Crash java.lang.Error

Hi,i have released an app on the play store and i get many time the same error, lot of user can’t play my game and i really don’t know what to do, many thanks for any help.
I am using unity version 2020. 3. 2f1.

java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Version '2020.3.2f1 (8fd9074bf66c)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'armeabi-v7a'
Build fingerprint: 'samsung/j4corelteub/j4corelte:8.1.0/M1AJB/J410GUBS1ATL1:user/release-keys'
Revision: '6'
ABI: 'arm'
Timestamp: 2021-05-09 14:02:22-0300
pid: 14713, tid: 15021, name: UnityGfxDeviceW  >>> com.os.space.force.galaxy.alien <<<
uid: 10117
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x7c
Cause: null pointer dereference
    r0  00000084  r1  0000007c  r2  00d00000  r3  00000000
    r4  00000000  r5  00d00000  r6  896ad000  r7  00000002
    r8  000c7930  r9  0077c2c8  r10 77a00040  r11 00000000
    ip  952ba2ed  sp  777bf680  lr  952b9fb7  pc  952fb4da

backtrace:
      #00 pc 000f74da  /vendor/lib/egl/libRBGLESv2_adreno.so (rb_vbo_getptr+38)
      #01 pc 000b5fb3  /vendor/lib/egl/libRBGLESv2_adreno.so (stream_buffer_object+46)
      #02 pc 000b64f3  /vendor/lib/egl/libRBGLESv2_adreno.so (core_glFlushMappedBufferRange+518)
      #03 pc 00305ed0  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #04 pc 003143b4  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #05 pc 0031430c  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #06 pc 004864dc  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #07 pc 0048668c  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #08 pc 004ab2a8  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #09 pc 008bf9d1  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #10 pc 008c02b3  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #11 pc 008b9ccb  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #12 pc 0024337f  /mnt/asec/com.os.space.force.galaxy.alien-1/lib/arm/libunity.so (BuildId: fb3cb14e6bfbdb17c374e3d16efad4ca3679f9bb)
      #13 pc 000479df  /system/lib/libc.so (__pthread_start(void*)+22) (BuildId: 479be3f158d10cab6008353bc753cedc)
      #14 pc 0001b2dd  /system/lib/libc.so (__start_thread+32) (BuildId: 479be3f158d10cab6008353bc753cedc)

        at libRBGLESv2_adreno.rb_vbo_getptr(rb_vbo_getptr:38)
        at libRBGLESv2_adreno.stream_buffer_object(stream_buffer_object:46)
        at libRBGLESv2_adreno.core_glFlushMappedBufferRange(core_glFlushMappedBufferRange:518)
        at libunity.0x305ed0(Unknown:-2)
        at libunity.0x3143b4(Unknown:-2)
        at libunity.0x31430c(Unknown:-2)
        at libunity.0x4864dc(Unknown:-2)
        at libunity.0x48668c(Unknown:-2)
        at libunity.0x4ab2a8(Unknown:-2)
        at libunity.0x8bf9d1(Unknown:-2)
        at libunity.0x8c02b3(Unknown:-2)
        at libunity.0x8b9ccb(Unknown:-2)
        at libunity.0x24337f(Unknown:-2)
        at libc.__pthread_start(void*)(__pthread_start:22)
        at libc.__start_thread(__start_thread:32)

I use the Stacktrace Utility, and here are the results. any one help me

The stacktrace looks incorrect, you probably used incorrect libunity.so, please checkout https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.2/manual/StacktraceUtility.html to see how a correct libunity.so could be found.

Thank for your reply. I’ve checked out your link and follow its instruction.
The “Strip Engine Code” in my project has been enabled. Before I build the apk, I enabled the “Create symbols.zip” in the Build Setting. After that, I unzipped that file.
In “Stacktrace Utility”, I configure symbol paths, then pick custom location, and finally link it to the unzip folder from before. Resolver stacktrace, here is the result. Is it correct?

7128623--851723--2.PNG
7128623--851726--3.JPG

Since your app is ARMv7, I wouldn’t select ARM64 symbols. I think that may be the reason why your stacktrace still looks wrong.

I deselected “ARM64 symbols”, and here is the result, is it done correctly? If it is correct, please give me some advice to resolve this error.

7129514--851915--4.JPG

Still looks wrong, could you attach full logcat from your app?

I can’t give you full logcat because I don’t know the steps which cause the errors. I have configured symbol paths again and here’s the result (with pictures attached below). If it’s not correct, then how to Configure Symbol Paths right. I use the Strip Engine Code.

7132154--852428--5.JPG
7132154--852431--6.JPG

The logcat contains info about what kind of configuration was used for your app. The stacktrace looks incorrect again, you selected ARM64, but your stacktrace is from ARMv7 app. Also you select libunity.so symbol from Unity installation, but if Strip Engine Code is On, the symbols should be picked from symbol zip package next to your app.

If you want to use libunity.so symbols from installation, set Strip Engine Code to Off.

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I’m sorry, my fault. I have configured symbol paths again and here’s the result. May be it’s correct

7133285--852617--1.JPG
7133285--852620--2.JPG

Still looks incorrect…

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Dear Tomas1856, thanks for your reply! But one more question, how can I upload my symbols.zip which size is 2GB when the limit of Google is only 300mb? I followed this guide “https://docs.unity3d.com/2021.1/Documentation/Manual/android-symbols.html” but it didn’t help at all. Please give me some advice. Thank you!

See this thread please - Making Android Symbols Package smaller

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Hey sorry for digging this up again, but I’m a bit confusing about this.

So when using IL2CPP and Code Stripping, we should ignore the libunity.so symbols inside the folder:
{UNITY_INSTALATION}\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\Symbols

and we should use the libil2cpp.sym.so from the appropriated architecture from the Symbols.zip?

Should we use the dbg version?

In case of IL2CPP and Code Stripping, you need to use both libil2cpp.sym.so and libunity.sym.so from Symbols.zip (in later Unity versions .sym.so extension became .so)

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