Crash Error FATAL EXCEPTION

Hi,i have released an app on the play store and i get many time the same error (around 40+ report) lot of user can’t play my game and i really don’t know what to do, many thanks for any help. (it’s seem to happen only on android 4.1)

java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 4.3.4f1
Device model : LGE LG-LS720
Device fingerprint: lge/fx3s_spr_us/fx3:4.1.2/JZO54K/LS720ZV6.1383787089:user/release-keys

Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000004
Build fingerprint: 'lge/fx3s_spr_us/fx3:4.1.2/JZO54K/LS720ZV6.1383787089:user/release-keys'
Revision: '10'
r0 00000000 r1 00000018 r2 65a10e48 r3 0000000c
r4 65a10e78 r5 00000018 r6 00000002 r7 00000000
r8 00000000 r9 659e17b0 sl 00000000 fp 65a004fc
ip 0000003f sp 5fcb4d58 lr 60b79597 pc 60b79414 cpsr 0000000b

at libsc-a3xx.00371414(Native Method)
at libsc-a3xx.00371593(Native Method)
at libsc-a3xx.003715eb(Native Method)
at libsc-a3xx.00170a2f(Native Method)
at libsc-a3xx.00170b43(Native Method)
at libsc-a3xx.003144d9(Native Method)
at libsc-a3xx.00102975(Native Method)
at libsc-a3xx.000f97e7(Native Method)
at libsc-a3xx.0009f097(Native Method)
at libsc-a3xx.0009f189(Native Method)
at libsc-a3xx.0009f4a1(Native Method)
at libsc-a3xx.00094dad(Native Method)
at libsc-a3xx.000965f7(Native Method)
at libsc-a3xx.00095c3b(Native Method)
at libsc-a3xx.__link_shaders(__link_shaders:326)
at libGLESv2_adreno200.qgl2DrvAPI_glLinkProgram(qgl2DrvAPI_glLinkProgram:610)
at libGLESv2_adreno200.glLinkProgram(glLinkProgram:10)
at libunity.003633ac(Native Method)
at libunity.00363844(Native Method)
at libunity.003639c8(Native Method)
at libunity.001ec6c0(Native Method)
at libunity.0034c598(Native Method)
at libunity.002fb310(Native Method)
at libunity.002fb438(Native Method)
at libunity.002fbd74(Native Method)
at libunity.002fc3c8(Native Method)
at libunity.002fc798(Native Method)
at libunity.002fd2d4(Native Method)
at libunity.00304be0(Native Method)
at libunity.002cf010(Native Method)
at libunity.002cf374(Native Method)
at libunity.002baf00(Native Method)

so something make adreno go angry when linking shader. Are you using shaders with alpha-test? (it was a problem with early adrenos).
Please bug report with repro project and information about what devices cause it (i cant say we are happy to workaround all the android gles dirver issues, but there is no other way to go with android, alas)

1 Like

Thanks for your answers, yes i’m using alpha-test with transparent/diffuse shader and i use ngui (don’t know if one of shader on ngui use it). I will try to change the transparent/diffuse shader for another one.

For the list of device :
Optimus f6 (f6) 12 27,3 %
Optimus F3 (fx3) 5 11,4 %
Xperia M (C1905) 4 9,1 %
ZTE Blade G LTE (coeus) 4 9,1 %
Hydro EDGE (C5215) 4 9,1 %
Xperia SP (C5303) 3 6,8 %
N800 (nex) 3 6,8 %
Xperia Z (C6606) 2 4,5 %
Z740G (metis) 2 4,5 %
ZTE_N9511 (hera) 2 4,5 %
Xperia M (C1904) 1 2,3 %
Z995 (becky) 1 2,3 %
Y301A2 (hwY301A2) 1 2,3 %

hi,i met the same problem.
have this problem be resolved by changing all transparent/diffuse shader for another one?

I met the same problem too with some device. Have you tried changing transparent/diffuse shader for anthor? Is it resolved?

