When I build to APK (all 3 architectures) and install to my device (Nokia 5), the game worked just fine.
And then I build to AAB file, update to the store.
Waited for a few days (the update was live after a few hours)
Installed the game from Google Play, crashed on the device (not even showed the splash screen, just showed a black screen for a brief second). I worked normally on BlueStack though. (all are fresh installs, verified that they were the updated version from the store).
The system trace show:
java.lang.Error: FATAL EXCEPTION
[UnityMain]
…
Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)
Build works fine direct to my phone (Galaxy S6 Edge)
Upload to Google Play and download from there
Black screen until timeout. No Unity Logo or anything.
I even went back and recompiled a version that I know worked on the Play Store and it black screens. Not sure if this means the download is corrupt from the Google Play Server or what. It happens on both my internal build track and the beta track.
Hopefully someone can enlighten us on how they solved it.
I thought I was the only one was experiencing this problem.
I created an entire new project from scratch…uploaded the game once again…but it crashed.
In my case, the crash happens only the first time user opens the app.
I found an answer on stack overflow regarding this issue:
Here’s something from that answer-
“People used to dealing with non Android App Bundle apps just transfer and share the main APK. But your App bundle app has lots of “split APKs” for things like the resources, that is how the size saving happens. If a user installs the main APK without installing the right split APKs, then a “Resources Not found” crash will occur the first time the app tries to load a resource”
It’s not the solution. But it says, that the AAB file is the problem.
So I figured mine out. However, it seems like it is most likely a different problem then what you guys are experiencing.
My story was:
Everything worked fine on the internal release track for about 15 builds in a row
Got Google Play Beta approval
Downloaded the game on the Beta build
Black screen as mentioned above
The same Beta build still worked on other people’s phones
The main problem was that somehow the Google Play cache must have gotten either a duplicate entry for the game or some other data glitch. Therefore, when I tried to open as a direct from Unity build (without uploading to Google Play), it worked fine because Google Play wasn’t handling the registration of it. I have a feeling the game was trying to read part of one build and part of another or something similar.
The fix was:
Uninstall your game
Go to your phones Settings → Apps
Go to Google Play Store and tap the Force Stop button
Go to the Storage screen (by clicking on the Storage line item under Force Stop) and tap the Clear Data button - this will also active the Clear Cache button. If it doesn’t, clear the cache too.
Follow steps 3 and 4 for the Google Play services App
Restart your phone (this part was necessary - I tried it without doing this and the fix didn’t initially work)
Redownload your game from Google Play
It should start up normally.
Hopefully this helps someone else. I spent 20+ hours and 4 days ripping my game down to the bones and it wasn’t really even a Unity problem…
Thank you, @EchoGameworks , very much!
Hope this only happens in the dev’s phone because we have all the versions messed up, but everything worked fine for our beloved users.
java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 2019.1.0f2
Device model : Xiaomi Redmi Note 6 Pro
Device fingerprint: xiaomi/tulip/tulip:9/PKQ1.180904.001/V11.0.2.0.PEKMIXM:user/release-keys
Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000007d40686ff0
Build fingerprint: 'xiaomi/tulip/tulip:9/PKQ1.180904.001/V11.0.2.0.PEKMIXM:user/release-keys'
Revision: '0'
pid: 20642, tid: 20680, name: UnityMain >>> com.Gametrigger.ZombieShooterDeadTerror <<<
x0 0000007d5c6f8a88 x1 0000007d5c88fc00 x2 0000007d4d051628 x3 0000000000000010
x4 0000000000000000 x5 0000007d40687078 x6 0000000000000000 x7 0000000000000000
x8 0000007d4d051600 x9 00000000ffffffff x10 0000000000000001 x11 0000000000000015
x12 0000000000000590 x13 000000000000000d x14 aaaaaaaaaaaaaaab x15 aaaaaaaaaaaaaaab
x16 0000007ddec68bc8 x17 0000007ddebe9b14 x18 0000000000000000 x19 0000007d4d051628
x20 0000007d40687078 x21 0000007d5c6f8a88 x22 0000000000000200 x23 0000007d4d051400
x24 0000000000000010 x25 0000007d4d051628 x26 0000007d4078a588 x27 0000007d3c7b45f4
x28 0000007d3dc33000 x29 0000007d40687060 x30 0000007ddec1a82c
sp 0000007d40686fe0 pc 0000007ddebf0420 pstate 0000000080000000
at [vdso].(:0)
at libc.je_arena_tcache_fill_small(je_arena_tcache_fill_small:0)
at libc.je_calloc(je_calloc:764)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
at libil2cpp.(:0)
its not working for me mine was not working before uploading in google Play store
and one more thing i would like to share, i create build again but this time for testing purpose i am not spiting large size Apk, so result is same apk is keep crashing with above message,
this time i did’t uninstall it , o try to install same apk over existing install APK phone take it as update after that it get install and running too , what could be the reason because it will not work with PlayStore
means it will not run in new user phone
i think i did some come fix may be help . i changed scripting backend to " mono" it makes target architecture “arm64” disable , after making test built without splitting its working in first install , uploading it in play store i hope it will work
so google is not uploading Asking " ARM 64 " so whole scene is ARM 64. so i am still searching how to fixed this !
There can be another issue not related to play store, also if you enable ARM64 and ARM7 whereas you were using only ARM7. An easy trick is to delete directories Library/il2cpp* because the architecture change can be impactful.
Remember play store currently asks AAB with Unity being configured with Player settings:
Scripting backend to IL2CPP
ARM7 + ARM64
Publishing settings: Keystore well generated and in your play.google.com, choose to google to handle for you the generation of keys automatically
With those 2 solutions, it seems to cover pretty much 90% of pushing an app to play store. Unity should definitely add more documentation on this
Hello everyone. I am writing about a similar problem I am having with an augmented reality app.
We are using Unity 2020.3.23f1 and AR Foundation v.4.17 (AR Core and AR Kit also v. 4.17).
The problem seems to be related to the build format: when we export to APK the app works and there is no there are problems with augmented reality. Whereas if we export to AAB to put it on the Google store the app freezes when the the augmented reality features are activated: the camera view is not displayed, the screen goes black and the app freezes preventing the user from being able to move forward, then crashes.
I tried the solution proposed by @EchoGameworks , but unfortunately it did not work. When I download the app from the store again, even after performing the described procedure it still crashes.
I have read about problems related to AR with the AAB file when the Split Application Binary option is enabled. But this is not our case: this option is not enabled.
Also I read that someone proposes a solution by deleting some files from the Library folder of the project Unity when we go to build in AAB after changing the target architectures (arm64 and armv7, we enabled both)
Unfortunately, this solution doesn’t work either.
This situation is frustrating as the APK works perfectly but we cannot put the app on the Google Store because this I accept now only AAB.
Has anyone experienced something similar? Do you have any solution to propose?
I have received a notification from Google that they have fixed the problem with Automatic Integrity Protection.
If you are still having problems, creating a new release will fix this issue.