Fatal signal 11 (SIGSEGV) Unity 5.3.5f1

I’m having a heck of a time figuring out the cause of this error. It recently manifested itself for no apparent reason, with Unity 5.3.5f1, I upgraded to Unity 5.3.7 yesterday to see if it fixes it but no luck.

The scene is pretty light, the total mesh vertices in the scene are <30k, textures are 512x512 and there are less than 10 materials in the scene, mostly unlit or mobile/diffuse.

At this point I’m just guessing and I’ve wasted 2 days trying different things, can anyone point me in the direction of what might cause this? Or how to narrow down my search?

edit:: tried everything, removing baked lighting data, re-importing models, upgrading Unity to 5.3.7, tried disabling game logic to see if the model will load (it will).

I have 2 scenes that crash, both have the same environment mesh, sometimes I can get 1 version of the two to load but not the other one. Sometimes I can get it to load and the mesh will flicker visible/invisible depending on where the player moves/looks.

Any tips on tracking this down? I’d upgrade to 5.4 but I tried a year ago and I had a conflict with loading additive/async updating baked lighting data in the base scene, which is what my entire project revolves around. I have a base scene with game logic and additively load race tracks in their own self contained scene with lighting baked, navmesh baked, etc and load/unload as needed. Has worked great for 3 years I’ve been working on the project, now suddenly it crashes with no real changes…it runs on newer devices fine, but it used to run on this device fine too.

So I just tested twice this flow:

Revert back to my last commit,
Delete Library folder
Delete all individual top level .sln, .csproj, etc
Open Unity and let it regenerate
Convert back to Android
Make build

I made 5x different builds at that point and they will all run flawlessly, I can rebake lighting and the builds are unbroken, but the second I edit a script and make a build, the builds will crash like before.

Then going to git and reverting the changed script will still leave the builds broken. Builds only seem good after deleting library and other files and re-importing/converting to platform…