Application Crashes when loading level

I am making game for android devices and just put a build for alpha testing on google play store. Now its running perfectly on almost all devices( samsung s3, droid incredible 2, moto droidX, google nexus 10 and note1 ) without any problem but when I am trying to play on Asus m172V tablet, its crashes when loading the level.

This is the crash report that I am getting. I search through google and its says that CPU is trying to access the invalid memory. I tried to profiling for hours and was not able to find any solution.

java.lang.Error: FATAL EXCEPTION [GLThread 928]
Unity version : 4.1.5f1
Device model : asus ME172V
Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000

pid: 12179, tid: 12235, name: UnityMain >>> com.PocketCake.LavaCat <<<
r0 61951908 r1 00000000 r2 00000001 r3 00000000
r4 61951908 r5 00000034 r6 633f1000 r7 0000958c
r8 00000004 r9 00000001 sl 00000318 fp 59af4808
ip 5a2db840 sp 5f13e730 lr 400e2233 pc 5d148098 cpsr 0000000b

at libMali.00028098(Native Method)
at libMali.00029a0c(Native Method)
at libMali.00028ce4(Native Method)
at libMali.00041020(Native Method)
at libMali.shim_glDrawElements(shim_glDrawElements:76)
at libunity.00385ccc(Native Method)
at libunity.003873b4(Native Method)
at libunity.001f8db4(Native Method)
at libunity.0019bb28(Native Method)
at libunity.001f8f8c(Native Method)
at libunity.00122594(Native Method)
at libunity.001245ac(Native Method)
at libunity.0012759c(Native Method)
at libunity.00147d18(Native Method)
at libunity.0014f4bc(Native Method)
at libunity.00152bf4(Native Method)
at libunity.002a5474(Native Method)
at libunity.002a5dec(Native Method)
at libunity.003b1c38(Native Method)
at libunity.003b1cd8(Native Method)
at libdvm.dvmPlatformInvoke(dvmPlatformInvoke:112)
at libdvm.dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)(dvmCallJNIMethod:390)
at libdvm.00027260(Native Method)
at libdvm.dvmInterpret(Thread*, Method const*, JValue*)(dvmInterpret:180)
at libdvm.dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)(dvmCallMethodV:272)
at libdvm.dvmCallMethod(Thread*, Method const*, Object*, JValue*, …)(dvmCallMethod:20)
at libdvm.00054193(Native Method)
at libc.__thread_entry(__thread_entry:48)
at libc.pthread_create(pthread_create:172)

Several users have reporting the same issue in the latest release of my app Celestial Assault which was built with Unity 4.1.5f1. I’ve also downgraded to Unity 4.1.3 but the issue still occurs. The last problem-free build I released to the public was with Unity 4.1.2. I’m going to downgrade back to it and will let you know if that resolves the issue.

Thank for the reply. I will also try to downgrade to earlier version to test it out.
Is this a sure Unity side problem and not the code from my side??

It’s not a guarantee but most likely because I made only minor changes in my last release. So far I haven’t heard back from any of the affected users but I think rebuilding with Unity 4.1.2.f1 may have done the trick.

Can you please file a bug on this with an attached repro project?

I downgrade Unity to 4.1.2f and I am still having the same issue. Now In my game I have coin collectables and they are all over the place
in the level. So when Turn off those coin, its not crashing. Otherwise its crashing.
So is this a out of memory issue??

I can’t submit the project or code as I am under NDA. Do you have any idea what will be issue?
Its running in 5 to 6 devices I have and some of them are 2 to 3 year old devices but its just crashing on the Asus me172V pad.

I’m also getting this issue. Does anyone know if it has it be fixed in 4.3.4?

We are also having this crash in our latest game Slam Dunk Basketball 2. And it seems to happen on Samsung devices mostly. We need a fix for this ASAP.

Any update on this issue as we are still facing same issue on Unity 5.5 patch3.