Inquiry on Uploading Native Crash Reports

Hi,

I would like to know, what could be the causes of reports on native crash not being generated/uploaded?

I ask because, while we can receive User Reports just fine, we can’t seem to see crashes that we simulate using the following snippet:

UnityEngine.Diagnostics.Utils.ForceCrash(ForcedCrashCategory.FatalError);

We can also see that Exceptions are being sent just fine. It’s only when trying to simulate this crash that isn’t being seen in the dashboard.

Actually… we don’t know if the report is being generated at all, or just not being uploaded properly. Can anybody give some light on this subject? We know for a fact that Unity Diagnostics can’t report a native crash immediately, and that it only sends it during the next app start.

Warm regards,
Lee

bump

Hi @llim_unity , could you submit a bug report using the Unity Bug Reporter. It would help us a lot if you can tell us what platform you’re trying to send reports on, which scripting backend you’re using, and which version of Unity you’re on.

Thanks for replying @Ryan-Unity . During the course of stripping down our project to submit a bug report, I found that triggering a crash of the category Access Violation now generates a crash report which can be seen in our dashboard… weird. Anyway, just to confirm, here is what we can see in the dashboard:

Native StackTrace:

Thread 0 (crashed)
0   libc.so                            0x00000075643cf400 <system symbols missing>
1   libunity.so                        0x00000074c6d40214 Utils_CUSTOM_ForceCrash(DiagnosticsUtils_Bindings::ForcedCrashCategory)
2   libil2cpp.so                       0x000000745dc482cc RuntimeInvoker_TrueVoid_t22962CB4C05B1D89B55A6E1139F0E87A90987017(void (*)(), MethodInfo const*, void*, void**) (C:\[edited out section of URL]\BW-PROD\Temp\StagingArea\Il2Cpp\il2cppOutput\Il2CppInvokerTable.cpp:43020)
3   libil2cpp.so                       0x000000745dd28264 il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) (C:\Program Files\Unity\Hub\Editor\2019.3.7f1\Editor\Data\il2cpp\libil2cpp\vm\Runtime.cpp:509)
4   libunity.so                        0x00000074c6c580ac scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
5   libunity.so                        0x00000074c6c68674 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
6   libunity.so                        0x00000074c6c730ac MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingExceptionPtr*)
7   libunity.so                        0x00000074c6c732d8 MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodPtr, ScriptingObjectPtr)
8   libunity.so                        0x00000074c6c71fcc MonoBehaviour::smile:elayedStartCall(Object*, void*)
9   libunity.so                        0x00000074c69829f8 DelayedCallManager::Update(int)
10  libunity.so                        0x00000074c6a9deb8 InitPlayerLoopCallbacks()
11  libunity.so                        0x00000074c6a94ac4 ExecutePlayerLoop(NativePlayerLoopSystem*)
12  libunity.so                        0x00000074c6a94b1c ExecutePlayerLoop(NativePlayerLoopSystem*)
13  libunity.so                        0x00000074c6a94d78 PlayerLoop()
14  libunity.so                        0x00000074c6ce9d6c UnityPlayerLoop()
15  libunity.so                        0x00000074c6d13e0c nativeRender(_JNIEnv*, _jobject*)
16  base.odex                          0x00000074c969e89c <system symbols missing>

Everything looks good, except for the system symbols missing message for libc.so. Is that normal? Our logs indicate that symbols were uploaded without error.

In any case, thanks for giving your time into this matter.

Regards,
Lee

Hi Lee, those messages are normal and you can look up more information about them on the Cloud Diagnostics Symbols page.