SystemInfo.deviceUniqueIdentifier throws an exception after tombstoning

I don’t know if this issue was reported or not, but I was testing tombstoning in my game (by forcing it with the checkbox in the Debug settings of the project generated by Unity), and when the game is reactivated SystemInfo.deviceUniqueIdentifier throws an exception (100% repro).

External component has thrown an exception.
at UnityEngineProxy.InternalCalls.SystemInfo_Get_Custom_PropDeviceUniqueIdentifier()
at UnityEngine.SystemInfo.get_deviceUniqueIdentifier()
at FlowerGarden.DeviceParamsUtils.Calculate()
at FlowerGarden.FlowerGardenApp.DidFinishLaunchingWithOptions()
at FlowerGarden.FlowerGardenApp.Initialize()
at Microsoft.Xna.Framework.Game.Begin()
at Main.Start()

I suspect the problem is on Microsoft’s side, since I got the same result with a call from my plugin to:
Microsoft.Phone.Info.DeviceExtendedProperties.GetValue(“DeviceUniqueId”)

My workaround is to use: Windows.Phone.System.Analytics.HostInformation.PublisherHostId, this one doesn’t crash. It’s not unique to the device but to the publisher on that device though, which works for me but may not work for everybody.

This wasn’t reported before. Could you file a bug report with a simple project illustrating the issue?

I tried hard, but I am not able to repro this in a simple project. Oh well.

What I noticed while testing though, is that OnApplicationPause(true) gets called before Start when I launch the game in debug and log some messages from these functions. That seems wrong to me, and maybe this is not only on Windows Phone since I wondered how my game could not crash with this happening, and the answer is I already had some code on Android making sure things are initialized before executing code from OnApplicationPause.
This one I can repro, let me know if you need a bug report with the project (it’s very simple, 1 script attached to the main camera, and some logging in the aforementioned functions).

Bug report will be helpful. Make sure to mention platforms this is occurring on!

Note: I meant OnApplicationPause(false) above (like the app is resuming), and not “true”.
Bug report submitted, case 588579. It is not currently happening on Android with Unity 4.3.3 AFAICT (as mentioned in the report).
Hope this helps!