We recently upgraded our project from Unity v2020.3.47f1 to Unity v2022.3.9f1 and encountered many new crashes. Here is one of them.
pid: 0, tid: 17242 >>> com.*** <<<
backtrace:
#00 pc 0x00000000008aa754 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData())
#01 pc 0x0000000000477704 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int))
#02 pc 0x0000000000477448 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (ujob_wait_for(ujob_control_t , ujob_handle_t, int))
#03 pc 0x0000000000472fe0 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (CompleteFenceInternal(JobFence&, WorkStealMode))
#04 pc 0x00000000008ab360 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (CullScene(CullResults&))
#05 pc 0x0000000000885174 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (Camera::CustomCull(CameraCullingParameters const&, CullResults&, bool))
#06 pc 0x000000000089b7f4 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (RenderManager::RenderCameras(int, void ( )(), void ( )()))
#07 pc 0x000000000048d0f0 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (PlayerRender(bool))
#08 pc 0x0000000000484230 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*))
#09 pc 0x0000000000484270 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem ))
#10 pc 0x0000000000484504 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (PlayerLoop())
#11 pc 0x00000000005edd60 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (UnityPlayerLoop())
#12 pc 0x0000000000603f18 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/split_config.arm64_v8a.apk!libunity.so (nativeRender(_JNIEnv , _jobject*))
#13 pc 0x00000000001ac4dc /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/oat/arm64/base.odex (art_jni_trampoline+92)
#14 pc 0x000000000044f7d0 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com. -wIC2j9nUusSh3oSJS-eJ1g==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$C$a.handleMessage+816)
#15 pc 0x000000000078d780 /system/framework/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144)
#16 pc 0x00000000007909fc /system/framework/arm64/boot-framework.oat (android.os.Looper.loopOnce+1036)
#17 pc 0x0000000000790554 /system/framework/arm64/boot-framework.oat (android.os.Looper.loop+516)
#18 pc 0x0000000000450074 /data/app/~~Z4jvQop3HEFuFsaBPKQzIw==/com.-wIC2j9nUusSh3oSJS-eJ1g==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$C.run+244)
#19 pc 0x0000000000218964 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
#20 pc 0x00000000002851f0 /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread , unsigned int , unsigned int, art::JValue , char const*)+184)
#21 pc 0x0000000000628a24 /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValuesart::ArtMethod* (art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+460)
#22 pc 0x0000000000678488 /apex/com.android.art/lib64/libart.so (art: :CreateCallback(void*)+1184)
#23 pc 0x00000000000b4ad8 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+264)
#24 pc 0x0000000000052c08 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
We’ve also seen a very significant increase in crashes after upgrading our project to the 2022 LTS version, with some of the biggest offenders being related to a SIGSEGV error with PrepareSceneNodesJobData.
Crashed: Thread: SIGSEGV 0x00000073486e9048
#00 pc 0xa26a14 libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData()) (BuildId: 5f8e950caa92b316)
#01 pc 0x548d24 libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 5f8e950caa92b316)
Look like Unity v2022.3.9f1 and v2022.3.10f1 is completely bugged comparing to 2020.3.4f1. We have a crash fest in Crashlytics!
