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Question Using Addressables along with Google Play Asset Delivery.

Discussion in 'Addressables' started by Zulug, Jun 5, 2020.

  1. domonyiv

    domonyiv

    Joined:
    Oct 1, 2016
    Posts:
    50
    I am not using addressables at all, but I have the same problem with the built in PAD. My game crashes nondeterministically on launch about 50% of time on various android phones with unity version 2020.3.18f
     
  2. SinTrace

    SinTrace

    Joined:
    Jan 3, 2017
    Posts:
    14
    @Cixelyn
    We are not using UAAL,
    Maybe it’s the PAD problem as you said.
    But we only happen to this situation on Google Pixel series devices.

    @domonyiv
    Could you provide the bug reports?
    Because except for the Google Pixel series,
    We have not encountered this problem on other Android devices.
     
    Last edited: Sep 23, 2021
  3. SinTrace

    SinTrace

    Joined:
    Jan 3, 2017
    Posts:
    14
    @VoodooDetective
    You only need to import this directory. ( Attached
    And check your Unity version.
     

    Attached Files:

  4. Cixelyn

    Cixelyn

    Joined:
    Jun 27, 2014
    Posts:
    7
    @SinTrace & @domonyiv, would either of you have a sharable project that exhibits the initialization error?
    Unity support is currently working on our ticket and got back to me this morning, but unfortunately our project is rather complex (it's UaaL so the build-pipeline is rather involved)

    If either of you have a pure Unity reproduction, that would be super helpful! Feel free to DM me if so :D
     
  5. domonyiv

    domonyiv

    Joined:
    Oct 1, 2016
    Posts:
    50
    Unfortunately, my project is also too complicated to share. But I have a Text Mesh Pro crash also related to PAD. Sometimes it crashes with "Unable to initialize the Unity Engine message" or "Not enough storage space to install required resources." and sometimes it starts but Text Mesh Pro breaks completly.

    The only change compared to the previously working project is the enabled Split Application Binary at the Publishing Settings. I am not using Asset Packs.

    Affected devices:
    Huawei Honor 4C - Android 6.0
    Motorola moto 5G plus - Android 11
    Xiaomi Redmi 9А - Android 10

     
    Last edited: Sep 23, 2021
  6. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
    Hey all apologies for not posting sooner, but I've updated the PAD sample project based on the requested changes. Full details can be found in the PR.

    The project should be compatible with any platform, and it can handle building the project as an APK as well. The README has also been updated with more information.
    @optimise / @Cristian_O

    I'll ask the Android team about the build errors. I see that the two tickets mentioned (1363795 / 1360559) were closed because they didn't have enough information.
    @SinTrace / @Cixelyn / @domonyiv

    Also would like to mention that this thread is becoming a little large and hard to keep track on. The Android forum section is a better place to ask about general Play Asset Delivery issues. Please create new threads so that your issue can be more easily seen :)
     
    optimise likes this.
  7. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    1,540
    @pillakirsten Thanks for the update. Btw seems like this switch Asset Pack Content to Packed Asset back and forth feature is not implemented yet.

     
  8. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
    @optimise You can disable "Include In Asset Pack" to prevent the group from being assigned to the selected asset pack listed in the Play Asset Delivery schema. upload_2021-10-29_14-43-14.png
     
  9. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
  10. domonyiv

    domonyiv

    Joined:
    Oct 1, 2016
    Posts:
    50
    Yes I am using these settings. Seems like it is fixed in 2022.1.0a13 because I can't reproduce it anymore. I am not sure what is changed, but I hope it will be backported to the LTS version. Unfortunately the Text Mesh Pro error ( https://forum.unity.com/threads/tex...ity-play-asset-delivery-feature-used.1172909/ ) is still there.
     
    pillakirsten likes this.
  11. jvrgms

    jvrgms

    Joined:
    May 24, 2017
    Posts:
    1
    Hi everybody!

    I am working with Addressables and PAD and works fine with InstallTime, but when I change the Asset Pack of the PAD Schema from InstallTime to and OnDemand Pack and then build and run the project prompts in the Android Logcat the warning:
    Cannot retrieve core Unity asset pack names. PlayCore Plugin is not installed. Default internal id locations will be used instead.

