Batching Crash?

I don’t have any more info to post a decent bug report as this is from the performance reporting. Seems to be a crash in batching.

Unity 2017.3.0p4
Android
il2cpp and mono, both have the issue.
Can’t turn batching off as performance drops dramatically.

Batching crash log

Thread 0 (crashed)
0   libunity.so                         AndroidNativeCrashReportHandler::SignalHandler(int, siginfo*, void*)
1   libunity.so                         NativeRuntimeException::signal_handler(int, siginfo*, void*)
2   app_process32                       <symbols missing for uuid: 3bba9cf736c78b2f85c226dffd091f06>
3   libart.so                           <symbols missing for uuid: cf0201372aed756615cd1d4ec7bf8f52>
4   libc.so                             <symbols missing for uuid: 56eb79d8ef6ac70691c4623d633d0f78>
5   libunity.so                         BatchAllocator::Commit(MemLabelId)
6   libunity.so                         RenderDynamicBatch(GfxDevice&, RenderNodeQueue const&, BatchInstanceData const*, unsigned int, unsigned int, unsigned int, ShaderChannelMask, ShaderChannelMask, VertexChannelsLayout const&, GfxPrimitiveType)
7   libunity.so                         RenderMultipleMeshes(RenderNodeQueue const&, RenderMultipleData const&, ShaderChannelMask)
8   libunity.so                         BatchRenderer::RenderBatch(BatchInstanceData const*, unsigned int, ShaderChannelMask)
9   libunity.so                         ForwardRenderLoopJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*)
10  libunity.so                         GfxDevice::ExecuteAsync(int, void (*)(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*), GfxDeviceAsyncCommand::ArgScratch**, GfxDeviceAsyncCommand::Arg const*, JobFence const&)
11  libunity.so                         ForwardShaderRenderLoop::StartRenderJobs(JobFence&, bool, bool, ShaderPassContext&)
12  libunity.so                         ForwardShaderRenderLoop::PerformRendering(JobFence&, ActiveLight const*, ShadowJobData const&, bool, bool, bool, Camera::RenderFlag)
13  libunity.so                         DoForwardShaderRenderLoop(RenderLoopContext const&, dynamic_array<RenderObjectData, 4u>&, CullResults const&, bool, bool, bool, Camera::RenderFlag)
14  libunity.so                         DoRenderLoop(RenderLoop&, RenderingPath, CullResults&, ShadowMapCache&, bool)
15  libunity.so                         Camera::smile:efaultPerformRenderFunction::operator()(Camera*, RenderingPath, CullResults*)
16  libunity.so                         Camera::smile:oRender(CullResults&, SharedRendererScene const&, Camera::RenderFlag, Camera::PerformRenderFunction*)
17  libunity.so                         Camera::CustomRender(CullResults&, ShaderPassContext&, CameraRenderingParams const*, Camera::RenderFlag, Camera::PerformRenderFunction*, void (*)())
18  libunity.so                         RenderManager::RenderCameras(int, void (*)())
19  libunity.so                         PlayerRender(bool)
20  libunity.so                         PlayerLoop()
21  libunity.so                         UnityPlayerLoop()
22  libunity.so                         nativeRender(_JNIEnv*, _jobject*)

I’ve not created a bug report for this as there isn’t any info beyond the performance reporting crash, but I get about 200 reports a day

Any progress on this?

Nope, still get it. I’m starting to think it might be people on android emulators.