripping fixes the problem but makes the apk larger.
    OS: Windows 10
    Unity 5.3.1f1

    Tested and confirmed on these devices: Nexus 4 (Android 5.1.1), LG V10 (Android 5.1.1), Nexus 5 (Android 6.0), Galaxy Nexus (Android 4.3).
     
  10. eviltony

    eviltony

    Joined:
    Nov 10, 2015
    Posts:
    14
  11. tmarki

    tmarki

    Joined:
    May 10, 2015
    Posts:
    4
    Not sure this is the same thing, for me it started with 5.3.1 (used previous versions on the same game without any issues), and it is affecting all Android versions (4.x, 5.x, 6.x).
     
  12. eviltony

    eviltony

    Joined:
    Nov 10, 2015
    Posts:
    14
  13. jc-drile77

    jc-drile77

    Joined:
    Jul 1, 2014
    Posts:
    230
  14. jc-drile77

    jc-drile77

    Joined:
    Jul 1, 2014
    Posts:
    230
    amjaliks likes this.
  15. amjaliks

    amjaliks

    Joined:
    Jul 11, 2015
    Posts:
    159
    jc-drile77 likes this.
  16. jc-drile77

    jc-drile77

    Joined:
    Jul 1, 2014
    Posts:
    230
    It´s fixed in Unity 5.3.3 :)
    (Issuetracker has been updated)
     
  17. amjaliks

    amjaliks

    Joined:
    Jul 11, 2015
    Posts:
    159
    But we still have only 5.3.1. :(

    But eat least this now we know this issue was important enough to fix it at all. :)
     
  18. jc-drile77

    jc-drile77

    Joined:
    Jul 1, 2014
    Posts:
    230
    Unity 5.3.1.p4 has been released today, seems like it has not been fixed yet in it (havent tested). I wonder whats Unity 5.3.3, as I can find nothing about unity 5.3.2, and when it is going to be released. Any idea?
     
  19. efge

    efge

    Joined:
    Dec 13, 2007
    Posts:
    62
    I am doing this in an empty start scene:
    while (!Advertisement.isInitialized)
    {
    yield return null;​
    }​
     
  20. BartMartner

    BartMartner

    Joined:
    Apr 24, 2014
    Posts:
    1
    @unity-nikkolai Is there anything we could add link.xml until 5.3.3 is released that would circumvent the issue?

    I tried UnityEngine.Advertisements and UnityEngine.WWW but had no luck.
     
  21. mh114

    mh114

    Joined:
    Nov 17, 2013
    Posts:
    295
    I also got this problem; made quite a unpleasant first impression to be honest: I added UnityAds into my game, testing in the editor works. Built for Android, crashes immediately on startup! :(

    Code (csharp):
    1.  
    2. 02-10 12:14:21.161: A/libc(32493): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 32515 (UnityMain)
    3. 02-10 12:14:21.267: A/DEBUG(194): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    4. 02-10 12:14:21.267: A/DEBUG(194): Build fingerprint: 'google/razor/flo:6.0.1/MMB29O/2459718:user/release-keys'
    5. 02-10 12:14:21.267: A/DEBUG(194): Revision: '0'
    6. 02-10 12:14:21.267: A/DEBUG(194): ABI: 'arm'
    7. 02-10 12:14:21.268: A/DEBUG(194): pid: 32493, tid: 32515, name: UnityMain  >>> ... <<<
    8. 02-10 12:14:21.268: A/DEBUG(194): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    9. 02-10 12:14:21.298: A/DEBUG(194):     r0 aef24ee0  r1 00000001  r2 aee7fa28  r3 00000000
    10. 02-10 12:14:21.298: A/DEBUG(194):     r4 a29a8c1c  r5 aee7f414  r6 aee7f348  r7 9410fcf0
    11. 02-10 12:14:21.299: A/DEBUG(194):     r8 00000000  r9 ffffef20  sl a014f020  fp aee7f2f4
    12. 02-10 12:14:21.299: A/DEBUG(194):     ip a29a8e88  sp aee7f180  lr a289bf6c  pc a26380e8  cpsr 600f0010
    13. 02-10 12:14:21.334: A/DEBUG(194): backtrace:
    14. 02-10 12:14:21.334: A/DEBUG(194):     #00 pc 000210e8  /data/app/.../lib/arm/libmono.so
    15. 02-10 12:14:21.334: A/DEBUG(194):     #01 pc 001f2948  /data/app/.../lib/arm/libmono.so (mono_runtime_invoke+136)
    16. 02-10 12:14:21.334: A/DEBUG(194):     #02 pc 00407c48  /data/app/.../lib/arm/libunity.so (ScriptingInvocation::Invoke(MonoException**, bool)+52)
    17. 02-10 12:14:21.334: A/DEBUG(194):     #03 pc 0083ef10  /data/app/.../lib/arm/libunity.so (MTUnityAdsCampaignsAvailable()+80)
    18. 02-10 12:14:21.334: A/DEBUG(194):     #04 pc 0049a448  /data/app/.../lib/arm/libunity.so (MessageLoop::ExecuteQueuedJobs()+68)
    19. 02-10 12:14:21.334: A/DEBUG(194):     #05 pc 003aaa0c  /data/app/.../lib/arm/libunity.so (PlayerLoop(bool, bool, IHookEvent*)+1044)
    20. 02-10 12:14:21.334: A/DEBUG(194):     #06 pc 00518e98  /data/app/.../lib/arm/libunity.so (UnityPlayerLoop()+704)
    21. 02-10 12:14:21.335: A/DEBUG(194):     #07 pc 0051e640  /data/app/.../lib/arm/libunity.so (nativeRender(_JNIEnv*, _jobject*)+264)
    22. 02-10 12:14:21.335: A/DEBUG(194):     #08 pc 00375671  /data/app/.../oat/arm/base.odex (offset 0x193000) (boolean com.unity3d.player.UnityPlayer.nativeRender()+76)
    23. 02-10 12:14:21.335: A/DEBUG(194):     #09 pc 00372d35  /data/app/.../oat/arm/base.odex (offset 0x193000) (boolean com.unity3d.player.UnityPlayer.a(com.unity3d.player.UnityPlayer)+56)
    24. 02-10 12:14:21.335: A/DEBUG(194):     #10 pc 0037019f  /data/app/.../oat/arm/base.odex (offset 0x193000) (void com.unity3d.player.UnityPlayer$b.run()+562)
    25. 02-10 12:14:21.335: A/DEBUG(194):     #11 pc 000e6331  /system/lib/libart.so (art_quick_invoke_stub_internal+64)
    26. 02-10 12:14:21.335: A/DEBUG(194):     #12 pc 004028a5  /system/lib/libart.so (art_quick_invoke_stub+188)
    27. 02-10 12:14:21.335: A/DEBUG(194):     #13 pc 00102774  [stack:32515]
    28.  
     
  22. amjaliks

    amjaliks

    Joined:
    Jul 11, 2015
    Posts:
    159
  23. polysoft3D

    polysoft3D

    Joined:
    Aug 3, 2015
    Posts:
    29
    I have thes same error with Unity 5.3.5f1. Game on android crash
     
  24. google_play_service_dev

    google_play_service_dev

    Joined:
    Oct 2, 2016
    Posts:
    16
    It seem some bug in unityads sdk