    Followed by
    Unable to open archive file:
    errors. Also when I upload it to Google Play it has the same behavior.

    I have tried change the Gradle Installed, use custom main gradle template and I have the settings similar to the Addressables Sample. What should I be doing wrong?

    I am using:
    Unity 2021.1.23f1
    Addressables 1.19.11

    Thank you!!
     

    Attached Files:

    pokruchin likes this.
  12. luvjungle

    luvjungle

    Joined:
    Dec 18, 2017
    Posts:
    56
    Hi!
    I am using addressables with default settings and turned on Split Application Binary to bypass 150mb limit.
    Unity tries to install Google Play Core at build time but I already have imported Play Core by another package (for app review functionality).
    So I get dublicate dependencies error.
    Is there any way to resolve this issue?
    Thank you!
     
    Last edited: Dec 20, 2021
    NuninhoNeto likes this.
  13. NuninhoNeto

    NuninhoNeto

    Joined:
    Jun 6, 2015
    Posts:
    1
    Did you resolve it, @luvjungle? Same here, i'm using EasyMobile and it probably already imported theses libraries because app review feature.
     
  14. luvjungle

    luvjungle

    Joined:
    Dec 18, 2017
    Posts:
    56
    No, just as a workaround, I removed the other plugin
     
  15. JuliusM

    JuliusM

    Unity Technologies

    Joined:
    Apr 17, 2013
    Posts:
    821
    We have a bug report for this https://issuetracker.unity3d.com/is...-in-the-asset-folder-when-building-app-bundle
     
    luvjungle likes this.
  16. ImmersiumStudioDeveloper

    ImmersiumStudioDeveloper

    Joined:
    Feb 3, 2018
    Posts:
    27
  17. Jes28

    Jes28

    Joined:
    Sep 3, 2012
    Posts:
    954
  18. ImmersiumStudioDeveloper

    ImmersiumStudioDeveloper

    Joined:
    Feb 3, 2018
    Posts:
    27
  19. mcarriere

    mcarriere

    Joined:
    Sep 14, 2012
    Posts:
    94
    @pillakirsten Has the scene loading bug (https://issuetracker.unity3d.com/is...-application-binary-net-4-dot-x-api-and-arm64) been backported to 2020.3 or 2021 and if so, what version?

    Our Android build is failing at runtime when we enable PAD, and we also use Addressables.

    Unity 2020.3.32f1
    Addressables 1.18.19
    Features: L2CPP, ARM64, .NET 4

    Originally, we thought this was a TextMeshPro issue, as the settings file (which the TMP package loads via a Resources.Load command at start) was failing; but we're now also noticing that scene that we additively load don't seem to have any objects within them. (@domonyiv that may be relevant to your issue too.)

    All of this works fine when we don't enable the "Split Application Binary" setting.
     
  20. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
    Hi @mcarriere the issue should have been fixed in 2020.3.26f1 and 2021.2.8f1.
    Are you still experiencing any of these symptoms? These are associated with the scene loading bug:
    • A message box with "Unable to initialize the Unity Engine" appears
    • The application freezes on the splash screen
    • A message box with "Not enough storage space to install required resources" appears
     
  21. mcarriere

    mcarriere

    Joined:
    Sep 14, 2012
    Posts:
    94
    We aren’t currently experiencing any of those symptoms — no. We are additively loading scenes via SceneManager.LoadSceneAsync where the load reports as a success, but doing a basic iteration of all of the objects in that scene returns an empty list. We’re also seeing TMP fail to load it’s Settings (see here), which is done via a basic Resources.Load under the hood.

    Worth noting that this does not occur when we don’t build with a split binary, and that the app works completely fine on iOS.
     
  22. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
    Hmm I see this must a different bug from the scene loading one. Are the scenes being loaded via SceneManager.LoadSceneAsync addressable?
     
  23. mcarriere

    mcarriere

    Joined:
    Sep 14, 2012
    Posts:
    94
    They are not, no -- all of the data that seems to fail loading at runtime are the assets that would have been included with the build.
     
    pillakirsten likes this.
  24. mcarriere

    mcarriere

    Joined:
    Sep 14, 2012
    Posts:
    94
    @pillakirsten A few more updates on our end:

    We've updated the project to 2021.3.1f1, and the latest Addressables package (1.19.19) and the issue hasn't been resolved.

