Hello. sometimes, my app is crashed with error message “CRASH signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)”. according to backtrace, the error point is here "GfxDeviceVK::SyncLastPresent(bool) "
I am struggling to find solutions while I am waiting for answers from someone.
anyway, I feel it is a memory problem. I tried to reduce textures as half, and 32bits colors to 16bits colors. and set strip level as high, and compress & optimized meshs. after adjustment some options, the application is ok for my phone. but the other phone(with lower hw specs) it still keeps stopped (not all the time…)
It doesn’t look like an out-of-memory issue to me.
What’s the device you are using?
Do you use CommandBuffer.IssuePluginEventAndData from C#? I can’t tell from your callstack if it’s your script or Unity internal (could be e.g. VideoPlayer or XR).
Do you use GraphicsJobs with Vulkan?
Things you could try:
Disable Multithreaded Rendering to get more info in the callstack.
Switch Graphics API from Vulkan to OpenGL ES 3 and check if it’s still reproducible.
my phone is Samsung Galaxy Note 9. and the other phone is belong my friend, I will ask what is the model name.
2)-(1) Nope. I didn’t use " CommandBuffer.IssuePluginEventAndData", in source level. I tried to search the keyword “CommandBuffer” at the Visual studio 2019 with “whole of the solutions” to check there is any downloaded assets using this or not. the result is nothing used this in my project & solution.
2)-(2) I didn’t use XR & VIdeoPlayer also. but the built-in package of XR was enable (as default), I will try to check again after making it disable.
what is the meaning of “GraphicsJobs with Vulkan” exactly? I didn’t use any expert-level graphics works in my codes. but I use the graphics API “Vulkan” as default value of the build setting for android.
Ohhhh… I forgot that I was using Post processing to make bloom effect with light? maybe, can it make problem with android platform? let me disable post-processing also.
“GLSL link error: The number of vertex shader storage blocks (1) is greater than the maximum number allowed (0)” means that you are using a shader that uses SSBO (e.g. StructuredBuffer, RWTexture) in vertex shader on a device that doesn’t support it (probably it has a Mali GPU).
However the default UI shader should not use these features, so I don’t know why you are getting this error here.
It’s an additional checkbox in PlayerSettings. I would recommend to turn it off on Android and only use it if you see a performance benefit for you project.