5.3.1p1 crash on Andriod when loadlevel or loadlevelAysnc

the trace is there,anyone know why ???

00 pc 00403b18 /data/app-lib/com.tencent.tmgp.mt2-1bunity.so /Usersilduser/android-ndk_auto-r10e/sources/cxx-stl/gnu-libstdc++/4.9/include/bits/stl_vector.h:612
#01 pc 004037c8 /data/app-lib/com.tencent.tmgp.mt2-1bunity.so Runtime/Serialize/PersistentManager.cpp: PostLoadStreamNameSpace(nameSpace, nameSpaceID);

#02 pc 003fec84 /data/app-lib/com.tencent.tmgp.mt2-1bunity.so Runtime/Serialize/PersistentManager.cpp: StreamNameSpace& streamNameSpace = GetStreamNameSpaceInternal (serializedFileIndex);

#03 pc 003db2d0 /data/app-lib/com.tencent.tmgp.mt2-1bunity.so Runtime/PreloadManager/LoadSceneOperation.cpp: std::string loadErrorMessage = GetPersistentManager().GetLoadErrorMessageFromPath(m_SceneLoadingPath);

#04 pc 003d9c98 /data/app-lib/com.tencent.tmgp.mt2-1bunity.so Runtime/PreloadManager/PreloadManager.cpp: operation->Perform();

#05 pc 003d9be8 /data/app-lib/com.tencent.tmgp.mt2-1bunity.so Runtime/PreloadManager/PreloadManager.cpp: manager.Run();

#06 pc 00433d8c /data/app-lib/com.tencent.tmgp.mt2-1bunity.so Runtime/Threads/Thread.cpp: result = thread->m_EntryPoint(thread->m_UserData);

Does this happen to you every time? We had a similar looking bug in libunity.so that was showing up in our Live builds at a small rate, but it was not reproducible locally. Do you have a small project that reproduces this? I’d be interested in taking a look at it.

We have submitted a case (759386) to try and get Unity guys to fix.

Also, how did you get the symbols for the callstack? I take it this is from a release version? Because we have the same callstack with addresses that you have plus 0x8 (possibly because ours is in 5.3.1p2)

I use the Unity support. and I remove all “Application.LoadLevelAdditive()” code , and the crash is reduce. I still find the reason. next time I never update the Unity…

Have you guys tried with 5.3.4p2 or latest?

Hi Francis,

dev_jimmy has left our company and I am now responsible for our attempts to move from Unity 4 to Unity 5. We tested with 5.3.4 p5 this weekend and were forced to roll back to Unity 4 due to what we believe are LoadLevelAsync Issues with a call stack like:

0 java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
1 Build fingerprint: ‘Verizon/VZW_QTAQZ3/QTAQZ3:5.1.1/LMY47V/QZ3_31F46:user/release-keys’
2 Revision: ‘0’
3 pid: 17308, tid: 17415, name: UnityPreload >>> REMOVED <<<
4 r0 00000000 r1 00000400 r2 000003ff r3 60bbe1f0
5 r4 4af03ad0 r5 00000400 r6 00000003 r7 00000000
6 r8 64f92c30 r9 554c7bec sl 53961668 fp 554c7c08
7 ip 4027464c sp 554c7bd8 lr 52e9795c pc 52e9795c cpsr 512f5637
8
9 at libunity.0040995c(Native Method)
10 at libunity.00409544(Native Method)
11 at libunity.004049ac(Native Method)
12 at libunity.003e0dcc(Native Method)
13 at libunity.003df448(Native Method)
14 at libunity.003df398(Native Method)
15 at libunity.0043938c(Native Method)
16 at libc.__pthread_start(void*)(__pthread_start:30)
17 at libc.__start_thread(__start_thread:6)

and

0 java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000018
1 Build fingerprint: ‘HUAWEI/Y360-U03/HWY360-U:4.4.2/HUAWEIY360-U03/C464B115:user/ota-rel-keys,release-keys’
2 Revision: ‘43775’
3 pid: 30826, tid: 3523, name: UnityPreload >>> REMOVED <<<
4 r0 00ab984c r1 00000120 r2 00000001 r3 00000dc3
5 r4 64561bc8 r5 00000b07 r6 00000000 r7 00000000
6 r8 000003ad r9 640fb2e0 sl 00000002 fp 63a5cc40
7 ip 00000001 sp 63a5cc30 lr 4006820c pc 62033438 cpsr 36335949
8
9 at libunity.00409438(Native Method)
10 at libunity.004049ac(Native Method)
11 at libunity.003e0dcc(Native Method)
12 at libunity.003df448(Native Method)
13 at libunity.003df398(Native Method)
14 at libunity.0043938c(Native Method)
15 at libc.__thread_entry(__thread_entry:72)

I Would love to know how to Symbolize these call stacks XiaoJi did above? Any tips on how to do it? I will submit a issue as soon as I finish sifting through the crashes.