    We moved on to try and create a basic project that uses some of what we see the basic features of our game, and noticed a difference in the Addressables setup of the test/empty project.

    On the new project, we are seeing the "Built In Data" enumerate all of the detected files, and looks like it's marked as read-only:

    image (13).png

    While our project just has an empty group
    upload_2022-4-30_9-20-2.png
    Does this indicate that something has broken/corrupted during one of our many project/addressable updates? We've been using Addressables for over a year on this project at this point. (Perhaps it's just a stroke of luck that our iOS build continues to work?)
     
  25. ImmersiumStudioDeveloper

    ImmersiumStudioDeveloper

    Joined:
    Feb 3, 2018
    Posts:
    27
    Hi, the duplicated dependecies are not solved in unity 2020.3.33f1. I have this error using aab app upper than 150MB, split option, and the Advanced PAD unity project, addressables 1.18.19 and Google Cardboard libraries.

    upload_2022-5-4_15-55-40.png
     
  26. userq

    userq

    Joined:
    Jun 4, 2017
    Posts:
    35
    I am currently using the sample project https://github.com/Unity-Technologies/Addressables-Sample, Play Asset Delivery under the advanced folder and uploading it to the internal test track on google play for instant apps.

    What I changed only is the player settings to use my own package company name, version, keystore, etc. The "Split Application Binary" is set to false and I am using .Net Standard 2.1 with IL2CPP (based on the recommended settings by Google for instant apps. Also used the https://github.com/google/play-unity-plugins instant plugin.

    It doesn't seem to be working. When I click on the "On-Demand" button, I am getting an error:
    this is the error message when the
    has
    Is this supposed to work or instant apps are not supported? Or am I doing something incorrect? Can someone clarify this?

    As far as I understand the on-demand packs for instant apps are suppose to be remotely downloaded, but the build and load paths are all local for the addressables on-demand group? It is not clear to me at this point.
     
    Last edited: May 15, 2022
  27. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
    Hmm that's pretty interesting, maybe the Assets in the Resources folder or the Built-in scenes list have been marked explicitly as Addressable and are assigned to the other groups? For example that default remote group might be troublesome, the items in resources and the build-in scenes should probably be in a local group
     
  28. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
    Hi would you be able to submit a bug report? This error seems near identical to the one reportedly fixed (the only difference being that the Arcore XR library is used instead). The issue may need to be reopened.
    https://issuetracker.unity3d.com/is...-and-build-app-bundle-google-play-is-selected
     
  29. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    279
    Hi so the sample project was not created with the instant plug-in in mind, so we cannot guarantee that they are compatible. The project uses Addressables.ResourceManager.InternalIdTransformFunc to override the load paths of the on-demand group at runtime, in order to load assets from the downloaded asset pack. See PlayAssetDeliveryInitialization.cs https://github.com/Unity-Technologi...ry/Runtime/PlayAssetDeliveryInitialization.cs
     
  30. manali01

    manali01

    Joined:
    Nov 21, 2018
    Posts:
    2
    I have been trying to implement addressables in my game since a long time and failing at it. Each time addressables comes up with a new error. I am using the sample project https://github.com/Unity-Technologies/Addressables-Sample, Play Asset Delivery under the advanced folder. The asset packs are FastFollow.
    Right now I am struggling with the below errors:

    2022-07-12 16:38:58.685 17900-4754/? E/Unity: Unable to open archive file: jar:file:///data/app/~~czOtp5tJRCzAkMZ_cZyGNw==up77k7ef_oIWxH2jDosJ3g==/split_UnityDataAssetPack.apk!/assets/aa/Android/storyassets_assets_all_aebab76c7f256cf3811ed11d5924d8ef.bundle
    2022-07-12 16:38:58.702 17900-4533/? E/Unity: Failed to read data for the AssetBundle 'storyassets_assets_all_aebab76c7f256cf3811ed11d5924d8ef.bundle'.
    2022-07-12 16:38:58.703 17900-4533/? E/Unity: RemoteProviderException : Invalid path in AssetBundleProvider: 'jar:file:///data/app/~~czOtp5tJRCzAkMZ_cZyGNw==up77k7ef_oIWxH2jDosJ3g==/split_UnityDataAssetPack.apk!/assets/aa/Android/storyassets_assets_all_aebab76c7f256cf3811ed11d5924d8ef.bundle'.

