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)
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?
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.
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.
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!
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?
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)