Thanks,
-Phil

We have been having very similar issues with Unity 5.2.4 on Android. Crashes occur sporadically when loading level and it seems (based on anecdotal evidence) to occur more frequently if we have an OBB split package rather than a single fat APK. The logs we are getting from logcat can differ slightly but the stack is always to do with loading and zip file access of the apk. This one happens to be FMOD but I’ve also seen UnityPreload. Has anyone on this thread managed to get to the bottom of their issues?

pid: 14277, tid: 14343, name: FMOD nonblockin >>> com.xxx.xxx <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x28
r0 b6ea77d0 r1 00000001 r2 00000000 r3 ffffff4c
r4 00000000 r5 008553f0 r6 00000000 r7 b6e9b600
r8 a4a07df0 r9 008553f0 sl b7a9a3b8 fp b990462c
ip b6e9bd98 sp a10d82e8 lr a3f0c7d8 pc b6e79634 cpsr 00010030
#00 pc 00035634 /system/lib/libc.so (fseeko+27)
#01 pc 004e17d4 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (NativeFile::seek(long, int)+44)
#02 pc 004ea400 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (ZipFile::ZipFile(ZipCentralDirectory const&, GenericFile*, char const*)+156)
#03 pc 004c5e98 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (apkOpen+136)
#04 pc 004d59e0 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (FileSystemAndroidAPK::Open(FileEntryData&, FilePermission, FileAutoBehavior)+52)
#05 pc 004d74b0 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (LocalFileSystemAndroid::Open(FileEntryData&, FilePermission, FileAutoBehavior)+68)
#06 pc 00405f10 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (FileAccessor::Open(FileSystemEntry&, FilePermission, FileAutoBehavior)+132)
#07 pc 0064e3c8 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (FMOD_FILE_Open(char const*, int, unsigned int*, void**, void**)+276)
#08 pc 00917fd4 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (FMOD::UserFile::reallyOpen(char const*, unsigned int*)+48)

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Hi TagScott,

How are you getting better symbols than we are with your crash reports?

#01 pc 004e17d4 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (NativeFile::seek(long, int)+44)
#02 pc 004ea400 /data/app/com.xxx.xxx-1/lib/arm/libunity.so (ZipFile::ZipFile(ZipCentralDirectory const&, GenericFile*, char const*)+156)

Is there a good procedure to symbolize crash reports? Or is just the difference from catching it in Logcat versus catching it in Crittercism?

If we play connected to Eclipse or Android studio most of the logs are already symbolicated. You can try using the ndk-stack -sym command bundled with the NDK to symbolise files

did you find the solution about this issue?

We are experiencing this crash:

Not sure how to solve it (using Unity 5.3.6)

I
#00 pc 00d8eb90 libunity.so std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&) [armeabi-v7a]
2#01 pc 00445a70 libunity.so std::_Rb_tree_iterator<std::pair<int const, SerializedFile::Type> > std::_Rb_tree<int, std::pair<int const, SerializedFile::Type>, std::_Select1st<std::pair<int const, SerializedFile::Type> >, std::less, std::allocator<std::pair<int const, SerializedFile::Type> > >::_M_emplace_hint_unique<std::piecewise_construct_t const&, std::tuple<int const&>, std::tuple<> >(std::_Rb_tree_const_iterator<std::pair<int const, SerializedFile::Type> >, std::piecewise_construct_t const&&&, std::tuple<int const&>&&, std::tuple<>&&) [armeabi-v7a]
3#02 pc 0043d864 libunity.so bool SerializedFile::ReadMetadata(int, unsigned int, unsigned char const*, unsigned int, unsigned int) [armeabi-v7a]
4#03 pc 0043d44c libunity.so SerializedFile::ReadHeader() [armeabi-v7a]
5#04 pc 0043be94 libunity.so PersistentManager::GetStreamNameSpaceInternal(int) [armeabi-v7a]
6#05 pc 00437258 libunity.so PersistentManager::GetLoadErrorMessageFromPath(std::string const&) [armeabi-v7a]
7#06 pc 00412d70 libunity.so LoadSceneOperation::Perform() [armeabi-v7a]
8#07 pc 00412644 libunity.so PreloadManager::Run() [armeabi-v7a]
9#08 pc 00412580 libunity.so PreloadManager::Run(void*) [armeabi-v7a]
10#09 pc 0046dc2c libunity.so Thread::RunThreadWrapper(void*) [armeabi-v7a]
11#10 pc 000165cf /system/lib/libc.so (__pthread_start(void*)+30) [armeabi-v8]
12#11 pc 0001467b /system/lib/libc.so (__start_thread+6) [armeabi-v8]

We are experiencing this crash: not sure how to solve it using int 5.4.3f1

Looks like a similar issue. For us it’s crashing due to LoadSceneAsync. This happens randomly so we cannot consistently reproduce it.

There’s an open issue reported: Unity Issue Tracker - [Android] Unity crashes loading a scene

Hopefully they’ll be able to resolve it soon. Last time i heard @superpig was assigned to fixing this bug.

Hi folks.

Can those of you who are experiencing this crash confirm that you are using the Resources.Load() API, in addition to async scene loading?

The crash as we understand it is caused by Resources.Load on Android cleaning up some resources used by the async scene load process, so a workaround should be to avoid calling Resources.Load while an async scene load is in-flight. I’m working on changing the code to defer the cleanup so that it doesn’t happen until after the async load is done, but if any of you are not using Resources.Load then what we’ve got here is probably two different bugs.

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We are experiencing the same problem, and we do use Resources.Load(). It appears that our game randomly crash when change scene. could you tell us how to avoid the crash, or how to reproduce the crash. Please let us know if you fix this bug!

@superpig is there anything more specific? for example - where we use Resources.Load ? or in general, if we use that API in the game, you suspect it leads to this crash ?

If you call Resources.Load while the async scene load operation is executing (which happens on a background thread) then it can cause the crash. If you’re sure that no async scene loads are happening when you call Resources.Load then you should be OK.

@superpig , our game online suffering this crash every day, we spend days to find out the reason. I has try use Resources.Load() when our game changing scene(using async scene load method), but the game did not crash. It seems this kind of crash happens in some specific situation. anything more specificl about how to reproduce this crash in develope enviroment?

Is there any further information about this issue? It is really annoying me :frowning:

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and me

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