    Also, the scene to addressable duplicate dependencies has entries of unity_builtin_extra. How do I resolve these duplicate dependencies?


    Any help will be appreciated. Thanks
     
  31. northman

    northman

    Joined:
    Feb 28, 2008
    Posts:
    142
    I am also keep watching. Maybe Addressable still could not work with Google PAD, right?
    I try to use old Assetbundle work with Google PAD. hope things going well.
     
  32. Trungdv

    Trungdv

    Joined:
    Dec 1, 2012
    Posts:
    22
    Any news?
     
  33. code-kiwi

    code-kiwi

    Joined:
    Apr 29, 2017
    Posts:
    4
    Our app uses Addressables.

    We are still seeing the
    CachedReader::OutOfBoundsError
    crash on Android with Unity 2021.3.13f1

    Every week, 121 users have a crash with the following backtrace:

    Code (CSharp):
    1. SIGTRAP: Trace/breakpoint trap
    2.  
    3. 0  libc.so +0xc5bb8      tgkill
    4. 1  libunity.so +0xcddb78 DebugStringToFilePostprocessedStacktrace(DebugStringToFileData const&) (libunity)
    5. 2  libunity.so +0xcde0f4 DebugStringToFile(DebugStringToFileData const&) (libunity)
    6. 3  libunity.so +0x474f18 CachedReader::OutOfBoundsError(unsigned long, unsigned long) (libunity)
    7. 4  libunity.so +0x4750f0 CachedReader::Read(void*, unsigned long) (libunity)
    8. 5  libunity.so +0x36559c void StreamedBinaryRead::TransferSTLStyleArray<core::string_with_label<1, char> >(core::string_with_label<1, char>&, TransferMetaFlags) (libunity)
    9. 6  libunity.so +0x362174 void NamedObject::Transfer<StreamedBinaryRead>(StreamedBinaryRead&) (libunity)
    10. 7  libunity.so +0x403080 void Texture::Transfer<StreamedBinaryRead>(StreamedBinaryRead&) (libunity)
    11. 8  libunity.so +0x3b3ff4 void Texture2D::Transfer<StreamedBinaryRead>(StreamedBinaryRead&) (libunity)
    12. 9  libunity.so +0x5c1000 SerializedFile::ReadObject(long, ObjectCreationMode, bool, TypeTree const**, bool*, Object&) (libunity)
    13. 10 libunity.so +0x5c1e30 PersistentManager::ReadAndActivateObjectThreaded(int, SerializedObjectIdentifier const&, SerializedFile*, bool, bool, PersistentManager::LockFlags) (libunity)
    14. 11 libunity.so +0x5c2008 PersistentManager::LoadObjectsThreaded(int const*, int, LoadProgress&, bool, PersistentManager::LockFlags) (libunity)
    15. 12 libunity.so +0x464f94 LoadOperation::Perform() (libunity)
    16. 13 libunity.so +0x76dcc0 AssetBundleLoadAssetOperation::Perform() (libunity)
    17. 14 libunity.so +0x4676f8 PreloadManager::ProcessSingleOperation() (libunity)
    18. 15 libunity.so +0x467534 PreloadManager::Run() (libunity)
    19. 16 libunity.so +0x4674b0 PreloadManager::Run(void*) (libunity)
    20. 17 libunity.so +0x5026e0 Thread::RunThreadWrapper(void*) (libunity)
    21. 18 libc.so +0xdb188      0x7e9f4e618c
    22. 19 libc.so +0x7a9d0      0x7e9f4859d4
    23. 20 <unknown>             0x0
    Initially, we couldn't reproduce the crash with our test builds. It was only when we started installing through the Play Store that we saw the crash happen on a Pixel 4 XL (Android 13).

