Random crashes on Samsung Galaxy S5, but not in editor

Hi all, my game has been running fine in editor and on s5, but now random crashes are starting to occur. I cannot replicate them in anyway, they seem to just randomly happen whilst playing the game and I have no idea what is triggering it.

I see no errors in the editor at all, and the profiler shows things running well.

I ran ADB and got the following dump when the game crashed, please can someone point me in the right direction to debug this please? I apologise if this is a dumb question, but I am still learning how to debug on device!

I/DEBUG   (25117): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *
**
I/DEBUG   (25117): Build fingerprint: 'samsung/kltexx/klte:5.0/LRX21T/G900FXXU1B
OE5:user/release-keys'
I/DEBUG   (25117): Revision: '14'
I/DEBUG   (25117): ABI: 'arm'
I/DEBUG   (25117): pid: 32491, tid: 32520, name: UnityGfxDeviceW  >>> com.NerdRa
ge.CrazyCars <<<
I/DEBUG   (25117): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
I/DEBUG   (25117):     r0 00000000  r1 aeb1d434  r2 aeb1d430  r3 aeb1d42c
I/DEBUG   (25117):     r4 00000000  r5 9db38500  r6 aeb1d420  r7 00000000
I/DEBUG   (25117):     r8 00000000  r9 0000001c  sl 0000000c  fp 00000004
I/DEBUG   (25117):     ip 00000014  sp 9d4ff7f8  lr 00000010  pc a0e2b928  cpsr
60070010
I/DEBUG   (25117):
I/DEBUG   (25117): backtrace:
I/DEBUG   (25117):     #00 pc 001e5928  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #01 pc 001e602c  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #02 pc 0028c3e4  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #03 pc 002909e8  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #04 pc 00440248  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #05 pc 00443be4  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #06 pc 0043eb6c  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #07 pc 003c1fa0  /mnt/asec/com.NerdRage.CrazyCars-18/lib/
arm/libunity.so
I/DEBUG   (25117):     #08 pc 000137bb  /system/lib/libc.so (__pthread_start(voi
d*)+30)
I/DEBUG   (25117):     #09 pc 0001189b  /system/lib/libc.so (__start_thread+6)
I/DEBUG   (25117):
I/DEBUG   (25117): Tombstone written to: /data/tombstones/tombstone_02
W/ActivityManager(  926):   Force finishing activity com.NerdRage.CrazyCars/com.
unity3d.player.UnityPlayerNativeActivity

R u using multithreated rendering?

I am yes, should I disable it? I have also heard that I should force OpenGL 2.0 ?

Try forcing OGL2.0, if that doesnt help, try to disable multithreaded rendering. Multithreaded rendering is still not stable on all phones.

ok thank you, I will try that tonight

Sorry nope, the errors are still present. I have disabled multi threaded rendering, but still no joy.

I am however seeing these additional errors on starting the app (I get tons of this repeating)

I/ActivityManager(  942): Start proc com.NerdRage.CrazyCars for activity com.Ner
dRage.CrazyCars/com.unity3d.player.UnityPlayerNativeActivity: pid=31053 uid=1026
6 gids={50266, 9997, 3003} abi=armeabi-v7a
D/ActivityManager(  942): post active user change for 0
I/ActivityManager(  942): Displayed com.NerdRage.CrazyCars/com.unity3d.player.Un
ityPlayerNativeActivity: +419ms
W/ActivityManager(  942): mDVFSHelper.release()
E/Unity   (31053): [EGL] eglGetConfigAttrib(): EGL_BAD_CONFIG: An EGLConfig argu
ment does not name a valid EGL frame buffer configuration.
E/Unity   (31053):
E/Unity   (31053): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 163)
E/Unity   (31053):
E/Unity   (31053): [EGL] eglGetConfigAttrib(): EGL_BAD_CONFIG: An EGLConfig argu
ment does not name a valid EGL frame buffer configuration.
E/Unity   (31053):
E/Unity   (31053): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 163)
E/Unity   (31053):
E/Unity   (31053): [EGL] eglGetConfigAttrib(): EGL_BAD_CONFIG: An EGLConfig argu
ment does not name a valid EGL frame buffer configuration.

And I am getting this dump on the application crash:

I/DEBUG   (  287): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *
**
I/DEBUG   (  287): Build fingerprint: 'samsung/kltexx/klte:5.0/LRX21T/G900FXXU1B
OE5:user/release-keys'
I/DEBUG   (  287): Revision: '14'
I/DEBUG   (  287): ABI: 'arm'
I/DEBUG   (  287): pid: 31053, tid: 31080, name: UnityMain  >>> com.NerdRage.Cra
zyCars <<<
I/DEBUG   (  287): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
I/DEBUG   (  287):     r0 9f9d6050  r1 9f9d82a0  r2 9f9d6068  r3 00000000
I/DEBUG   (  287):     r4 00000030  r5 fffd0764  r6 0000000c  r7 a1294b18
I/DEBUG   (  287):     r8 00000000  r9 00000030  sl 0000000c  fp 00000030
I/DEBUG   (  287):     ip afbb8698  sp afbb85f8  lr a0d68070  pc a1294b64  cpsr
600b0010
I/DEBUG   (  287):
I/DEBUG   (  287): backtrace:
I/DEBUG   (  287):     #00 pc 00712b64  /mnt/asec/com.NerdRage.CrazyCars-8/lib/a
rm/libunity.so
I/DEBUG   (  287):
I/DEBUG   (  287): Tombstone written to: /data/tombstones/tombstone_08
W/ActivityManager(  942):   Force finishing activity com.NerdRage.CrazyCars/com.
unity3d.player.UnityPlayerNativeActivity
W/ActivityManager(  942): Activity pause timeout for ActivityRecord{2835ecf1 u0
com.NerdRage.CrazyCars/com.unity3d.player.UnityPlayerNativeActivity t1068 f}
W/ActivityManager(  942): mDVFSHelper.acquire()
E/ActivityManager(  942): checkUser: useridlist=null, currentuser=0
E/ActivityManager(  942): checkUser: useridlist=null, currentuser=0
E/ActivityManager(  942): checkUser: useridlist=null, currentuser=0
E/ActivityManager(  942): checkUser: useridlist=null, currentuser=0

Any ideas please?

I’m not sure if this is a red herring or not, but changing it to vertex lit seemed to stop the crashes, but the game looks terrible without shadows. I am really unsure as to what the cause of this is.

Is it possible to somehow find out what script or function is killing the android app from the ADB traces?

Like I say, in the editor the game is rock solid :frowning: