Looking at the pre-launch report for our game in the Google Play console we’re seeing consistent crash reports (across multiple builds) on the Pixel 2 Android 8.1/9, Galaxy s9 Android 8, and sony xz1 Android 8 for our armv7 apks. The arm64 apks all passed with flying colours on the same devices.
crash logs all look something along the lines of:
IdleHandler threw exception
java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr ffffffff
Build fingerprint: ‘google/walleye/walleye:9/PPR2.181005.003/4984323:user/release-keys’
Revision: ‘MP1’
pid: 11410, tid: 11530, name: UnityMain >>> au.com.oddgames.trucksgonewild <<<
r0 cc47dfb8 r1 00006000 r2 00000001 r3 00000002
r4 cc47dfb8 r5 00000000 r6 464c457f r7 caeb4750
r8 0000000b r9 ffffffff sl 00000000 fp cc47dfe0
ip edc68608 sp cc47de98 lr edc1783d pc c7630560 cpsr e4a80d10
at libil2cpp.0055d560(Native Method)
at libc.__set_errno_internal(__set_errno_internal:4)
which using addr2line gives:
std::vector<unsigned int, std::allocator >::_M_insert_aux(__gnu_cxx::__normal_iterator<unsigned int*, std::vector<unsigned int, std::allocator > >, unsigned int const&)
??:?
which would indicate something is going wrong allocating memory.
These were built using Unity 2018.3.8f1, after posting this I will be upgrading to the latest unity build and uploading some builds made with that to see if this has been resolved.
Has anyone seen or dealt with similar issues before?