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SDK 0.6 | Unity 5.3.1 | Application.Quit() crashes app #147

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MiCkSoftware opened this issue Jan 20, 2016 · 3 comments
Closed

SDK 0.6 | Unity 5.3.1 | Application.Quit() crashes app #147

MiCkSoftware opened this issue Jan 20, 2016 · 3 comments

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@MiCkSoftware
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I can't tell if it's related to 0.6 update or spatialized audio but now my came crashes on exit.
Any idea?

01-20 13:36:22.074 25908 25924 F libc : Fatal signal 11 (SIGSEGV), code 1, fault addr 0x9eb53050 in tid 25924 (UnityMain)
01-20 13:36:22.178 468 468 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
01-20 13:36:22.178 468 468 F DEBUG : Build fingerprint: 'motorola/victara_reteu/victara:6.0/MPE24.49-18/19:user/release-keys'
01-20 13:36:22.178 468 468 F DEBUG : Revision: 'p2bf'
01-20 13:36:22.178 468 468 F DEBUG : ABI: 'arm'
01-20 13:36:22.178 468 468 F DEBUG : pid: 25908, tid: 25924, name: UnityMain >>> com.mick.we.ep0 <<<
01-20 13:36:22.178 468 468 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x9eb53050
01-20 13:36:22.179 471 1119 W APM::EffectDescriptor: unregisterEffect() unknown effect ID 206
01-20 13:36:22.203 468 468 F DEBUG : r0 9eb53050 r1 9eb54000 r2 fffffe8c r3 9eb54000
01-20 13:36:22.203 468 468 F DEBUG : r4 9eb53050 r5 00000001 r6 9eb53ffc r7 af5b6000
01-20 13:36:22.203 468 468 F DEBUG : r8 9c67c9e0 r9 00000000 sl a24847ec fp a248436c
01-20 13:36:22.203 468 468 F DEBUG : ip af988ed8 sp a2484340 lr af8a9d7c pc af8a9cec cpsr 80070010
01-20 13:36:22.214 468 468 F DEBUG :
01-20 13:36:22.214 468 468 F DEBUG : backtrace:
01-20 13:36:22.214 468 468 F DEBUG : #00 pc 002b2cec /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.214 468 468 F DEBUG : #1 pc 002b2d78 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so (GC_push_all_stack+72)
01-20 13:36:22.214 468 468 F DEBUG : #2 pc 002bb9fc /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #3 pc 002bbacc /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #4 pc 002b7840 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #5 pc 002b4834 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #6 pc 002b1128 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #7 pc 002ab1fc /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #8 pc 002aace0 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #9 pc 002abaa4 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #10 pc 002abb44 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.215 468 468 F DEBUG : #11 pc 001396d8 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so (mono_gc_collect+40)
01-20 13:36:22.215 468 468 F DEBUG : #12 pc 001717b0 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so (mono_domain_finalize+96)
01-20 13:36:22.215 468 468 F DEBUG : #13 pc 00024be8 /data/app/com.mick.we.ep0-2/lib/arm/libmono.so
01-20 13:36:22.216 468 468 F DEBUG : #14 pc 000bc99c /data/app/com.mick.we.ep0-2/lib/arm/libmono.so (mono_jit_cleanup+20)
01-20 13:36:22.216 468 468 F DEBUG : #15 pc 003483c8 /data/app/com.mick.we.ep0-2/lib/arm/libunity.so
01-20 13:36:22.216 468 468 F DEBUG : #16 pc 00383b6c /data/app/com.mick.we.ep0-2/lib/arm/libunity.so
01-20 13:36:22.216 468 468 F DEBUG : #17 pc 004cd6ac /data/app/com.mick.we.ep0-2/lib/arm/libunity.so
01-20 13:36:22.216 468 468 F DEBUG : #18 pc 004d18b4 /data/app/com.mick.we.ep0-2/lib/arm/libunity.so
01-20 13:36:22.216 468 468 F DEBUG : #19 pc 0004192f /data/app/com.mick.we.ep0-2/oat/arm/base.odex (offset 0x32000)

@smdol
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smdol commented Jan 20, 2016

Yes, this is the bug in Unity 5.2/3 that affects mobile. We are trying to find a workaround, but hopefully Unity will have a fix pretty soon.

@nathanmartz
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If you disable the CardboardAudioListener component then this background crash will go away. We updated the 0.6.0 SDK package to disable this by default. Note that we're working to get a fix or workaround for this asap, so it should be safe to use during development if you need it.

@nathanmartz
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Closing as this is fixed now.

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