Crashed: Thread: SIGSEGV 0x0000007fba190048
#00 pc 0x8ab33c libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData()) (BuildId: 64caa027d907248d)
#01 pc 0x477964 libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 64caa027d907248d)
Different devices. Different Android versions. Vulkan API only! (We will try to remove it from API list in next update)
Crashed: Thread: SIGSEGV 0x0000000000000000
#00 pc 0x8b2468 libunity.so (dynamic_array<ActiveReflectionProbe, 0ul>::resize_buffer_nocheck(unsigned long, ResizePolicy)) (BuildId: 64caa027d907248d)
#01 pc 0x8b23d0 libunity.so (dynamic_array<ActiveReflectionProbe, 0ul>::resize_buffer_nocheck(unsigned long, ResizePolicy)) (BuildId: 64caa027d907248d)
#02 pc 0x477984 libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 64caa027d907248d)
#03 pc 0x477b18 libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 64caa027d907248d)
#04 pc 0x4783bc libunity.so (ujob_init(char const*, int, int, ThreadPriority, void* ()(unsigned long, unsigned long))) (BuildId: 64caa027d907248d)
#05 pc 0x10e0ffc libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#06 pc 0x52447c libunity.so (Thread::RunThreadWrapper(void )) (BuildId: 64caa027d907248d)
#07 pc 0x1082804 libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#08 pc 0x125ef1 libunity.so (BuildId: 64caa027d907248d)
#09 pc 0x10e9d44 libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#10 pc 0x67d04 libc.so (BuildId: cafe80c5d1de3e1b8ff95fe7ea83f0c6)
#11 pc 0x5243a8 libunity.so (CurrentThreadIsMainThread()) (BuildId: 64caa027d907248d)
#12 pc 0x5243a8 libunity.so (CurrentThreadIsMainThread()) (BuildId: 64caa027d907248d)
#13 pc 0x67c38 libc.so (BuildId: cafe80c5d1de3e1b8ff95fe7ea83f0c6)
#14 pc 0x1f348 libc.so (BuildId: cafe80c5d1de3e1b8ff95fe7ea83f0c6)
#15 pc 0x3da060 libunity.so (FormatArgMapTypeHelperBase<int, true>::FormatArgFormatter(core::basic_string<char, core::StringStorageDefault >&, core::basic_string_ref, void const* const*)) (BuildId: 64caa027d907248d)
#16 pc 0x5243a8 libunity.so (CurrentThreadIsMainThread()) (BuildId: 64caa027d907248d)
Different devices. 90% on Android 11. Mostly Vulkan API, a few OpenGL ES 3.2.
Crashed: Thread: SIGSEGV 0x00000000ff71e918
#00 pc 0x242548 libunity.so (ConfigureBlockRanges(BlockRange*, int, int)) (BuildId: b586a1b00cda44ca)
#01 pc 0x5951aa libunity.so (ScheduleSceneNodesJobs(ScheduleSceneNodesJobData*, unsigned int)) (BuildId: b586a1b00cda44ca)
#02 pc 0xc53b6a libunity.so (__aeabi_idivmod) (BuildId: b586a1b00cda44ca)
#03 pc 0x242819 libunity.so (GetWorkStealingRange(WorkStealingRange&, int, int&, int&)) (BuildId: b586a1b00cda44ca)
#04 pc 0x283eab7 libil2cpp.so (Ucs4Encoding.GetBytes) (BuildId: 4a8179ea751fe3a1)
#05 pc 0x59514a libunity.so (PresizeOutputJob(ScheduleSceneNodesJobData*)) (BuildId: b586a1b00cda44ca)
#06 pc 0x2449f7 libunity.so (ujob_execute_job(ujob_control_t*, ujob_lane_t*, ujob_job_t*, ujob_handle_t, int)) (BuildId: b586a1b00cda44ca)
#07 pc 0x2447bb libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: b586a1b00cda44ca)
#08 pc 0xcae7ce libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#09 pc 0xc9ad6a libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#10 pc 0xcae1ce libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#11 pc 0x243241 libunity.so (JobQueue::WaitForJobGroupID(JobGroupID, JobQueue::JobQueueWorkStealMode)) (BuildId: b586a1b00cda44ca)
#12 pc 0xcae7ce libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#13 pc 0x2411af libunity.so (CompleteFenceInternal(JobFence&, WorkStealMode)) (BuildId: b586a1b00cda44ca)
#14 pc 0xcae7ce libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#15 pc 0x595dfa libunity.so (CullScene(CullResults&)) (BuildId: b586a1b00cda44ca)
#16 pc 0xbcbd0e libil2cpp.so (GC_clear_stack_inner) (BuildId: 4a8179ea751fe3a1)
#17 pc 0x518ffe libil2cpp.so (BuildId: 4a8179ea751fe3a1)
#18 pc 0xce479e libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#19 pc 0xbcbd0e libil2cpp.so (GC_clear_stack_inner) (BuildId: 4a8179ea751fe3a1)
#20 pc 0x6466332e
#21 pc 0x65312d40
#22 pc 0x64356535
#23 pc 0x6633305f
#24 pc 0x10db7 libsqlite3.so (BuildId: fe6a087626ca8306f1d3366b17c65c6312ffdc1c)
or
Crashed: Thread: SIGSEGV 0x0000007381600000
#00 pc 0x474cb0 libunity.so (ConfigureBlockRanges(BlockRange*, int, int)) (BuildId: 64caa027d907248d)
#01 pc 0x8ab374 libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData()) (BuildId: 64caa027d907248d)
Samsung and Xiaomi devices. Different Android versions. Vulkan and OpenGL ES.
