Around April this year our Unity Android game started getting crashes on a large number of user’s phones. It’s steadily increased throughout the year, and our reviews are plummeting because of it.
The main culprit seems to be Samsungs with the latest One UI as well as Oppo and Vivo phones which are popular in Indian and SE Asian markets. It works on all our developer’s phones, which are brands other than those three. EDIT: The crash is now happening on Pixel devices as well.
Game crashes when opening. Never runs at all.
We currently only have one programmer at our company who hasn’t had time to work on this because he’s swamped with other projects. I’m just hoping others may have had the same issue, so maybe I could give him a head start. I’m the lead artist, so I’m out of my wheelhouse on this topic.
mdentonetc:
Around April this year our Unity Android game started getting crashes on a large number of user’s phones. It’s steadily increased throughout the year, and our reviews are plummeting because of it.
The main culprit seems to be Samsungs with the latest One UI as well as Oppo and Vivo phones which are popular in Indian and SE Asian markets. It works on all our developer’s phones, which are brands other than those three. Game crashes when opening. Never runs at all.
We currently only have one programmer at our company who hasn’t had time to work on this because he’s swamped with other projects. I’m just hoping others may have had the same issue, so maybe I could give him a head start. I’m the lead artist, so I’m out of my wheelhouse on this topic.
https://imgur.com/R6xqgBo
You would need to post a crash stacktrace at least, those should be available in Google Play Console
Sure. This is the most common crash we’re seeing (6,873 Occurrences):
java.lang.Error: FATAL EXCEPTION [ConnectivityThread]
Unity version : 2019.4.3f1
Device model : Xiaomi M2004J19C
Device fingerprint: Redmi/lancelot_global/lancelot:11/RP1A.200720.011/V12.5.1.0.RJCMIXM:user/release-keys
Caused by
at android.os.Parcel.createExceptionOrNull (Parcel.java:2376)
at android.os.Parcel.createException (Parcel.java:2360)
at android.os.Parcel.readException (Parcel.java:2343)
at android.os.Parcel.readException (Parcel.java:2285)
at com.android.internal.telephony.ITelephony$Stub$Proxy.getNetworkTypeForSubscriber (ITelephony.java:8762)
at android.telephony.TelephonyManager.getNetworkType (TelephonyManager.java:3031)
at android.telephony.TelephonyManager.getNetworkType (TelephonyManager.java:2995)
at com.unity3d.services.core.connectivity.ConnectivityMonitor.connectionStatusChanged (ConnectivityMonitor.java:162)
at com.unity3d.services.core.connectivity.ConnectivityNetworkCallback.onCapabilitiesChanged (ConnectivityNetworkCallback.java:48)
at android.net.ConnectivityManager$NetworkCallback.onAvailable (ConnectivityManager.java:3389)
at android.net.ConnectivityManager$CallbackHandler.handleMessage (ConnectivityManager.java:3669)
at android.os.Handler.dispatchMessage (Handler.java:106)
at android.os.Looper.loop (Looper.java:236)
at android.os.HandlerThread.run (HandlerThread.java:67)
This is the second most common (58 Occurrences):
java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Version ‘2019.4.3f1 (f880dceab6fe)’, Build type ‘Release’, Scripting Backend ‘il2cpp’, CPU ‘arm64-v8a’
Build fingerprint: ‘HONOR/YAL-L21RU/HWYAL:9/HUAWEIYAL-L21/9.1.0.171C10:user/release-keys’
Revision: ‘0’
ABI: ‘arm64’
Timestamp: 2021-09-20 16:18:29+0300
pid: 12163, tid: 12581, name: UnityMain >>> com.simcoachgames.excavatoroperator <<<
uid: 10143
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
Cause: null pointer dereference
x0 0000000000000000 x1 000000784f951fcc x2 000000773cdfd580 x3 00000077ad320d20
x4 000000773cf1e788 x5 00000077c8298008 x6 0000000000000000 x7 0000000000000001
x8 00000077acf86730 x9 0000000000000001 x10 0000000000000000 x11 0000000000000000
x12 0000000000000000 x13 0000000000000000 x14 0000000000000000 x15 0000000000000002
x16 00000077af7ec978 x17 000000784ff03d48 x18 0000000000000001 x19 00000077af86c000
x20 00000077af86c000 x21 000000009da68690 x22 000000009da689b8 x23 0000000000000001
x24 0000000013e10cc8 x25 0000000012dc0150 x26 0000000012ca75c8 x27 0000000000000001
x28 0000000000000000 x29 0000000000000001
sp 00000077acf85da0 lr 00000077aebd45e0 pc 00000077aebd45e0
backtrace:
at
at
at
at
at libunity.0x3795e0 (Native Method)
at libunity.0x37980c (Native Method)
at libunity.0x37b4d8 (Native Method)
at base.0x28f94 (Native Method)
I came here hoping to find the solution. Anyone managed to know what the problem was?
@Tomas1856 My team also got the same question regarding this. We’re using Unity 2020.3.38f1 and most of our user that download the app then crashes is either Vivo (48%), OPPO (44%), Infinix (4%), and other models (4%) with a total of 300+ in the last 7 days.
