Finally hit this crash that I’ve been seeing reported via Xcode crashes for months on my own device, and this is what it looks like:
Before it happens, the screen hangs for a while and I get a bunch of spam in the console that ends with this:
(Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 313)
Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
(Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 313)
Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
(Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 313)
Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
(Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 313)
Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
(Filename: ./Runtime/Allocator/ThreadsafeLinearAllocator.cpp Line: 313)
2020-01-12 03:30:43.874562+0300 gamename[8835:202554] TIC Read Status [12:0x2838649c0]: 1:57
2020-01-12 03:30:43.875398+0300 gamename[8835:202554] TIC Read Status [12:0x2838649c0]: 1:57
2020-01-12 03:30:43.875784+0300 gamename[8835:202554] TIC Read Status [12:0x2838649c0]: 1:57
2020-01-12 03:30:43.882051+0300 gamename[8835:202554] [BoringSSL] nw_protocol_boringssl_get_output_frames(1301) [C12.1:2][0x1243814a0] get output frames failed, state 8196
2020-01-12 03:30:43.882680+0300 gamename[8835:202554] [BoringSSL] nw_protocol_boringssl_get_output_frames(1301) [C12.1:2][0x1243814a0] get output frames failed, state 8196
2020-01-12 03:30:43.884900+0300 gamename[8835:202554] TIC Read Status [12:0x0]: 1:57
2020-01-12 03:30:43.885530+0300 gamename[8835:202554] TIC Read Status [12:0x0]: 1:57
2020-01-12 03:30:43.885803+0300 gamename[8835:202554] TIC Read Status [12:0x0]: 1:57
2020-01-12 03:30:43.886095+0300 gamename[8835:202554] TIC Read Status [12:0x0]: 1:57
with the “deleting an allocation” mentioned thousands of times before that similarly.
So far I haven’t been able to cause this reliably (kind of happening randomly mid-gameplay), and I’m pretty sure I wouldn’t be able to provide a repro project on this. This doesn’t happen in editor or on Android so far.
Using Unity 2019.2.16, crash happened on iPhone 6s, but it seems to be pretty device agnostic:
Any ideas as to where to start digging into this?