Google Play console reports many crashes (SIGSEGV) for the game built with Unity 2021.3.20f1 IL2CPP with following stack trace:
backtrace:
#00 pc 0x000000000004a354 /apex/com.android.runtime/lib64/bionic/libc.so (__memcpy+196)
#01 pc 0x0000000000512140 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (ThreadedStreamBuffer::ReadStreamingData(void*, unsigned int, ThreadedStreamBuffer::SignalMode, unsigned int, unsigned int))
#02 pc 0x0000000000d29658 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&))
#03 pc 0x0000000000d2dc40 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (GfxDeviceWorker::RunExt(ThreadedStreamBuffer&))
#04 pc 0x0000000000d25310 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (GfxDeviceWorker::RunGfxDeviceWorker(void*))
#05 pc 0x0000000000511718 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*))
#06 pc 0x00000000000b008c /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+64)
#07 pc 0x00000000000503c8 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
3 Likes
reflexing:
Google Play console reports many crashes (SIGSEGV) for the game built with Unity 2021.3.20f1 IL2CPP with following stack trace:
backtrace:
#00 pc 0x000000000004a354 /apex/com.android.runtime/lib64/bionic/libc.so (__memcpy+196)
#01 pc 0x0000000000512140 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (ThreadedStreamBuffer::ReadStreamingData(void*, unsigned int, ThreadedStreamBuffer::SignalMode, unsigned int, unsigned int))
#02 pc 0x0000000000d29658 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&))
#03 pc 0x0000000000d2dc40 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (GfxDeviceWorker::RunExt(ThreadedStreamBuffer&))
#04 pc 0x0000000000d25310 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (GfxDeviceWorker::RunGfxDeviceWorker(void*))
#05 pc 0x0000000000511718 /data/app/~~3TcTL0gDAFNMpJx6L-lm7w==/com.redacted.game-kUIPPVIWXyXQ1m-mLX3YHg==/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*))
#06 pc 0x00000000000b008c /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+64)
#07 pc 0x00000000000503c8 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
We are also seeing a lot of reports of ThreadedStreamBuffer::ReadStreamingData crashes. Is there a specific date from which the growth of such crashes in your application begins?
I will investigate and certainly tell you on Monday. I will reply to your message here.
We are facing a similar problem, tell me if your project supports Vulkan, is there any advertising in the application, if so, what type ( banner, interstitial , rewarded? ).
We do support Vulkan, and use Unity Ads Legacy package.
Do you use downloading resources from remote servers?
Sure.
What build setting do you have Il2CppCodeGeneration.OptimizeSize or Il2CppCodeGeneration.OptimizeSpeed?
Can’t tell right now. Will reply on Monday.
1 Like
reflexing:
I will investigate and certainly tell you on Monday. I will reply to your message here.
We are facing a similar problem, tell me if your project supports Vulkan, is there any advertising in the application, if so, what type ( banner, interstitial , rewarded? ).
We do support Vulkan, and use Unity Ads Legacy package.
Do you use downloading resources from remote servers?
Sure.
What build setting do you have Il2CppCodeGeneration.OptimizeSize or Il2CppCodeGeneration.OptimizeSpeed?
Can’t tell right now. Will reply on Monday.
Thank you! This crash in our application has a big increase since the first days of May.
It’s most likely unrelated, but we’ve also seen an increase in messages in Crashlytics: Unable to complete SSL connection since about the same date.
reflexing:
I will investigate and certainly tell you on Monday. I will reply to your message here.
We are facing a similar problem, tell me if your project supports Vulkan, is there any advertising in the application, if so, what type ( banner, interstitial , rewarded? ).
We do support Vulkan, and use Unity Ads Legacy package.
Do you use downloading resources from remote servers?
Sure.
What build setting do you have Il2CppCodeGeneration.OptimizeSize or Il2CppCodeGeneration.OptimizeSpeed?
Can’t tell right now. Will reply on Monday.
Did you manage to get new data?
I cannot get all the data as the guy who did the build is on vacation.
All I can say that this error started after we deployed first build built with Unity 2021.3.20f1. Before that, it was Unity 2020.3.43f1.
We are going to move on to the Unity 2022.3 branch and replace Unity Ads SDK with another.
Unfortunately, the issue continues to appear with the game built with Unity 2021.3.25f1. We are on our wit’s end here.
Having the same issue here, with Unity 2021.3.11f1. We’re updating to .30f1 to see if this improves the situation.
We’re still experiencing a lot of those crashes with 2021.3.30f1. Anyone found any solution yet? We’re downloading a lot of resources dynamically, so it could be related. We’ll continue our analysis there.
unity_7F61218C81F79867B8D1:
We’re still experiencing a lot of those crashes with 2021.3.30f1. Anyone found any solution yet? We’re downloading a lot of resources dynamically, so it could be related. We’ll continue our analysis there.
Was the app running in foreground or background when it crashed?
Can you post the full stack trace of the crash?
Not sure if foreground or background, as those are crashes reported in Google Play Console. We were not able to reproduce them manually.
Stacktrace (I replaced the bundle id)
pid: 0, tid: 21220 >>> com.company.ourgame <<<
backtrace:
#00 pc 0x000000000008dcc4 /apex/com.android.runtime/lib64/bionic/libc.so (__memcpy_aarch64_simd+196)
#01 pc 0x000000000037e394 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (ThreadedStreamBuffer::ReadStreamingData(void*, unsigned int, ThreadedStreamBuffer::SignalMode, unsigned int, unsigned int)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#02 pc 0x0000000000a01f08 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#03 pc 0x0000000000a06760 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (GfxDeviceWorker::RunExt(ThreadedStreamBuffer&)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#04 pc 0x00000000009fdaf0 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (GfxDeviceWorker::RunGfxDeviceWorker(void*)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#05 pc 0x000000000037d96c /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#06 pc 0x00000000000fd0f4 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
#07 pc 0x0000000000096a04 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)
unity_7F61218C81F79867B8D1:
Not sure if foreground or background, as those are crashes reported in Google Play Console. We were not able to reproduce them manually.
Stacktrace (I replaced the bundle id)
pid: 0, tid: 21220 >>> com.company.ourgame <<<
backtrace:
#00 pc 0x000000000008dcc4 /apex/com.android.runtime/lib64/bionic/libc.so (__memcpy_aarch64_simd+196)
#01 pc 0x000000000037e394 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (ThreadedStreamBuffer::ReadStreamingData(void*, unsigned int, ThreadedStreamBuffer::SignalMode, unsigned int, unsigned int)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#02 pc 0x0000000000a01f08 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#03 pc 0x0000000000a06760 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (GfxDeviceWorker::RunExt(ThreadedStreamBuffer&)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#04 pc 0x00000000009fdaf0 /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (GfxDeviceWorker::RunGfxDeviceWorker(void*)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#05 pc 0x000000000037d96c /data/app/~~iCFOrkO-vFe5fNuOXrrdRw==/com.company.ourgame-W9SFTCsNPu2hXsfYkJ63TQ==/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*)) (BuildId: a49f61cbeeff0618836288deffe59d050c87b004)
#06 pc 0x00000000000fd0f4 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
#07 pc 0x0000000000096a04 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)
You can find the information in the page of the crash:
1 Like
Ah sorry, you are absolutely right! The column is 100% foreground.
Hello, we’re experiencing the same issue, do you happen to have Unity multi-threaded rendering enabled on your project? We have and I’m wondering if disabling it would solve this issue. We’re also upgrading to Unity 2022 in the hope it fixes those numerous crashes… I’m also thinking of trying to put OpenGLES3 as default graphic API instead of Vulkan.
FYI we don’t use Unity Ads
Hi, yes - we have multithreaded rendering enabled as well, with Vulkan as first and OpenGLES3 as second graphics API.
Hi,
We are having the same issue, on Unity 2021.3.33f1. (Multithreaded rendering enabled)
Did anyone had any success with working solution?