Android crashes on load (even with project that previously worked!)

I’m building a mobile app. I worked on some new changes this morning and then the app started crashing on mobile. I backed out my changes and it still crashed. The application crashes before the Unity splash screen appears.
I’ve downloaded an older version of my unity project from a day ago, then built the app and that crashes too!

Has anyone else experienced this kind of issue?
Also how do I debug this? From the stack I can see some material or shader is causing the app to crash

Here’s the error stack from Nexus 4:
F/libc (21850): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 21877 (UnityMain)
I/DEBUG ( 186): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 186): Build fingerprint: ‘google/occam/mako:5.1.1/LMY48T/2237560:user/release-keys’
I/DEBUG ( 186): Revision: ‘10’
I/DEBUG ( 186): ABI: ‘arm’
I/DEBUG ( 186): pid: 21850, tid: 21877, name: UnityMain >>> com.util.ThreatIntellect <<<
I/DEBUG ( 186): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
I/DEBUG ( 186): r0 b939ba40 r1 0000003d r2 02af5032 r3 00000011
I/DEBUG ( 186): r4 b939ba40 r5 00000000 r6 0000003d r7 00000000
I/DEBUG ( 186): r8 00012960 r9 00000400 sl b939bb30 fp 00000000
I/DEBUG ( 186): ip a448d1d8 sp a3261780 lr a3801fc8 pc a3801fc8 cpsr 800f0010
I/DEBUG ( 186):
I/DEBUG ( 186): backtrace:
I/DEBUG ( 186): #00 pc 0059ffc8 /data/app/com.util.ThreatIntellect-2/lib/arm/libunity.so (Material::CreateMaterial(Shader&, int, bool)+64)
I/DEBUG ( 186): #01 pc 001cad68 /data/app/com.util.ThreatIntellect-2/lib/arm/libunity.so (InitializeGUIShaders()+132)
I/DEBUG ( 186): #02 pc 001cbbb4 /data/app/com.util.ThreatIntellect-2/lib/arm/libunity.so (DrawGUITexture(RectT const&, Texture*, RectT const&, int, int, int, int, float, ColorRGBA32, Material*)+32)
I/DEBUG ( 186): #03 pc 001cbb2c /data/app/com.util.ThreatIntellect-2/lib/arm/libunity.so (DrawGUITexture(RectT const&, Texture*, ColorRGBA32, Material*)+64)
I/DEBUG ( 186): #04 pc 0040bdf8 /data/app/com.util.ThreatIntellect-2/lib/arm/libunity.so (DrawSplashScreen(bool)+1648)
I/DEBUG ( 186): #05 pc 006aea4c /data/app/com.util.ThreatIntellect-2/lib/arm/libunity.so (UnityPlayerLoop()+1948)
I/DEBUG ( 186): #06 pc 006b18e8 /data/app/com.util.ThreatIntellect-2/lib/arm/libunity.so (nativeRender(_JNIEnv*, _jobject*)+264)
I/DEBUG ( 186): #07 pc 00008447 /data/dalvik-cache/arm/data@app@com.util.ThreatIntellect-2@base.apk@classes.dex

Do you have any advertisement in your project?

Nope. I do have open VR in the project though.
This seems to be related to my computer. I got someone else to try building my project and it worked for them.
I have since uninstalled and reinstalled Unity twice (once to .3f and then back to .1f again).
Some setting in Unity (or possibly windows?) is breaking my mobile builds.

I see the #00pc is trying to create a material with a shader, is the shader included in your project? (project settings->graphics->always include shaders)
I’m not sure if that splash screen is yours or unity’s if it’s unity, have you tried using another splash image, or no splash?
One thing I could see is if your android SDK is not the same as that someone else’s.
Hope this helps.

We can report it too - Project worked with 5.4 and crashes with 5.5, on some phones. On phone that crashes - we managed to make it work by checking Development build - but this is not a final solution. Can anyone from Unity confirm this?