Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0

My Android game is getting a lot of this error lately, I searched all over the places, but no solution fixed my issue. So I decide to try my luck here :smile:.

• Unity 2022.2.15f1
• Target API Level 33
• Render pipline is URP
• I also use LevelPlay Mediation (with IronSource and Unity Ads)

Logcat

With Stacktrace

I don’t really know what to do at this point, any help will be extremely grateful.

I suggest to try and trigger the bug in a debug build so you can see the logs more easily in the unity console.
If you use vulkan trying OpenGLES3 might help?
If it’s (semi) reproducible a bug report with all this info could help.

Thank you ^^
I’m not using vulkan at the moment.
I will try testing on a debug build next.

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If you can, remove the ads. The mandatory inclusion under the hood is responsible for the apk size explosion.

Thank you, but but I need the ads to make money T_T

The crash doesn’t occurs when I test a debug build.
But it occurs when I test a release build and connect the game with a logcat with a usb cable.

Did you solve the issue ? Having the same problem

having same problem did any one solve it?

Sorry for late reply,

The answer is no, I didn’t solve it.

But the crash occurs (to me) only when I test a release build and connect the game with a logcat with a USB cable. It doesn’t really affect a normal user, so I ignore it.

sorry for late reply on my part.

i was able to solve the issue by simply switching from Mono to ILC2PP.

Never faced a single crash from that day

In my project, I had 3 scenes. On quest 2 (android) when I loaded the first or the second scene, everything worked perfectly. However, when I loaded the 3rd scene the application downright crashed immediately. I received “fatal signal 11” with 0 information about what caused the crash in Logcat. I tried pulling the tombstone using adb, but was a completely cryptic text again with 0 stack trace info. Then I deactivated half of the game objects in the issue scene. When built again, suddenly the scene loaded normally. I continued to narrow it down by this “quick sort” approach of activating the half of deactivated game objects and after several builds, I narrowed it down to a single GO. It turned out there was a component on this GO that had a serialized field of type X but a Transform reference was assigned to it. This is possible when initially the field type was Transform and you serialized a transform reference on it, then you change the field type to a different type from the code. For some weird reason, Unity inspector does not nullify the serialized reference after a type change. Also, when I run the project in play mode, there is no error or exception. The error occurs only on Android build. In my case, it occurred on both development and release builds. In the end, I nullified the serialized reference and assigned a correct reference. This fixed it. I might create a bug report on this.