I published two games on WP8 platform about a month ago using Unity 4.3.3 Right now these games have passed 100k downloads, have very good ratings, but I am receiving more than 2500 crash reports a day. Both games are published on Android and with almost 200k downloads they have only 40 (40, not 40k!) lifetime crashes and ANRs in total, mostly in native code and video drivers.
I can’t get close to solving these crashes by myself. It is possible that some crashes come from AdMob SDK, which is used to monetize my games. But it looks like some crashes come from Unity.
More than 11k crashes reported with this minidump, apparently coming from Unity:
Exception Code: 0xC0000005
Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Heap Information: Not Present
Stack trace
0 unityplayer 0x001425c0
1 unityplayer 0x001425ac
On the second place I have more than 10k crashes here:
0 threadpoolwinrt Microsoft::WRL:etails::RuntimeClass_Microsoft::WRL:etails::InterfaceList_Windows::System::Threading::IThreadPoolTimer,Microsoft::WRL:etails::InterfaceList_Microsoft::WRL::FtmBase,Microsoft::WRL:etails::Nil_ _,Microsoft::WRL::RuntimeCla 0x00000014
1 threadpoolwinrt Windows::System::Threading::CThreadPoolTimer::finalizationCallback 0x00000084
2 ntdll TppCleanupGroupMemberDestroy 0x0000010c
3 ntdll TppDestroyTimer 0x0000001a
4 ntdll TppTimerpFree 0x0000000e
5 ntdll TppCallbackEpilog 0x000000b2
6 ntdll TppWorkerThread 0x0000037c
7 ntdll RtlUserThreadStart 0x00000016
Does anyone else have such experience? Is it possible that all these crashes are coming from AdMob?
I have a low end Huaiwei WP8 device, but can’t reproduce crashes. One of my games crashed 2767 times on Feb 22, and players spent 4150 hours playing it, which means 1 crash per 2h of gameplay. Higher crash rate comes from the game, which based on loading new scenes; while one scene game crashes less often.
According to users’ complaints, the game crashes on Lumia 920, Lumia 620, Lumia 820.
We have a similar issue. We are seeing a lot of reports of problems on Lumia 520 but also 625, 920, 1020, 1025. Also seeing problems predominantly in France and Poland which is killing our rating there. The Windows Phone dev center crash count data cannot be filtered by country or device.
Frame Image Function Offset
0 unityplayer 0x00141bbc
1 unityplayer 0x00141ba8
Process Name: TaskHost.exe : TaskHost.exe
Process Architecture: ARM
Exception Code: 0xC0000005
Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Heap Information: Not Present
Quick update on one of our issues, it turns out we had a bug with float.Parse of a string containing a decimal being culture specific on WP8. Had to change the locale and not just the language on the device to reproduce.
We also experimented with changing the audio load type to stream from disc which saved some memory.
Also remember to test your apps on low memory devices! I don’t want to know how many people have only tested on high memory devices and submitted to the store.
Hello, concerning “Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.” , I tried differents way to solve this issue, and I think find something last week with my 7/16/2014 release.
As you can see, my crash decrease since 7/16/2014.
No problem on Android or iOS, but only on WindowsPhone.
Be careful with PlayerPrefs, don’t use it in a scene to save data(ex menu), and in other scene to read data(ex in game)
I use now a static class to read and write data, and I only save or read data with PlayerPrefs in my menu.
Well have you tried publish game with a newer version of Unity!, repload a fresh release…and indicate to customers bug fix.
Not every version of Unity same, and half the posts dont mention one they use