Crashed: Thread: SIGSEGV 0x0000000000001774
#00 pc 0x59c6cc libunity.so (PrepareSceneNodesJob(PrepareSceneNodesJobData*, unsigned int)) (BuildId: b586a1b00cda44ca)
#01 pc 0x59c65a libunity.so (dynamic_array<ActiveReflectionProbe, 0u>::resize_buffer_nocheck(unsigned int, ResizePolicy)) (BuildId: b586a1b00cda44ca)
#02 pc 0x244a1f libunity.so (ujob_execute_job(ujob_control_t*, ujob_lane_t*, ujob_job_t*, ujob_handle_t, int)) (BuildId: b586a1b00cda44ca)
#03 pc 0x244cf9 libunity.so (lane_guts(ujob_control_t*, ujob_lane_t*, int, int)) (BuildId: b586a1b00cda44ca)
#04 pc 0xc9614e libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#05 pc 0xcbfed6 libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#06 pc 0xc8e402 libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#07 pc 0x2c40cb libunity.so (CurrentThreadIsMainThread()) (BuildId: b586a1b00cda44ca)
#08 pc 0x2451ad libunity.so (worker_thread_routine(void*)) (BuildId: b586a1b00cda44ca)
#09 pc 0x98216 libc.so (BuildId: e8a95d2a73171dc45000479abefe26f8)
#10 pc 0x2c415b libunity.so (Thread::RunThreadWrapper(void*)) (BuildId: b586a1b00cda44ca)
#11 pc 0xfa2f7 libunity.so (BuildId: b586a1b00cda44ca)
#12 pc 0xcc56ce libunity.so (__ThumbV7PILongThunk_memchr) (BuildId: b586a1b00cda44ca)
#13 pc 0x483fe libc.so (BuildId: e8a95d2a73171dc45000479abefe26f8)
#14 pc 0x48811 libc.so (BuildId: e8a95d2a73171dc45000479abefe26f8)
#15 pc 0x487f7 libc.so (BuildId: e8a95d2a73171dc45000479abefe26f8)
#16 pc 0x1b369 libc.so (BuildId: e8a95d2a73171dc45000479abefe26f8)
#17 pc 0x487f7 libc.so (BuildId: e8a95d2a73171dc45000479abefe26f8)
#18 pc 0x2c40cb libunity.so (CurrentThreadIsMainThread()) (BuildId: b586a1b00cda44ca)
Samsung devices only. Different Android versions. Vulkan and OpenGL ES.
Crashed: Thread: SIGSEGV 0x0000000000000000
#00 pc 0x3b844c libunity.so (MemoryManager::ReallocateFallbackToAllocateDeallocate(void*, unsigned long, unsigned long, MemLabelId, AllocateOptions, char const*, int)) (BuildId: 64caa027d907248d)
#01 pc 0x5080d8 libunity.so (dynamic_array_detail::dynamic_array_data::reserve(unsigned long, unsigned long, unsigned long)) (BuildId: 64caa027d907248d)
#02 pc 0x8ab40c libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData()) (BuildId: 64caa027d907248d)
#03 pc 0x3b5e48 libunity.so (MemoryManager: eallocate(void*, MemLabelId, char const*, int)) (BuildId: 64caa027d907248d)
#04 pc 0x477920 libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 64caa027d907248d)
#05 pc 0x8ab300 libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData()) (BuildId: 64caa027d907248d)
#06 pc 0x477664 libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 64caa027d907248d)
#07 pc 0x87a7c8 libunity.so (CullDynamicScene(JobFence&, JobFence&, SceneCullingParameters const&, CullingOutput&)) (BuildId: 64caa027d907248d)
#08 pc 0x4731cc libunity.so (CompleteFenceInternal(JobFence&, WorkStealMode)) (BuildId: 64caa027d907248d)
#09 pc 0x10c482c libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#10 pc 0x10c480c libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#11 pc 0x10c540c libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#12 pc 0x8abf74 libunity.so (CullScene(CullResults&)) (BuildId: 64caa027d907248d)