    I narrowed it down to use of dynamic feature modules (not to be confused with Play Asset Delivery). To reproduce the crashes, all of the following conditions must be met:
    • The app includes a Dynamic Feature Module
    • Install the app bundle through the Play Store (we used Internal App Sharing to reproduce)
    • Your code downloads/installs the dynamic feature module while the app is running
    A few seconds after the app installs the dynamic feature module, Unity logs the errors `
    E/Unity: Unable to open archive file: assets/bin/Data/data.unity3d` and `
    E/Unity: Could not open file /data/app/~~oVxWxerVoODwyggrji2Eaw==/{application_id_redacted}-nI6nx1YGaeJotfC8HYYc7A==/base.apk/assets/bin/Data/globalgamemanagers.resource for read`.

    Either immediately after the error logs, or the next time a scene is loaded, Unity crashes with a stacktrace containing `CachedReader::OutOfBoundsError`.

    Here is an example of the Unity error logs that happened before one such crash on a Pixel 4 XL:
    Code (CSharp):
    1.  
    2. 2022-09-04 18:30:25.964 30488-30488 D/CompatibilityChangeReporter: Compat change id reported: 214741472; UID 10076; state: ENABLED
    3. 2022-09-04 18:30:25.964 30488-30488 I/Unity: prepare done on ui thread
    4. 2022-09-04 18:30:25.981 30488-30488 I/Unity: prepare done on ui thread
    5. 2022-09-04 18:30:25.982 30488-30488 I/Choreographer: Skipped 34 frames! The application may be doing too much work on its main thread.
    6. 2022-09-04 18:30:26.641 30488-30488 D/CompatibilityChangeReporter: Compat change id reported: 171228096; UID 10076; state: ENABLED
    7. 2022-09-04 18:30:26.680 30488-30488 D/CompatibilityChangeReporter: Compat change id reported: 193247900; UID 10076; state: ENABLED
    8. 2022-09-04 18:30:26.682 30488-30488 I/WebViewTouches_Plugin: replaceWebView sc.l{643d8cd VFEDHVC.. ......I. 0,0-0,0}
    9. 2022-09-04 18:30:27.014 30488-30574 I/Unity: [DownloadOp] Download operation is still running. HasInternet? True PendingBundles 1083 PendingDownloads 10 EnqueuedDownloads 666 Finished Downloads since last log: 407
    10. 2022-09-04 18:30:36.832 30488-30574 W/Ads: Failed to instantiate ClientApi class.
    11. 2022-09-04 18:30:36.833 30488-30574 W/DynamiteModule: Local module descriptor class for com.google.android.gms.ads.dynamite not found.
    12. 2022-09-04 18:30:36.836 30488-32043 I/DynamiteModule: Considering local module com.google.android.gms.ads.dynamite:0 and remote module com.google.android.gms.ads.dynamite:222508000
    13. 2022-09-04 18:30:36.836 30488-32043 I/DynamiteModule: Selected remote version of com.google.android.gms.ads.dynamite, version >= 222508000
    14. 2022-09-04 18:30:36.883 30488-32043 W/lashofstreamers: ClassLoaderContext type mismatch. expected=PCL, found=DLC (PCL[] | DLC[];PCL[/data/app/~~oVxWxerVoODwyggrji2Eaw==/{application_id_redacted}-nI6nx1YGaeJotfC8HYYc7A==/base.apk*1887839477:/data/app/~~oVxWxerVoODwyggrji2Eaw==/{application_id_redacted}-nI6nx1YGaeJotfC8HYYc7A==/base.apk!classes2.dex*1343042765]{PCL[/system/framework/org.apache.http.legacy.jar*3145838628]})
    15. 2022-09-04 18:30:36.921 30488-32043 W/DynamiteModule: Local module descriptor class for com.google.android.gms.ads.dynamite not found.
    16. 2022-09-04 18:30:36.933 30488-30574 I/DynamiteModule: Considering local module com.google.android.gms.ads.dynamite:0 and remote module com.google.android.gms.ads.dynamite:222508000
