Crash on BaseUnityAnalytics::OnEnterStatePaused()?

I am having troubling interpreting this stack trace, which is happening for 5% of my users on Android. Can anyone point me in the right direction?

It looks like maybe the crash is originating from BaseUnityAnalytics::OnEnterStatePaused())? but I removed Unity Legacy Analytics from my project. Is this a Unity method? If so, what is calling it?

I am using 2021.3.2

This is the stack trace from Unity crash reporting:

Native StackTrace:
Thread 0 (crashed)
0 libunity.so 0x00000071f313b6d8 DoStopCoroutine (/Users/bokken/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp:922)
1 libunity.so 0x00000000003652e4 (unknown) (/Users/bokken/buildslave/unity/build/Runtime/Modules/ModuleRegistration.h:42)
2 libunity.so 0x00000071f2f2b7e8 RegisterAllClasses (/Users/bokken/buildslave/unity/build/Runtime/BaseClasses/ClassRegistration.cpp:172)
3 libunity.so 0x00000071f30155d8 SendMessageToEveryone (/Users/bokken/buildslave/unity/build/Runtime/Misc/GameObjectUtility.cpp:1497)
4 libunity.so 0x00000071f3018ab0 SetPlayerPause (/Users/bokken/buildslave/unity/build/Runtime/Misc/Player.cpp:235)
5 libunity.so 0x00000000005e925c DrawUnitySplash (/Users/bokken/buildslave/unity/build/PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:978)
6 libunity.so 0x00000071f31ae2c0 UnityPlayerLoop (/Users/bokken/buildslave/unity/build/PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:1040)
7 libunity.so 0x00000071f31c845c nativePause (/Users/bokken/buildslave/unity/build/PlatformDependent/AndroidPlayer/Source/JNI_OnLoad.cpp:103)
8 base.odex 0x00000071f669ca6c <symbols missing for uuid: 0000000000000000000000000000000000000000>

And this is the stack trace from Firebase:

Crashed: Thread #1
SIGSEGV 0x0027ef9e3d8d501f

libunity.so
MonoBehaviour::HandleNotifications(void*, int, MessageData&)
1
libunity.so
__emutls_register_common
2
libunity.so
ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
3
libunity.so
__emutls_register_common
4
libunity.so
MemoryManager::Allocate(unsigned long, unsigned long, MemLabelId, AllocateOptions, char const*, int)
5
libunity.so
BaseUnityAnalytics::OnEnterStatePaused()
6
libunity.so
__emutls_register_common
7
libunity.so
__emutls_register_common
8
libunity.so
__emutls_register_common
9
libunity.so
GameObject::SendMessageAny(MessageIdentifier const&, MessageData&)
10
libunity.so
dynamic_array<Unity::Type const*, 0ul>::~dynamic_array()
11
libunity.so
FindInstanceIDsOfTypeImplementation(core::hash_set<Object*, core::hash<Object*>, std::__ndk1::equal_to<Object*> >, Unity::Type const, dynamic_array<int, 0ul>&)
12
libunity.so
__emutls_register_common
13
libunity.so
__emutls_register_common
14
libunity.so
SendMessageToEveryone(MessageIdentifier const&, MessageData)
15
libunity.so
__emutls_register_common
16
libunity.so
SetPlayerPause(PlayerPause, bool)
17
libunity.so
__emutls_register_common
18
libunity.so
__emutls_register_common
19
libunity.so
UnityPause(int)
20
libunity.so
nativeDone(_JNIEnv*, _jobject*)
21
libunity.so
nativePause(_JNIEnv*, _jobject*)
22
libunity.so
nativeDone(_JNIEnv*, _jobject*)
23

(Missing)
35
libart.so
(Missing UUID 9284786ff4d7b3022bede3ed4e53adb4)
36
libunity.so
CallbackArray::Invoke()
37
libunity.so
MemoryProfilerStats::Flush()
38
libart.so
(Missing UUID 9284786ff4d7b3022bede3ed4e53adb4)
63
libart.so
(Missing UUID 9284786ff4d7b3022bede3ed4e53adb4)

I have the same issue. Don’t know if it comes from Unity Analytics.
Made some tests and if I remove the code of initialization of Crashlytics, I don’t see these crashes. However it is not connected because the crash doesn’t happen on the startapp.
It happens on different devices and different Android versions.

libunity.so
nativeDone(_JNIEnv*, _jobject*)

0
libunity.so
nativeDone(_JNIEnv*, _jobject*)
1
libunity.so
nativeDone(_JNIEnv*, _jobject*)

Can you elaborate that removing Crashlytics stops the crashes, or you simply don’t see the crash reports? What do you mean by “not connected”? You mention it doesn’t happen on the “startapp”, so when does it occur?

I think it stops the crashes because I can’t see the crashes in Google Play. For ex. I have a version with thousnads of crashes in Crashlytics, but none of them can be seen in Google Play.
“Not connected” to the initialisation of the Crashlytics, because it happens on startapp. The crashes can happen in 10 seconds after the app started or in 10 minutes. I don’t know what happened before the crash.

@nextlevel Do you have this crashes in Google Play console?

Don’t know if the issues are connected, but on the other project I can see such crashes:

0
libil2cpp.so
Method.cpp - Line 77
il2cpp::vm::Method::GetParamCount(MethodInfo const*) + 77
1
libunity.so
__ashldi3
2
libunity.so
ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
3
libunity.so
UnityJavaProxy_invoke(_JNIEnv*, _jobject*, long long, _jstring*, _jobjectArray*)

Any update on this?
I have the same issue. I’m using Unity 2021.3.23f. Firebase version 11.3.0. Currently, I have a lot of related to nativeDone when I launch the game. The log crashes only on Firebase Analytics. For the Unity Analytics. we don’t have any crash log for this. It happens on different devices and different Android versions. Please see the image attachment below for more details.

  • libunity.so
  • nativeDone(_JNIEnv*, _jobject*)