#13 pc 0x111828c libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#14 pc 0xb4dca0 libunity.so (tlsf_memalign) (BuildId: 64caa027d907248d)
#15 pc 0x3b2e20 libunity.so (DynamicHeapAllocator::Allocate(unsigned long, int)) (BuildId: 64caa027d907248d)
#16 pc 0x8e1344 libunity.so (VertexDataInfo::UpdateImplicitData()) (BuildId: 64caa027d907248d)
#17 pc 0x8e1344 libunity.so (VertexDataInfo::UpdateImplicitData()) (BuildId: 64caa027d907248d)
#18 pc 0xb3ca10 libunity.so (Mesh::CreateDefaultFormatChannels(ShaderChannelMask)) (BuildId: 64caa027d907248d)
#19 pc 0xb3dae4 libunity.so (Mesh::SetChannelsDirty(ShaderChannelMask, bool, MeshUpdateFlags)) (BuildId: 64caa027d907248d)
#20 pc 0xb3dae4 libunity.so (Mesh::SetChannelsDirty(ShaderChannelMask, bool, MeshUpdateFlags)) (BuildId: 64caa027d907248d)
#21 pc 0x45c8c libc.so (BuildId: c919444c281fb53f55fdb0ff16ae9dbd)
#22 pc 0x38459e4 libil2cpp.so (__CortexA53843419_34C0000) (BuildId: ab72edc45705bec7)
#23 pc 0x107ffc libc.so (BuildId: c919444c281fb53f55fdb0ff16ae9dbd)
#24 pc 0x10065d0 libunity.so (operator new(unsigned long)) (BuildId: 64caa027d907248d)
#25 pc 0x80ef24 libunity.so (std::__ndk1::pair<std::__ndk1::__tree_iterator<UI::CanvasRenderer*, std::__ndk1::__tree_node<UI::CanvasRenderer*, void*>, long>, bool> std::__ndk1::__tree<UI::CanvasRenderer , std::__ndk1::lessUI::CanvasRenderer* , std::__ndk1::allocatorUI::CanvasRenderer* >::__emplace_unique_key_args<UI::CanvasRenderer*, UI::CanvasRenderer* const&>(UI::CanvasRenderer* const&, UI::CanvasRenderer* const&)) (BuildId: 64caa027d907248d)
#26 pc 0x80ef44 libunity.so (std::__ndk1::pair<std::__ndk1::__tree_iterator<UI::CanvasRenderer*, std::__ndk1::__tree_node<UI::CanvasRenderer*, void*>, long>, bool> std::__ndk1::__tree<UI::CanvasRenderer , std::__ndk1::lessUI::CanvasRenderer* , std::__ndk1::allocatorUI::CanvasRenderer* >::__emplace_unique_key_args<UI::CanvasRenderer*, UI::CanvasRenderer* const&>(UI::CanvasRenderer* const&, UI::CanvasRenderer* const&)) (BuildId: 64caa027d907248d)
#27 pc 0x80ad90 libunity.so (UI::CanvasManager::AddDirtyRenderer(UI::Canvas*, UI::CanvasRenderer*)) (BuildId: 64caa027d907248d)
#28 pc 0x80bb28 libunity.so (UI::CanvasRenderer::SetMesh(Mesh*)) (BuildId: 64caa027d907248d)
#29 pc 0x80bcfc libunity.so (UI::CanvasRenderer::SetMesh(Mesh*)) (BuildId: 64caa027d907248d)
#30 pc 0x106afe4 libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#31 pc 0x1dab844 libil2cpp.so (MeshSetArrayForChannel) (BuildId: ab72edc45705bec7)
#32 pc 0x3949b4 libunity.so (CanvasRenderer_CUSTOM_SetMesh(ScriptingBackendNativeObjectPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)) (BuildId: 64caa027d907248d)
#33 pc 0x10ed8d4 libunity.so (__unw_getcontext) (BuildId: 64caa027d907248d)
#34 pc 0x3367570 libil2cpp.so (CanvasRenderer.GetColor) (BuildId: ab72edc45705bec7)
#35 pc 0x30f2f70 libil2cpp.so (TextMeshProUGUI.GenerateTextMesh) (BuildId: ab72edc45705bec7)
Different devices. 87% on Android 11. Mostly Vulkan API, a few OpenGL ES 3.2.