    17. 2022-09-04 18:30:36.934 30488-30574 I/DynamiteModule: Selected remote version of com.google.android.gms.ads.dynamite, version >= 222508000
    18. 2022-09-04 18:30:36.935 30488-30574 D/DynamitePackage: Instantiated singleton DynamitePackage.
    19. 2022-09-04 18:30:36.935 30488-30574 D/DynamitePackage: Instantiating com.google.android.gms.ads.ChimeraMobileAdsSettingManagerCreatorImpl
    20. 2022-09-04 18:30:36.952 30488-30574 I/Ads: Updating ad debug logging enablement.
    21. 2022-09-04 18:30:36.958 30488-32054 W/ConnectionStatusConfig: Dynamic lookup for intent failed for action: com.google.android.gms.leibniz.events.service.START
    22. 2022-09-04 18:30:36.960 30488-32051 W/Ads: Update ad debug logging enablement as false
    23. 2022-09-04 18:30:36.962 30488-32054 W/GmsClient: unable to connect to service: com.google.android.gms.leibniz.events.service.START on com.google.android.gms
    24. 2022-09-04 18:30:37.004 30488-31825 W/cr_media: Requires BLUETOOTH permission
    25. 2022-09-04 18:30:57.617 30488-30574 I/Unity: [DownloadOp] Download operation is still running. HasInternet? True PendingBundles 1083 PendingDownloads 10 EnqueuedDownloads 95 Finished Downloads since last log: 571
    26. 2022-09-04 18:31:14.692 30488-30574 I/Unity: [DownloadOp] Finished download
    27. 2022-09-04 18:31:14.975 30488-30574 I/Unity: [CleanupCacheOp] Skip cleaning up cache. Download op exists? True
    28. 2022-09-04 18:31:15.010 30488-30929 I/PlayCore: UID: [10076] PID: [30488] SplitInstallService : startInstall([my_dynamicfeature],[])
    29. 2022-09-04 18:31:15.011 30488-32687 I/PlayCore: UID: [10076] PID: [30488] SplitInstallService : Initiate binding to the service.
    30. 2022-09-04 18:31:15.027 30488-30488 I/PlayCore: UID: [10076] PID: [30488] SplitInstallService : ServiceConnectionImpl.onServiceConnected(ComponentInfo{com.android.vending/com.google.android.finsky.splitinstallservice.SplitInstallService})
    31. 2022-09-04 18:31:15.033 30488-32687 I/PlayCore: UID: [10076] PID: [30488] SplitInstallService : linkToDeath
    32. 2022-09-04 18:31:15.371 30488-30488 I/FeatureDelivery_Plugin: dynamic feature module request -> PENDING
    33. 2022-09-04 18:31:15.572 30488-30488 I/FeatureDelivery_Plugin: started request for dynamic feature module
    34. 2022-09-04 18:31:15.594 30488-30488 I/FeatureDelivery_Plugin: dynamic feature module request -> PENDING
    35. 2022-09-04 18:31:15.638 30488-30488 I/FeatureDelivery_Plugin: dynamic feature module request -> PENDING
    36. 2022-09-04 18:31:20.872 30488-30488 I/FeatureDelivery_Plugin: dynamic feature module request -> DOWNLOADING
    37. 2022-09-04 18:31:21.097 30488-30488 I/FeatureDelivery_Plugin: dynamic feature module request -> INSTALLING
    38. 2022-09-04 18:31:23.437 30488-30498 W/JavaBinder: BinderProxy is being destroyed but the application did not call unlinkToDeath to unlink all of its death recipients beforehand. Releasing leaked death recipient: ua.f
    39. 2022-09-04 18:31:23.437 30488-30498 I/BpBinder: onLastStrongRef automatically unlinking death recipients: <uncached descriptor>
    40. 2022-09-04 18:31:23.451 30488-30488 W/ziparchive: Unable to open '/data/app/~~w8NQAN6uxFmwE3dBGC0Aew==/{application_id_redacted}-4BqreyzfBNRUOY2vHUtiQQ==/split_my_dynamicfeature.config.arm64_v8a.dm': No such file or directory
    41. 2022-09-04 18:31:23.451 30488-30488 W/ziparchive: Unable to open '/data/app/~~w8NQAN6uxFmwE3dBGC0Aew==/{application_id_redacted}-4BqreyzfBNRUOY2vHUtiQQ==/split_my_dynamicfeature.config.arm64_v8a.dm': No such file or directory
