App crashes on Android device (not every time). Stack-trace on Google Play Console looks like :
pid: 0, tid: 27065 >>> com.companyName.gameName <<<
backtrace:
#00 pc 0x0000000000981708 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (UI::Canvas::GetTargetDisplay() const) (BuildId: 546e65b0efa74d81)
#01 pc 0x000000000098c958 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (UI::CanvasManager::RenderOverlays(int)) (BuildId: 546e65b0efa74d81)
#02 pc 0x000000000057f440 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (PlayerRender(bool)) (BuildId: 546e65b0efa74d81)
#03 pc 0x0000000000574208 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*)) (BuildId: 546e65b0efa74d81)
#04 pc 0x0000000000574248 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem*)) (BuildId: 546e65b0efa74d81)
#05 pc 0x00000000005744dc /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (PlayerLoop()) (BuildId: 546e65b0efa74d81)
#06 pc 0x00000000006ea56c /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (UnityPlayerLoop()) (BuildId: 546e65b0efa74d81)
#07 pc 0x0000000000700f08 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/lib/arm64/libunity.so (nativeRender(_JNIEnv*, _jobject*)) (BuildId: 546e65b0efa74d81)
#08 pc 0x0000000000098a14 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/oat/arm64/base.odex (art_jni_trampoline+116)
#09 pc 0x00000000001cf4e8 /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$F$a.handleMessage+1544)
#10 pc 0x0000000000ab382c /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Handler.dispatchMessage+140)
#11 pc 0x0000000000ab738c /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Looper.loopOnce+1244)
#12 pc 0x0000000000ab6dfc /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (android.os.Looper.loop+1196)
#13 pc 0x00000000001d013c /data/app/~~AvfeSZ_4KaVl_q_dV6WLfw==/com.companyName.gameName-89BdXiIHeZMrrQgXywR15Q==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$F.run+524)
#14 pc 0x000000000033eda4 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+612)
#15 pc 0x0000000000239d54 /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+144)
#16 pc 0x000000000053a1b0 /apex/com.android.art/lib64/libart.so (art::CreateCallback(void*)+1600)
#17 pc 0x00000000000e5a08 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+208)
#18 pc 0x000000000007f27c /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)
Could someone please help shed some light on what could be causing this crash? Thanks in advance!
Note that we don’t use any targets on Canvases other than Display 1.
Thanks again!