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*)