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Unity Application randomly crashes #420
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Hi, thanks for the report. @inio any ideas? |
Since the crash is in abort(), there should be log messages that just beforehand (from "native") that call out the problem |
I'm getting similar seemingly random crashes at runtime on 1.5. Experienced on a Google Pixel 1 and a OnePlus 6. Here is a full logcat (with probably some excess at the end):
I'll try disabling |
Hi, here is the logcat of the error that is still happening. Any clues? Thanks.
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Same problem here with a LG G6:
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Given that you're seeing the crash on three different device models, I suspect there's an issue with the version of Unity you're using or something within your project, such as a third party library. To help isolate any project specific issues, as well as Unity specific issues, can you try building and running the HelloAR SDK sample scene? Please use the latest ARCore SDK for Unity (currently 1.6.0). Please also use the latest Unity LTS release (https://unity3d.com/unity/qa/lts-releases, currently 2017.4.17f1) for this test. If there are no crashes, try rebuilding the same project in your preferred version of Unity. If that works, add any SDKs you're using one at a time to the working project, or try removing SDKs one at a time from the crashing project. |
More precisely, please try running the unmodified HelloAR sample scene:
If this does not work, feel free to file a new issue in this issue tracker. |
Hello, I seem to experience the same problem as described in this thread. My app runs fine without Multithreaded Rendering, but when turning it on, it crashes after a random amount of time (usually between 15 and 60 minutes) with a signal 11 (SIGSEGV), code 1 (SEGV_MAPERR) and the same callstack as posted above, ending in a call to UpdateMemObj. I'm building with Unity 2019.2.5f1, ARCore XR Plugin 3.1.3 and run on a Samsung Galaxy Tab S3 with Android 9.0. (On a sidenote, what are the benefits of Multithreaded Rendering? Will it help me if my goal is having a stable framerate for multiple hours, so with low thermal load as a priority? I'm wondering if it's worth the potential hassle and instability.) |
Hello, we are testing out this latest version (1.5) out in a Unity build and are experiencing seemingly random crashes. These crashes happen either when resuming from a suspended application state, re-launching the application from a fresh start, or randomly during application runtime. We have nothing but a simple mesh and the ARCore component in our scene.
Details:
Android Crash Log:
10-15 15:36:34.856 13235 13317 E CRASH : #00 pc 0001aabc /system/lib/libc.so (abort+63) 10-15 15:36:34.856 13235 13317 E CRASH : #01 pc 00be430c /data/app/com.google.ar.core-xbl4s3WHD38xR7LRzL_IFw==/lib/arm/libarcore_c.so 10-15 15:36:34.856 13235 13317 E CRASH : #02 pc 00bc7390 /data/app/com.google.ar.core-xbl4s3WHD38xR7LRzL_IFw==/lib/arm/libarcore_c.so 10-15 15:36:34.856 13235 13317 E CRASH : #03 pc 000e064c /data/app/com.google.ar.core-xbl4s3WHD38xR7LRzL_IFw==/lib/arm/libarcore_c.so 10-15 15:36:34.856 13235 13317 E CRASH : #04 pc 000d8364 /data/app/com.google.ar.core-xbl4s3WHD38xR7LRzL_IFw==/lib/arm/libarcore_c.so 10-15 15:36:34.856 13235 13317 E CRASH : #05 pc 000d9b78 /data/app/com.google.ar.core-xbl4s3WHD38xR7LRzL_IFw==/lib/arm/libarcore_c.so 10-15 15:36:34.856 13235 13317 E CRASH : #06 pc 000df120 /data/app/com.google.ar.core-xbl4s3WHD38xR7LRzL_IFw==/lib/arm/libarcore_c.so 10-15 15:36:34.856 13235 13317 E CRASH : #07 pc 0000dd91 /system/lib/libmediandk.so 10-15 15:36:34.856 13235 13317 E CRASH : #08 pc 00010649 /system/lib/libstagefright_foundation.so (android::AHandler::deliverMessage(android::sp<android::AMessage> const&)+24) 10-15 15:36:34.856 13235 13317 E CRASH : #09 pc 00012b3d /system/lib/libstagefright_foundation.so (android::AMessage::deliver()+60) 10-15 15:36:34.856 13235 13317 E CRASH : #10 pc 000112af /system/lib/libstagefright_foundation.so (android::ALooper::loop()+470) 10-15 15:36:34.856 13235 13317 E CRASH : #11 pc 0000d343 /system/lib/libutils.so (android::Thread::_threadLoop(void*)+270) 10-15 15:36:34.856 13235 13317 E CRASH : #12 pc 0005d1e5 /system/lib/libandroid_runtime.so (android::AndroidRuntime::javaThreadShell(void*)+80) 10-15 15:36:34.856 13235 13317 E CRASH : #13 pc 00048d33 /system/lib/libc.so (__pthread_start(void*)+22) 10-15 15:36:34.856 13235 13317 E CRASH : #14 pc 0001b8df /system/lib/libc.so (__start_thread+32)
Also see this error:
OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_ENUM: enum argument out of range
Unity version (ALL): Tested 2018.1 - 2018.2.11
Build settings: We noticed disabling Multithreaded Rendering in the player settings helps reduce the frequency of the crash, but the crash still happens.
We have tested various Scripting Runtime Versions and API Compatibility Level configurations as well, with the same results.
Thanks!
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