I have been using Performance Reporting for some time now.
For finding basic exceptions it has been great but I keep seeing seemingly random native crashes which as usual, I can never reproduce locally. My app is built targeting IL2CPP for both Android and iOS.
The reports are always “missing symbols” so I don’t have any insight into the issue. Such as:
Android 5.0-> 5.1
Android 7.1.1
iOS 11.2.2
All my builds are created through UCB so I assume any symbols should be automatically transferred.
The iOS one is weird because I do not use any lightmaps and thought I disable all settings related to lightning.
Is there something I need to do so I can get a clearer picture from the report? This is just a sample, there are many “Unknown File” crashes.
Any insight into what is causing these issues? Especially the Android Lollipop crash.
Normally, I can figure this stuff out and I am willing to debug anything I can reproduce but I have hit a dead end with these. I’ll take any tips/suggestions/information anyone may have.
Same thing here. Performance reporting is simply broken and needs to be fixed. Symbols are not being uploaded/processed by Android builds. At least with IOS you can download the dSYM file. But even then, even after uploading symbols to process, nothing seems to change.
I have so many native crash reports with missing symbols. This is just a screenshot from the last day. If I leave this for a week. I usually end up with about 6 pages of native crashes, all with missing symbols.
Unity, are you guys aware of this issue? It’s always been like this.
I also have no symbols in any of my apps for native, crashes, just a pile of “missing symbols” crashes like below. The project in question is a Unity-only app (that is, it includes no external SDKs or other thirdparty native code, just C# Unity code.) The project is build by Unity Cloud Build with Mono for Android and IL2CPP for iOS, and uploaded to the app stores using those builds. I’m really not sure how to simplify this case further.
We are running into the same problem with 2017.2.1p2, from ~/Library/Logs/Unity/symbol_upload.log we can see that USYM_UPLOAD_AUTH_TOKEN is never set. I tried manually setting this to my API key in the Unity console however it then logs 401.
time=“2018-01-30T15:58:24+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T10:25:35+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T10:40:32+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T12:05:49+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T12:31:53+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T13:15:16+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T14:03:40+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T15:47:07+02:00” level=fatal msg=“Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable”
time=“2018-01-31T16:50:49+02:00” level=error msg=“Signed URL request failed with status: 401”
time=“2018-01-31T16:50:49+02:00” level=error msg=“Signed URL request failed with status: 401”
I believe that the USYM_UPLOAD_AUTH_TOKEN issue only happens when you’ve signed out or lost your connection to Unity Services. Just going to the services window and letting it refresh its connection tends to fix it. I haven’t seen that error since Jan 24th, when I do have vague recollections of it happening.
We should probably report a bug rather than posting on the forums. Would somebody who’s made more investigation than me (frankly, I only CARE about it working on cloud builds, as that’s where our retail builds are currently made) mind submitting a bug report and pinging back to this thread.
In fairness to the various Unity developers, it does seem reasonable that they have a process around bugs (which it would appear this is) rather than just ad-hoc replying to forum posts.
Also, we signed up for Fabric yesterday and switched to crashlytics so I’m not in a position to investigate deeper right now. I would obviously rather use Unity’s built-in system, as we all know that the golden rule of Unity and Android is “one external tool works. Two (say, Fabric+Firebase) and you might just be able to talk them into working in one build config. Three is right out.”
I’m not so sure that we have been logged out of UnityServices, I suspect it’s something else related to our setup but I will check with the team tomorrow. Our build runs via Jenkins which executes a script that triggers the build like so…
I haven’t really done any investigation except for ruling out different build configs like @SevenPointRed did. My expectation as a customer of this service is that if I build my app using UCB and integrate Analytics and Performance Reporting into my app then it should all work.
I can’t tell if this is a bug, lack of feature, or by design. I am hoping someone from Unity can answer that for me, hence the forum post.
There seems to be some instability in Unity in general that leads to random crashes and no way of tracking them down and this seems to be prevalent on Android OS 5.0 for some reason. I have more users on 4.1-4.4 and 6->7 but the majority of my native crashes are on 5.0.
I don’t have access to the devices so I am relying on the performance reports. For all I know there is a huge user base on these devices with custom OSes or rooted devices that cause the problem.
I’m honestly just getting frustrated at this point. This may be unreasonable but Unity is marketed towards Indies and I work alone. I pay money for a license and product and have certain expectations I am tired of tracking issues in the engine and services. It is not my job. They have vast resources compared to me they need to step up.
Where do you even submit bug reports relating to cloud build?
I agree with Zebec, Unity should be routinely bug testing these services, not waiting on people to complain about it.
It’s not hard to imagine or expect a Unity developer to visit this dark cobweb infested corner of the Unity forums at least once every few days. You know, just to check up on things. And maybe @ZebecGames_1 is right, this could be by design, but who knows? Without any confirmation from Unity, we’re all just sitting here twiddling our thumbs.
It might not be the best place to discuss this but I am a solo dev yet everyday I manage to:
Check reviews on Google Play & iTunes
Check Reddit
Check Twitter
Check Facebook
Check Emails (multiple)
Check Forums
If any of my customers have written to me I respond right away. Often times they bash me for the game crashing on them. I ask for them to help me figure it out with not response (since I cannot reproduce them on my test devices). My app receives a bad rating and review for which I have no recourse.
Unity is insulated from this. I lose money, ranks, and reputation while I pay them monthly for the service and they collect ad revenue. I am completely willing to work with Unity on resolving these issues in any way that I can.
Hi - apologies for the delayed response on this thread. There can be a few reasons for the “symbols missing” message. I’ve attached a document that we are publishing very shortly in our online documentation manual that explains this a little more and has some debugging steps.
Separately, we are currently investigating an issue with missing application symbols for certain Android builds.