Unity 4.5.4f here. And having the exact crashes.
It seems no one has an idea what is causing this problem. My game also having this crashes on these platforms mainly :

Optimus F6 (f6) 5 18.5%
Xperia SP (C5306) 1 3.7%
Xperia SP (C5303) 1 3.7%
Xperia M (C1904) 1 3.7%
Xperia SP (C5302) 1 3.7%
Z740 (metis) 2 7.4%
ZTE Z932L (warplte) 1 3.7%
G526 (hwG526-L33) 1 3.7%
G526 (hwG526-L22) 1 3.7%
Boston 4G (boston_4g) 1 3.7%
Optimus F3 (fx3) 1 3.7%
Xperia M (C1905) 1 3.7%
ZTE Blade G LTE (coeus) 9 33.3%
Hydro EDGE (C5215)

These crashes causes lots of angry customers for me (1 stars) and an answer would be great. Since it is an android platform only and happens exactly as the first poster i dont know how we can send a repro scene and a bug report. My test platform is galaxy s3 and i have never got a crash.

And here is one of the many crash reports from Google Play Store.

Same problems here. I hope Unity team can come up with a solution or, at least, a reason for this crashes.

Any news with fixing this? Our clients has the same issues.
Unity 4.6.2

java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 4.6.3f1
Device model : Sony C2105
Device fingerprint: Sony/C2105_1272-5606/C2105:4.1.2/15.0.A.2.17/Android.2019:user/release-keys

Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000020
Build fingerprint: ‘Sony/C2105_1272-5606/C2105:4.1.2/15.0.A.2.17/Android.2019:user/release-keys’
Revision: ‘0’
r0 00000008 r1 40400000 r2 531f2090 r3 00000001
r4 5561b5b8 r5 531f2028 r6 00000000 r7 00000000
r8 00000001 r9 5624dd60 sl 00000001 fp 531cef0c
ip 00000001 sp 5561b4a8 lr 56158465 pc 56159bcc cpsr 2e412e30

at libsc-a3xx.00361bcc(Native Method)
at libsc-a3xx.003917ab(Native Method)
at libsc-a3xx.00392639(Native Method)
at libsc-a3xx.00393cc1(Native Method)
at libsc-a3xx.00391429(Native Method)
at libsc-a3xx.0019dfd3(Native Method)
at libsc-a3xx.0019e0bd(Native Method)
at libsc-a3xx.00330bd9(Native Method)
at libsc-a3xx.0011db11(Native Method)
at libsc-a3xx.00100afb(Native Method)
at libsc-a3xx.000a58d9(Native Method)
at libsc-a3xx.000a5c39(Native Method)
at libsc-a3xx.000a5f51(Native Method)
at libsc-a3xx.0009ab41(Native Method)
at libsc-a3xx.0009c513(Native Method)
at libsc-a3xx.0009bae3(Native Method)
at libsc-a3xx.__link_shaders(__link_shaders:322)
at libGLESv2_adreno200.qgl2DrvAPI_glLinkProgram(qgl2DrvAPI_glLinkProgram:618)
at libGLESv2_adreno200.glLinkProgram(glLinkProgram:10)
at libunity.00391998(Native Method)
at libunity.003905e4(Native Method)
at libunity.00390388(Native Method)
at libunity.001f6ee4(Native Method)
at libunity.001f6690(Native Method)
at libunity.003279d8(Native Method)
at libunity.00339718(Native Method)
at libunity.00339364(Native Method)
at libunity.00338010(Native Method)
at libunity.00337a18(Native Method)
at libunity.0033716c(Native Method)
at libunity.00339cfc(Native Method)
at libunity.0030ad30(Native Method)

Confirmed: this only happens on Android 4.1

getting it on android 4.4

java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 4.6.3f1
Device model : samsung SM-G900F
Device fingerprint: samsung/kltexx/klte:4.4.2/KOT49H/G900FXXU1ANCE:user/release-keys

Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000008
Build fingerprint: ‘samsung/kltexx/klte:4.4.2/KOT49H/G900FXXU1ANCE:user/release-keys’
Revision: ‘14’
pid: 31931, tid: 31980, name: Thread-58859 >>> com. <<<
r0 00000000 r1 091bc9a7 r2 400d5394 r3 00000004
r4 00000011 r5 51f4cfb0 r6 418b7fd0 r7 00000002
r8 4186cca4 r9 51f6c058 sl 00000000 fp 520cacc0
ip 520cacb0 sp 520cab78 lr 417f46fd pc 417c8e9e cpsr 58584630

at libart.0016fe9e(Native Method)
at system@framework@boot.0001fed4(Native Method)
at NativeClient.HandleAuthTransition(Native Method)
at NativeClient.HandleAuthTransition(<0x001e8>:488)
at GameServicesBuilder.InternalAuthFinishedCallback(<0x00053>:83)
at GameServicesBuilder.InternalAuthFinishedCallback(Native Method)
at libgpg.000c130c(Native Method)
at libgpg.0005f1cd(Native Method)
at libgpg.0009f7c3(Native Method)
at libgpg.0005c3fd(Native Method)

tried with new patch,4.6.3p4, getting the same problem…

any resolution on this?