    42. 2022-09-04 18:31:23.451 30488-30488 W/lashofstreamers: Entry not found
    43. 2022-09-04 18:31:23.452 30488-30488 W/lashofstreamers: JIT profile information will not be recorded: profile file does not exist.
    44. 2022-09-04 18:31:23.452 30488-30488 W/lashofstreamers: JIT profile information will not be recorded: profile file does not exist.
    45. 2022-09-04 18:31:23.452 30488-30488 W/lashofstreamers: JIT profile information will not be recorded: profile file does not exist.
    46. 2022-09-04 18:31:23.452 30488-30488 W/lashofstreamers: JIT profile information will not be recorded: profile file does not exist.
    47. 2022-09-04 18:31:23.452 30488-30488 W/lashofstreamers: JIT profile information will not be recorded: profile file does not exist.
    48. 2022-09-04 18:31:23.915 30488-30488 W/ComponentDiscovery: Class com.google.mlkit.nl.translate.NaturalLanguageTranslateRegistrar is not an found.
    49. 2022-09-04 18:31:23.917 30488-30488 I/FeatureDelivery_Plugin: dynamic feature module request -> INSTALLED
    50. 2022-09-04 18:31:24.233 30488-30574 D/vxaapi: Java VM is set to 0xb400006f758ba390
    51. 2022-09-04 18:31:26.728 30488-30574 E/Unity: Unable to open archive file: assets/bin/Data/data.unity3d
    52. ResourceExt:Load(String)
    53. LoreHelper:TryGetLoreData(LoreType, LoreInfo&)
    54. LoreService:CreateBubble(BubbleConfig)
    55. Contexts:CreateBubble(BubbleConfig)
    56. LoreHelper:CreateHeroModelBubble(Contexts, IEntity, Boolean)
    57. <>c__DisplayClass41_0:<PlayDialogModelBubble>b__0(AnimContext)
    58. <>c__DisplayClass9_0:<PlayLore>b__0(AnimContext)
    59. <PlayAnimSequence>d__4:MoveNext()
    60. UniRx.Async.CompilerServices.MoveNextRunner`1:Run()
    61. UniRx.Async.UniTaskCompletionSource:TrySetResult()
    62. <WaitFor>d__61:MoveNext()
    63. UniRx.Async.CompilerServices.MoveNextRunner`1:Run()
    64. UniRx.Async.Internal.ReusablePromise`1:TrySetResult(T)
    65. UniRx.Async.DelayFramePromise:MoveNext()
    66. UniRx.Async.Internal.PlayerLoopRunner:Run()
    67.  
    68. [ line 138002456]
    69. 2022-09-04 18:31:26.729 30488-30574 W/Unity: The referenced script (Unknown) on this Behaviour is missing!
    70. ResourceExt:Load(String)
    71. LoreHelper:TryGetLoreData(LoreType, LoreInfo&)
    72. LoreService:CreateBubble(BubbleConfig)
    73. Contexts:CreateBubble(BubbleConfig)
    74. LoreHelper:CreateHeroModelBubble(Contexts, IEntity, Boolean)
    75. <>c__DisplayClass41_0:<PlayDialogModelBubble>b__0(AnimContext)
    76. <>c__DisplayClass9_0:<PlayLore>b__0(AnimContext)
    77. <PlayAnimSequence>d__4:MoveNext()
    78. UniRx.Async.CompilerServices.MoveNextRunner`1:Run()
    79. UniRx.Async.UniTaskCompletionSource:TrySetResult()
    80. <WaitFor>d__61:MoveNext()
    81. UniRx.Async.CompilerServices.MoveNextRunner`1:Run()
    82. UniRx.Async.Internal.ReusablePromise`1:TrySetResult(T)
    83. UniRx.Async.DelayFramePromise:MoveNext()
    84. UniRx.Async.Internal.PlayerLoopRunner:Run()
    85.  
    86. [ line 138004088]
    87. 2022-09-04 18:31:26.730 30488-30574 E/Unity: A scripted object (script unknown or not yet loaded) has a different serialization layout when loading. (Read 32 bytes but expected 516 bytes)
    88. Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
    89. ResourceExt:Load(String)
    90. LoreHelper:TryGetLoreData(LoreType, LoreInfo&)
    91. LoreService:CreateBubble(BubbleConfig)