Here’s our stacktrace:
Fatal Exception: Tombstone: Version '2020.3.38f1 (8f5fde82e2dc)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
Build fingerprint: 'OPPO/CPH1931/OP4B79L1:10/QKQ1.200209.002/2022090100:user/release-keys'
Revision: '0'
ABI: 'arm64'
Timestamp: 2024-01-14 19:13:24+0700
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
Cause: null pointer dereference
x0 0000000000000000 x1 000000746bd57c7e x2 000000000000000e x3 6449657571696e75
x4 0000007475df919e x5 0000007475df91c6 x6 657478652d6f6e2d x7 736e6f69736e6574
x8 0000000000000041 x9 0000000000001f03 x10 0000000000000001 x11 0000000000000000
x12 000000000000018c x13 00000000016e02dc x14 000000000000378d x15 0000000000000000
x16 0000007575bb5730 x17 000000757845ce40 x18 000000007c5ec72c x19 0000007475df9290
x20 00000073e03823d8 x21 00000073e02cefc0 x22 0000000000000002 x23 0000000000000001
x24 0000007475df9f20 x25 0000007475dfc020 x26 0000007475dfc020 x27 0000007475df99d0
x28 0000000000000000 x29 0000007475dfa930
sp 0000007475df9210 lr 000000746b16315c pc 000000746afc5040
#00 pc 0x5bd040 libunity.so (libunity.0x5bd040) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#01 pc 0x75b158 libunity.so (libunity.0x75b158) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#02 pc 0x75ae08 libunity.so (libunity.0x75ae08) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#03 pc 0x74a2a8 libunity.so (libunity.0x74a2a8) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#04 pc 0x7498f8 libunity.so (libunity.0x7498f8) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#05 pc 0x3e0590 libunity.so (libunity.0x3e0590) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#06 pc 0x8f2430 libunity.so (libunity.0x8f2430) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#07 pc 0x8f2698 libunity.so (libunity.0x8f2698) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#08 pc 0x6a765c libunity.so (libunity.0x6a765c) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#09 pc 0x691c60 libunity.so (libunity.0x691c60) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#10 pc 0x692860 libunity.so (libunity.0x692860) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#11 pc 0x6a935c libunity.so (libunity.0x6a935c) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#12 pc 0x3a26c base.odex (base.0x3a26c)
Izzan A. Fu'ad:
@Tomas1856 My team also got the same question regarding this. We’re using Unity 2020.3.38f1 and most of our user that download the app then crashes is either Vivo (48%), OPPO (44%), Infinix (4%), and other models (4%) with a total of 300+ in the last 7 days.
Here’s our stacktrace:
Fatal Exception: Tombstone: Version '2020.3.38f1 (8f5fde82e2dc)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
Build fingerprint: 'OPPO/CPH1931/OP4B79L1:10/QKQ1.200209.002/2022090100:user/release-keys'
Revision: '0'
ABI: 'arm64'
Timestamp: 2024-01-14 19:13:24+0700
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
Cause: null pointer dereference
x0 0000000000000000 x1 000000746bd57c7e x2 000000000000000e x3 6449657571696e75
x4 0000007475df919e x5 0000007475df91c6 x6 657478652d6f6e2d x7 736e6f69736e6574
x8 0000000000000041 x9 0000000000001f03 x10 0000000000000001 x11 0000000000000000
x12 000000000000018c x13 00000000016e02dc x14 000000000000378d x15 0000000000000000
x16 0000007575bb5730 x17 000000757845ce40 x18 000000007c5ec72c x19 0000007475df9290
x20 00000073e03823d8 x21 00000073e02cefc0 x22 0000000000000002 x23 0000000000000001
x24 0000007475df9f20 x25 0000007475dfc020 x26 0000007475dfc020 x27 0000007475df99d0
x28 0000000000000000 x29 0000007475dfa930
sp 0000007475df9210 lr 000000746b16315c pc 000000746afc5040
#00 pc 0x5bd040 libunity.so (libunity.0x5bd040) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#01 pc 0x75b158 libunity.so (libunity.0x75b158) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#02 pc 0x75ae08 libunity.so (libunity.0x75ae08) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#03 pc 0x74a2a8 libunity.so (libunity.0x74a2a8) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#04 pc 0x7498f8 libunity.so (libunity.0x7498f8) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#05 pc 0x3e0590 libunity.so (libunity.0x3e0590) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#06 pc 0x8f2430 libunity.so (libunity.0x8f2430) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#07 pc 0x8f2698 libunity.so (libunity.0x8f2698) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#08 pc 0x6a765c libunity.so (libunity.0x6a765c) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#09 pc 0x691c60 libunity.so (libunity.0x691c60) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#10 pc 0x692860 libunity.so (libunity.0x692860) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#11 pc 0x6a935c libunity.so (libunity.0x6a935c) (BuildId: 5c5f493179afeeb4fa912e2fb73427a60a64fd1b)
#12 pc 0x3a26c base.odex (base.0x3a26c)
Since your stacktrace is unresolved, it can mean anything, also Unity 2020.x is no longer supported, please switch to more recent supported LTS