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)
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.
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 :
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.
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)
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)
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.)
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)
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)