    92. Contexts:CreateBubble(BubbleConfig)
    93. LoreHelper:CreateHeroModelBubble(Contexts, IEntity, Boolean)
    94. <>c__DisplayClass41_0:<PlayDialogModelBubble>b__0(AnimContext)
    95. <>c__DisplayClass9_0:<PlayLore>b__0(AnimContext)
    96. <PlayAnimSequence>d__4:MoveNext()
    97. UniRx.Async.CompilerServices.MoveNextRunner`1:Run()
    98. UniRx.Async.UniTaskCompletionSource:TrySetResult()
    99. <WaitFor>d__61:MoveNext()
    100. UniRx.Async.CompilerServices.MoveNextRunner`1:Run()
    101. UniRx.Async.Internal.ReusablePromise`1:TrySetResult(T)
    102. UniRx.Async.DelayFramePromise:MoveNext()
    103. UniRx.Async.Internal.PlayerLoopRunner:Run()
    104.  
    105. [ line 138004424]
    106. 2022-09-04 18:31:36.571 30488-30790 E/Unity: Could not open file /data/app/~~oVxWxerVoODwyggrji2Eaw==/{application_id_redacted}-nI6nx1YGaeJotfC8HYYc7A==/base.apk/assets/bin/Data/globalgamemanagers.resource for read
    107. 2022-09-04 18:31:49.537 30488-30810 W/Choreographer: Frame time is 0.161209 ms in the future! Check that graphics HAL is generating vsync timestamps using the correct timebase.
    108. 2022-09-04 18:31:49.537 30488-31017 W/Choreographer: Frame time is 0.161157 ms in the future! Check that graphics HAL is generating vsync timestamps using the correct timebase.
    109. 2022-09-04 18:31:49.537 30488-31365 W/Choreographer: Frame time is 0.141001 ms in the future! Check that graphics HAL is generating vsync timestamps using the correct timebase.
    110. 2022-09-04 18:31:51.275 30488-30574 E/Unity: Unable to open archive file: assets/bin/Data/data.unity3d
    111. ResourceExt:Load(String)
    112. LoreHelper:TryGetLoreData(LoreType, LoreInfo&)
    113. LoreService:CreateBubble(BubbleConfig)
    114. Contexts:CreateBubble(BubbleConfig)
    115. VictoryScreenLoreGroupSystem:CampaignTapOkBubble()
    116. <>c__DisplayClass1_0:<.ctor>b__1(LoreType)
    117. <>c__DisplayClass36_0:<GetLoreGroupTriggerCallback>b__0(List`1)
    118. LoreService:ProvideValidLoreGroupLore(LoreGroupType, Action`1)
    119. <>c__DisplayClass117_0:<AddCustomLoreGroupTrigger>b__0(IEntity)
    120. InlineSystems.InlineSmartReactiveEachSystem:Execute(List`1)
    121. Entitas.ReactiveSystem:Execute()
    122. FrameTagsSystems:Execute()
    123. ControllerExtensions:ControllerUpdate(IEntity, Contexts, TimeSlice, Boolean)
    124. ClientController:ControllerUpdate(Boolean)
    125. ControllerBridge:Update()
    126.  
    127. [ line 138018648]
    128. 2022-09-04 18:31:57.482 30488-30796 E/Unity: Could not open file /data/app/~~oVxWxerVoODwyggrji2Eaw==/{application_id_redacted}-nI6nx1YGaeJotfC8HYYc7A==/base.apk/assets/bin/Data/unity default resources for read
    129. 2022-09-04 18:31:57.484 30488-30796 E/Unity: Size overflow in allocator.
    130. 2022-09-04 18:31:58.349 30488-30796 I/unwind: Malformed section header found, ignoring...
    131. 2022-09-04 18:31:58.357 30488-30796 A/libc: Fatal signal 5 (SIGTRAP), code -6 (SI_TKILL) in tid 30796 (Loading.Preload), pid 30488 (lashofstreamers)
    132.  

    If the app does not install the dynamic feature module, the crash could not be reproduced.

    After many repetitions, we were able to confirm that just by installing a Dynamic Feature Module in our app, it breaks some assumptions that Unity is making, and the crash can occur. The Dynamic Feature Module is completely separate to Unity (it doesn't contain assets or anything that Unity would rely on).