Any update about this, Unity folks?

I am getting this quite often in reports, on Android 4.2 (100%).
Along with it come unsatisfied customers and bad reviews.

Devices:
reallytek82_tb_jb5
TCV-703G
mg726

java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 5.0.1p2
Device model : LENOVO Lenovo A3500-FL
Device fingerprint: Lenovo/A3500-FL/A3500FL:4.2.2/JDQ39/A3500FL_S001_0402:user/release-keys

Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000020
Build fingerprint: 'Lenovo/A3500-FL/A3500FL:4.2.2/JDQ39/A3500FL_S001_0402:user/release-keys'
Revision: '43775'
pid: 9758, tid: 9774, name: main >>> com.rebubbled.mobile <<<
r0 00000000 r1 00000000 r2 ffffffff r3 60378a28
r4 00000000 r5 603783b0 r6 00000000 r7 00000000
r8 00000001 r9 64f05001 sl 00000002 fp 00000001
ip 00000002 sp 5f2f79c0 lr 40591705 pc 40593636 cpsr 30353341

at libEGL.00001636(Native Method)
at Unknown.00003009(Unknown Source)

Came here from this thread Unity Issue Tracker - Application crashes on Android adreno based graphics drivers Trying the 1x1 button fix by just adding this:

voidOnGUI()
{
GUI.color = Color.clear;
GUI.Button(newRect(0,0,1,1), “”);
}

Will see whether that helps

Updating Unity to the latest build fixed the issue. Primarily because of Unity 4.6.4p2’s resolution of issue 675681 (Android: Fixed Auto target graphics mode on devices which think they support ES 3.0 without proper hardware.)

Unity 4.6.4p2: Download Archive

Also got a crash reported
Unity version 5.0.1p1
Android 4.1
Xperia M (C1904)

java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 5.0.1p1
Device model : Sony C1904
Device fingerprint: Sony/C1904_1277-9020/C1904:4.1.2/15.1.C.2.8/7bd96g:user/release-keys

Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000004
Build fingerprint: ‘Sony/C1904_1277-9020/C1904:4.1.2/15.1.C.2.8/7bd96g:user/release-keys’
Revision: ‘0’

I’m getting this issue too (using both Unity 4.6.8f1 and 4.6.7f1) and testing on a device running Android 5.0.2… Happens in particular when instantiating objects, though seemingly randomly / not consistently.

09-11 16:02:07.947: A/libc(31883): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 31903 (UnityMain)

Same issue on Android 4.4 using Unity 5.1 on device model Micromax A120

Getting this issue on Unity 4.6.8p4, need help.

java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 4.6.8p4
Device model : samsung SAMSUNG-SGH-I497
Device fingerprint: samsung/espresso10uc/espresso10att:4.1.2/JZO54K/I497UCBMF2:user/release-keys

Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000018
Build fingerprint: ‘samsung/espresso10uc/espresso10att:4.1.2/JZO54K/I497UCBMF2:user/release-keys’
Revision: ‘7’
pid: 11605, tid: 11621, name: main >>> net.peakgames.amy <<<
r0 00000000 r1 00000000 r2 00000030 r3 00067cae
r4 592f69b0 r5 76d7f1f0 r6 773dc738 r7 00001e00
r8 00000000 r9 593ade60 sl 00000034 fp 5222fedc
ip 6093ac40 sp 6093acd0 lr 400cd95d pc 521e2f5a cpsr 322e312e

at libGLESv2_adreno200.rb_mempool2_alloc_pure(rb_mempool2_alloc_pure:217)
at libGLESv2_adreno200.rb_vbo_cache_vertex_attrib(rb_vbo_cache_vertex_attrib:284)
at libGLESv2_adreno200.cache_vertex_array(cache_vertex_array:378)
at libGLESv2_adreno200.cache_vertex_elements(cache_vertex_elements:590)
at libGLESv2_adreno200.qgl2DrvAPI_glDrawElementsInstancedXXX(qgl2DrvAPI_glDrawElementsInstancedXXX:264)
at libGLESv2_adreno200.qgl2DrvAPI_glDrawElements(qgl2DrvAPI_glDrawElements:6)
at libGLESv2_adreno200.glDrawElements(glDrawElements:10)