I have release beta version of my game in playstore and i got this crash while testing process i dont have any idea about this

Version '2022.3.8f1 (b5eafc012955)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
Build fingerprint: 'google/sdk_gphone64_arm64/emu64a:13/TE1A.220922.033/10836537:userdebug/dev-keys'
Revision: '0'
ABI: 'arm64'
Timestamp: 2023-12-18 02:49:25.271100477-0800
pid: 9431, tid: 9441, name: HeapTaskDaemon  >>> com.revolite.oceansneak <<<
uid: 10181
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr --------

Cause: null pointer dereference
    x0  0000000000000000  x1  0000000000000001  x2  b4000073f5c7528c  x3  000005d0cc305467
    x4  00ffffffffffffff  x5  000000000000f444  x6  0000000170f81210  x7  0100000147000000
    x8  1061451b43d52562  x9  1061451b43d52562  x10 000000732cd7a000  x11 0000000072f2b000
    x12 b4000073c5c90a90  x13 000000007fffffff  x14 000000000000f444  x15 000005d0cc31bbcb
    x16 0000000000000001  x17 0000007627670438  x18 0000007328638000  x19 b4000074b5c81a28
    x20 b4000073f5c75270  x21 b400007505ca7760  x22 b400007505ca7760  x23 b4000073b5cd53b0
    x24 b4000073f5c752b8  x25 0000000000000000  x26 0000007394013000  x27 b4000074b5c81a20
    x28 0000007394013000  x29 000000732cd793a0
    lr  00000073939d6f68  sp  000000732cd79340  pc  00000073939d6f90  pst 0000000080001000

backtrace:
      #00 pc 00000000003d6f90  /apex/com.android.art/lib64/libart.so (art::MonitorList::SweepMonitorList(art::IsMarkedVisitor*)+132) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #01 pc 00000000003d5a70  /apex/com.android.art/lib64/libart.so (art::Runtime::SweepSystemWeaks(art::IsMarkedVisitor*)+68) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #02 pc 00000000003d586c  /apex/com.android.art/lib64/libart.so (art::gc::collector::ConcurrentCopying::SweepSystemWeaks(art::Thread*)+144) (BuildId: e24a1818231cfb1649cb83a5d2869598)

      #03 pc 00000000003d287c  /apex/com.android.art/lib64/libart.so (art::gc::collector::ConcurrentCopying::CopyingPhase()+2464) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #04 pc 00000000003c1c9c  /apex/com.android.art/lib64/libart.so (art::gc::collector::ConcurrentCopying::RunPhases()+468) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #05 pc 00000000005513d8  /apex/com.android.art/lib64/libart.so (art::gc::collector::GarbageCollector::Run(art::gc::GcCause, bool)+320) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #06 pc 000000000054ed3c  /apex/com.android.art/lib64/libart.so (art::gc::Heap::CollectGarbageInternal(art::gc::collector::GcType, art::gc::GcCause, bool, unsigned int)+476) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #07 pc 000000000054e5c8  /apex/com.android.art/lib64/libart.so (art::gc::Heap::ConcurrentGC(art::Thread*, art::gc::GcCause, bool, unsigned int)+180) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #08 pc 000000000054e458  /apex/com.android.art/lib64/libart.so (art::gc::Heap::ConcurrentGCTask::Run(art::Thread*)+72) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #09 pc 000000000046ce28  /apex/com.android.art/lib64/libart.so (art::gc::TaskProcessor::RunAllTasks(art::Thread*)+56) (BuildId: e24a1818231cfb1649cb83a5d2869598)
      #10 pc 000000000000fbe4  /system/framework/arm64/boot-core-libart.oat (BuildId: 50be351c037c9ef19c64a12189d8d997f90b5f9f)

You need to symbolicate that stack trace in order to see what the problem is and then fix it.

Don’t guess at a fix. This is worse than wasting time: it will start a downward spiral of changes that make things less stable and more confusing.

You can find instructions about how to symbolicate it here: https://support.unity.com/hc/en-us/articles/115000292166-Symbolicate-Android-crash

Notice this presumes that you kept the symbols for the build you submitted to the play store. If you didn’t, then submit a new build and keep the symbols this time. (Always keep the symbols for anything you publish.)

You should use bug reporting services like sentry.io that will track these errors for you and automatically symbolicate them to boot.

Unchecking Player SettingsOptimized Frame Pacing perhaps can fixed it (Unity-2021-3-LTS.21f1).

Or upgrade to Unity-2023-1.17