More info for topic issue from Google Play Console:
pid: 0, tid: 5419 >>> com.*** <<<
backtrace:
#00 pc 0x00000000008ab33c /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData()) (BuildId: 64caa027d907248d)
#01 pc 0x0000000000477920 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 64caa027d907248d)
#02 pc 0x0000000000477664 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (ujob_wait_for(ujob_control_t , ujob_handle_t, int)) (BuildId: 64caa027d907248d)
#03 pc 0x00000000004731cc /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (CompleteFenceInternal(JobFence&, WorkStealMode)) (BuildId: 64caa027d907248d)
#04 pc 0x00000000008abf74 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (CullScene(CullResults&)) (BuildId: 64caa027d907248d)
#05 pc 0x0000000000885d38 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (Camera::CustomCull(CameraCullingParameters const&, CullResults&, bool)) (BuildId: 64caa027d907248d)
#06 pc 0x000000000089c3c8 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (RenderManager::RenderCameras(int, void ( )(), void ( )())) (BuildId: 64caa027d907248d)
#07 pc 0x000000000048d310 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (PlayerRender(bool)) (BuildId: 64caa027d907248d)
#08 pc 0x0000000000484450 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*)) (BuildId: 64caa027d907248d)
#09 pc 0x0000000000484490 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem )) (BuildId: 64caa027d907248d)
#10 pc 0x0000000000484724 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (PlayerLoop()) (BuildId: 64caa027d907248d)
#11 pc 0x00000000005ee340 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (UnityPlayerLoop()) (BuildId: 64caa027d907248d)
#12 pc 0x0000000000604540 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/split_config.arm64_v8a.apk!libunity.so (nativeRender(_JNIEnv , _jobject*)) (BuildId: 64caa027d907248d)
#13 pc 0x0000000000138604 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/oat/arm64/base.odex (art_jni_trampoline+116)
#14 pc 0x00000000002c677c /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com. -KPg2-eq9I0k909kH8Q0xbQ==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$D$a.handleMessage+1212)
#15 pc 0x0000000000ad463c /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Handler.dispatchMessage+140)
#16 pc 0x0000000000ad82c8 /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Looper.loopOnce+1048)
#17 pc 0x0000000000ad7dfc /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Looper.loop+1132)
#18 pc 0x00000000002c71b8 /data/app/~~VkLNxSVJaNKjGt5knxgsuA==/com.-KPg2-eq9I0k909kH8Q0xbQ==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$D.run+504)
#19 pc 0x00000000003605a4 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+612)
#20 pc 0x000000000034b930 /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread , unsigned int , unsigned int, art::JValue , char const*)+144)
#21 pc 0x00000000004f3e38 /apex/com.android.art/lib64/libart.so (art: :CreateCallback(void*)+1888)
#22 pc 0x00000000000fba4c /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+204)
#23 pc 0x000000000008e5f0 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
Shefich
November 9, 2023, 12:09pm
7
Have the same crashes.
Stacktrace:
Crashed: Thread: SIGSEGV 0x0000007722ef4fb8
#00 pc 0x7ed6a4 libunity.so (PrepareSceneNodesJobData::~PrepareSceneNodesJobData()) (BuildId: 58bc10cdefb0f73d)
#01 pc 0x3eed84 libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 58bc10cdefb0f73d)
Unity 2022.3.12
I’m getting the same crash reports on google play after the same Unity version upgrade
Eli4sh
November 21, 2023, 5:49pm
10
Our user gets the silent crash as well.
Unity 2022.3.11f1
Device Lenovo/TB328FU/TB328FU
Android OS 12 / API-31
Thread 0 (crashed)
0 libunity.so 0x00000073853ececc PrepareSceneNodesJobData::~PrepareSceneNodesJobData()
1 libunity.so 0x0000007384f28350 ujob_wait_for(ujob_control_t*, ujob_handle_t, int)
2 libunity.so 0x0000007384f28094 ujob_wait_for(ujob_control_t*, ujob_handle_t, int)
3 libunity.so 0x0000007384f23bfc CompleteFenceInternal(JobFence&, WorkStealMode)
4 libunity.so 0x00000073853edb04 CullScene(CullResults&)
5 libunity.so 0x00000073853c6ab8 Camera::CustomCull(CameraCullingParameters const&, CullResults&, bool)
6 libunity.so 0x00000073853ddf58 RenderManager::RenderCameras(int, void (*)(), void (*)())
7 libunity.so 0x0000007384f40778 PlayerRender(bool)
8 libunity.so 0x0000007384f35f58 ExecutePlayerLoop(NativePlayerLoopSystem*)
9 libunity.so 0x0000007384f35f98 ExecutePlayerLoop(NativePlayerLoopSystem*)
10 libunity.so 0x0000007384f3622c PlayerLoop()
11 libunity.so 0x00000073850a36c0 UnityPlayerLoop()
12 libunity.so 0x00000073850bc040 nativeRender(_JNIEnv*, _jobject*)
13 base.odex 0x000000738980e314 <symbols missing for uuid: 0000000000000000000000000000000000000000>
Hope this gets addressed asap.
e4ajith
November 29, 2023, 7:24am
11
Can you please confirm if this issue is fixed in 2022.3.14f1?
