[Unity 5] Dynamic Batching crash on mipad...

My project build with unity5 will crash on Dynamic Batching on mipad, and the crash log is :
Line 64941: F/libc ( 3990): Fatal signal 7 (SIGBUS) at 0x7720068a (code=1), thread 4025 (UnityMain)
Line 64949: I/DEBUG ( 182): pid: 3990, tid: 4025, name: UnityMain >>> com.qixiu.u3dtest <<<
Line 65001: I/DEBUG ( 182): #00 pc 002a05fc /data/app-lib/com.qixiu.u3dtest-1/libunity.so (TransformIndices(unsigned short*, void const*, unsigned int, unsigned int, unsigned int, unsigned int, bool)+168)
Line 65003: I/DEBUG ( 182): #01 pc 002a5144 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (GfxDevice::smile:ynamicBatchMesh(Matrix4x4f const&, VertexBufferData const&, unsigned int, unsigned int, unsigned short const*, unsigned int, GfxTransformVerticesFlags)+356)
Line 65005: I/DEBUG ( 182): #02 pc 0029fdf4 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (RenderMultipleMeshes(RenderMultipleMeshData const&, ChannelAssigns const&)+1612)
Line 65007: I/DEBUG ( 182): #03 pc 001f4e70 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (non-virtual thunk to MeshRenderer::RenderMultiple(RenderMultipleMeshData const&, ChannelAssigns const&)+12)
Line 65009: I/DEBUG ( 182): #04 pc 000e4968 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (BatchRenderer::Flush()+128)
Line 65011: I/DEBUG ( 182): #05 pc 000e5268 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (ForwardShaderRenderLoop::PerformRendering(ActiveLight const*, ShadowCullData const&, bool, bool, bool)+1828)
Line 65013: I/DEBUG ( 182): #06 pc 000e6af0 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (DoForwardShaderRenderLoop(RenderLoopContext&, dynamic_array<RenderObjectData, 4u>&, bool, bool, ActiveLights&, bool)+3008)
Line 65015: I/DEBUG ( 182): #07 pc 000f05d4 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (DoRenderLoop(RenderLoop&, RenderingPath, CullResults&, ShadowMapCache&, bool)+1516)
Line 65017: I/DEBUG ( 182): #08 pc 000fdc30 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (Camera::smile:oRender(CullResults&, void ()(Camera&, RenderLoop&, CullResults&), int)+320)
Line 65019: I/DEBUG ( 182): #09 pc 000fea04 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (Camera::Render(CullResults&, ShaderLab::ShaderPassContext&, int)+688)
Line 65021: I/DEBUG ( 182): #10 pc 0011ad48 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (RenderManager::RenderCameras(int)+484)
Line 65023: I/DEBUG ( 182): #11 pc 003119d0 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (PlayerRender(bool)+152)
Line 65025: I/DEBUG ( 182): #12 pc 00312d8c /data/app-lib/com.qixiu.u3dtest-1/libunity.so (PlayerLoop(bool, bool, IHookEvent
)+4056)
Line 65027: I/DEBUG ( 182): #13 pc 004bfc48 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (UnityPlayerLoop()+896)
Line 65027: I/DEBUG ( 182): #13 pc 004bfc48 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (UnityPlayerLoop()+896)
Line 65029: I/DEBUG ( 182): #14 pc 004c49a4 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (nativeRender(_JNIEnv*, _jobject*)+172)
Line 65057: I/DEBUG ( 182): 71061674 6fee2784 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (TransformVertices(unsigned char*, Matrix4x4f const&, VertexBufferData const&, unsigned int, unsigned int, unsigned int, GfxTransformVerticesFlags)+260)
Line 65101: I/DEBUG ( 182): 710616cc 6fee7148 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (GfxDevice::smile:ynamicBatchMesh(Matrix4x4f const&, VertexBufferData const&, unsigned int, unsigned int, unsigned short const*, unsigned int, GfxTransformVerticesFlags)+360)
Line 65117: I/DEBUG ( 182): 710616ec 6fee6fe0 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (GfxDevice::smile:ynamicBatchMesh(Matrix4x4f const&, VertexBufferData const&, unsigned int, unsigned int, unsigned short const*, unsigned int, GfxTransformVerticesFlags))
Line 65129: I/DEBUG ( 182): 71061704 6fee1df8 /data/app-lib/com.qixiu.u3dtest-1/libunity.so (RenderMultipleMeshes(RenderMultipleMeshData const&, ChannelAssigns const&)+1616)

When i build my project with Dynamic Batching turning off, it works fine. Anybody has encountered this problem? I don’t know how to solve this, I don’t want Dynamic Batching turning off, this will increase my drawcall.And most of the devices works fine with Dynamic Batching turning on. Any help will be much appreciated.

When I upgrade unity to the latest version 5.1.1, the problems still.

Did you solve it?
I got the same problem.

The same problem

Unity 5.1.4

Same problem
Unity 5.2.0f3

Still getting crashes on MiPad when built with 5.1.4, with dynamic batching turned off. Any updates on this?