Search Issue Tracker
By Design
Votes
0
Found in
2018.3.0a1
2018.3.9f1
2019.1
2019.2
2019.3
Issue ID
1139007
Regression
No
[Android] Calling AndroidJavaClass.CallStatic causes a JNI crash
Repro steps:
1. Open QA attached project "repro_1139007"
2. Switch the build target to Android
3. Build and Run
Actual: App crashes after a few seconds after launch
Reproducible with: 2018.4.2f1, 2019.1.6f1, 2019.2.0b5, 2019.3.0a5
Tested and reproduced on these devices:
VLNQA00122, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00124, Google Pixel 2 XL (Pixel 2 XL), Android 9, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00155, Meizu PRO 7 Plus (PRO 7 Plus), Android 7.0, CPU: MediaTek Helio X30 MT6799, GPU: PowerVR Rogue Marlowe
Notes:
- Reproduces on Mono and IL2CPP
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- NullReferenceException when setting 'isTextObjectScaleStatic' to false on a disabled TextMeshPro GameObject
- Shader Stripping Custom Options disappear when exiting Play mode without reloading Domain
- Decals do not get projected when 'Rendering Layer Mask' on a GameObject is 23rd Layer or above due to encoding/decoding issues
- Deriving from SearchContextAttribute doesn't always work
- Scripting API documentation is missing for macOS editor extensions
Resolution Note (2019.3.X):
When calling any JNI functions from other thread (any thread except Unity main thread), you have to manually attach that thread to JVM by calling AndroidJNI.AttachCurrentThread() and detach once you no longer need to invoke JNI.