Shefich
November 29, 2023, 12:46pm
12
Wasn’t fixed in 2022.3.14. I can see the crashes after updating the Unity.
We see significant improvements in version 2022.3.14f1. Crashes 1-5 with “ujob_wait_for” in the callstack no longer appear. However, the problem with render hangs from the topic above is still present.
Mese
January 10, 2024, 12:19pm
14
In this [post]( Android build project freezes after 5 minutes with playerloop in profiler at 60,000 ms page-2#post-9367157) @MartinTilo mentions that this trace might not be related with UUM-41806.
However it might be with the Optimized Frame Pacing option.
We have it disabled and still see this crash
backtrace:
#00 */libunity.so (ScheduleSceneNodesJobs(ScheduleSceneNodesJobData*, unsigned int)) (BuildId: 7cbf327cb9bac3f3)
#01 */libunity.so (ujob_execute_job(ujob_control_t*, ujob_lane_t*, ujob_job_t*, ujob_handle_t, int)) (BuildId: 7cbf327cb9bac3f3)
#02 */libunity.so (ujob_wait_for(ujob_control_t*, ujob_handle_t, int)) (BuildId: 7cbf327cb9bac3f3)
#03 */libunity.so (CompleteFenceInternal(JobFence&, WorkStealMode)) (BuildId: 7cbf327cb9bac3f3)
#04 */libunity.so (CullScene(CullResults&)) (BuildId: 7cbf327cb9bac3f3)
#05 */libunity.so (Camera::CustomCull(CameraCullingParameters const&, CullResults&, bool)) (BuildId: 7cbf327cb9bac3f3)
#06 */libunity.so (RenderManager::RenderCameras(int, void (*)(), void (*)())) (BuildId: 7cbf327cb9bac3f3)
#07 */libunity.so (PlayerRender(bool)) (BuildId: 7cbf327cb9bac3f3)
#08 */libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*)) (BuildId: 7cbf327cb9bac3f3)
#09 */libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*)) (BuildId: 7cbf327cb9bac3f3)
#10 */libunity.so (PlayerLoop()) (BuildId: 7cbf327cb9bac3f3)
#11 */libunity.so (UnityPlayerLoop()) (BuildId: 7cbf327cb9bac3f3)
#12 */libunity.so (nativeRender(_JNIEnv*, _jobject*)) (BuildId: 7cbf327cb9bac3f3)
#13 */base.odex (art_jni_trampoline+116)
soo… is this trace completely unrelated to both other crashes?
We cannot reproduce it, sadly, but we see traces of it on our console.
Martin, could shed some light here?
Thanks!
That crash stacktrace with CullScene is pretty much the same as the “Crash” part of the “Hang-and-Crash-bug-complex” that is UUM-41806. So I guess the crash part was likely also not fixed, just the probability reduced for the particular repro project we had. The quest for a fix for UUM-41806 is still ongoing, for that discussion and updates, please see [this thread]( Android build project freezes after 5 minutes with playerloop in profiler at 60,000 ms page-6#post-9571615).
Mese
June 4, 2024, 10:39am
16
@MartinTilo
Is this issue resolved?
Apart from the trace we have nothing more.
I wonder if the fix of UUM-41803 did Fix this trace.
Has anyone check? Do updating Unity 2022 resolve this issue?
I think you meant UUM-41806 as UUM-41803 seems unrelated? UUM-41806 was not fixed in 2022.3.14f1 as previously stated in this thread (and the other one, because we did think we had fixed it) but we just lowered the rate of occurrences. It was properly fixed on 2022.3.19f1.
I don’t see anyone in this thread posting about having filed separate bug tickets for their crashes so I can’t speak to those, but the culling call stack with JobFences one is likely fixed, yes.