SIGSEV - Unity application (compiled for cardboard) crashes on Android 7.0

I’m getting application crash on Android 7.0 in Unity application compiled for cardboard.
Any help with debugging this issue appreciated (package name masked)

03-12 22:29:54.006 15738 15758 F libc    : Fatal signal 11 (SIGSEGV), code 1, fault addr 0x32 in tid 15758 (UnityMain)
03-12 22:29:54.012  3108  3108 W         : debuggerd: handling request: pid=15738 uid=10507 gid=10507 tid=15758
03-12 22:29:54.258 16069 16069 F DEBUG   : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
03-12 22:29:54.259 16069 16069 F DEBUG   : Build fingerprint: 'samsung/hero2ltexx/hero2lte:7.0/NRD90M/G935FXXU1DQB7:user/release-keys'
03-12 22:29:54.259 16069 16069 F DEBUG   : Revision: '9'
03-12 22:29:54.260 16069 16069 F DEBUG   : ABI: 'arm'
03-12 22:29:54.260 16069 16069 F DEBUG   : pid: 15738, tid: 15758, name: UnityMain  >>> CORRECT.APP.PACKAGE <<<
03-12 22:29:54.260 16069 16069 F DEBUG   : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x32
03-12 22:29:54.260 16069 16069 F DEBUG   :     r0 e687d9dc  r1 9127b1b0  r2 00000033  r3 9d7837f0
03-12 22:29:54.260 16069 16069 F DEBUG   :     r4 e687e4c4  r5 e687e4b0  r6 9127b1b0  r7 9d7837f0
03-12 22:29:54.261 16069 16069 F DEBUG   :     r8 92683578  r9 00000000  sl 00000000  fp e687e2f0
03-12 22:29:54.261 16069 16069 F DEBUG   :     ip cf254188  sp e687d9c8  lr cf2541c0  pc 00000032  cpsr a00b0030
03-12 22:29:54.276 16069 16069 F DEBUG   :
03-12 22:29:54.276 16069 16069 F DEBUG   : backtrace:
03-12 22:29:54.277 16069 16069 F DEBUG   :     #00 pc 00000032  <unknown>
03-12 22:29:54.277 16069 16069 F DEBUG   :     #01 pc 0044b1bc  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.277 16069 16069 F DEBUG   :     #02 pc 00b9ff00  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.277 16069 16069 F DEBUG   :     #03 pc 00cc1de0  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #04 pc 00cc7310  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #05 pc 00cbacd8  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #06 pc 00ba16ac  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #07 pc 00ba1d14  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #08 pc 00431474  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #09 pc 0042e0b8  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #10 pc 00660afc  /data/app/CORRECT.APP.PACKAGE-2/lib/arm/libunity.so
03-12 22:29:54.278 16069 16069 F DEBUG   :     #11 pc 0000bc6c  <anonymous:e696e000>

You can have a look at my post on how to decipher this crash stack trace: Loading...

Thank you for reference, didn’t know that Unity publishess symbols.
However the stacktrace is not very helpful. The backtrace in the libunity is

:~$  addr2line -Cfe /opt/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Variations/mono/Release/Symbols/armeabi-v7a/libunity.sym.so
0044b1bc
void MonoScript::Transfer<SafeBinaryRead>(SafeBinaryRead&)
??:?
00b9ff00
physx::Sc::NPhaseCore::createParticlePacketBodyInteraction(physx::Sc::ParticlePacketShape&, physx::Sc::ShapeSim&, unsigned int)
??:?
00cc1de0
physx::HullLibrary::expandhull(physx::float3*, int, physx::float3*&, int&, float)
??:?
00cc7310
physx::shdfnd::Array<physx::PxBounds3V, physx::shdfnd::ReflectionAllocator<physx::PxBounds3V> >::growAndPushBack(physx::PxBounds3V const&)
??:?
00cbacd8
physx::ConvexMeshBuilder::save(physx::PxOutputStream&, bool) const
??:?
00ba16ac
physx::Sc::RigidCore::getPxActor() const
??:?
00ba1d14
ScBeforeSolverTask::runInternal()
??:?
00431474
BuiltinShaderParamValues::BuiltinShaderParamValues()
??:?
0042e0b8
CalculateAmbientFaceProcessor::operator()(Image&, int, Vector3f const&, Vector3f const&, Vector3f const&, bool)
??:?
00660afc
void std::__final_insertion_sort<Effector2D::EffectorContact*, __gnu_cxx::__ops::_Iter_comp_iter<Effector2D::EffectorContact::PredecateContactGrouping> >(Effector2D::EffectorContact*, Effector2D::EffectorContact*, __gnu_cxx::__ops::_Iter_comp_iter<Effector2D::EffectorContact::PredecateContactGrouping>)
??:?

are you sure you ran it with the symbols matching the exact release of Unity that produced the crashing build ?

Well, not sure.
I’m developing on 5.5, but building on cloud build. The settings are 5.5, but if they match precisely - don’t know.

in cloud build you can select which exact version of the engine to use. you should use this exact version and the symbols from it to decode the crash.

did you get the right crash stack trace for this case ?