Native crash <symbols missing for uuid>

Hi guys,

my game is experiencing some native crashes on iOS from many different devices. The unity performance reporting sends the message “Native Crash - <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a> (Unknown File)”. It also appears with different uuid numbers. For this specific error the stack trace was the following:

Thread 0 (crashed)
0 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
1 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
2 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
3 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
4 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
5 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
6 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
7 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
8 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
9 GameCenterFoundation __39-[GKDispatchGroup notifyOnQueue:block:]_block_invoke.52
10 libdispatch.dylib _dispatch_call_block_and_release
11 libdispatch.dylib _dispatch_client_callout
12 libdispatch.dylib _dispatch_main_queue_callback_4CF
13 CoreFoundation CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE
14 CoreFoundation __CFRunLoopRun
15 CoreFoundation CFRunLoopRunSpecific
16 GraphicsServices GSEventRunModal
17 UIKit UIApplicationMain
18 MedievalClicker <symbols missing for uuid: 4feef9f79a9e35bdb012e28c6890993a>
19 libdyld.dylib start

Do the missing symbols mean that it crashes due to something that the log can’t reach? Any kind of help would be welcome.

Thanks :slight_smile:

I would like to know about this as well… do we necessarily need to build with “Slow and Safe” to get useful infos? We are getting the exact same kind of native stack trace (and no managed stack trace), which doesn’t really help a lot. What should we do differently in our build to get more useful data? Slow and Safe? Full logging? Not really an expert in this regard unfortunately.

Did you guys find out how to make it log more info?

I spoke to a Unity engineer and in my specific case he told me that the issue could be the version of Unity I was using. He said that what should happen is that when you are uploading your game to the app store, it should automatically upload the dSYM simbols file generated to the unity servers, allowing performance reporting to “translate” the errors into the right symbols. However, he mentioned they made some fixes to the whole process in v562, which I was not using, and in my specific case what happened is that the upload for some reason failed. He also said they are looking into allowing users to upload the symbols file by hand but it is not possible yet, but, in theory, it is not necessary to do slow and safe builds or anything else, it should just work. I’ve made a new release recently with version 2017, will see if that works.

Sorry for the thread resurrection…

@AllanMSmith Did you ever resolve this issue?

Same thing happening for me with 2019.1.8f1

I just went through something similar today (getting to symbolicating crashes, wtf big word!).

I’ve follow the steps here: Diagnosing issues using crash reports and device logs | Apple Developer Documentation

You need to download the dsym and then drag the crash report to the device logs window, then select re-sym log file, this way you will at least get a more explanatory log… sorry I can’t help on your specific error. Or if your crashes are directly available in XCode, much easier.

I have the same problem and same Unity version

Same thing happening for me with 2020.3.38f1