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Not Reproducible

Votes

50

Found in

4.6.0f3

Issue ID

655263

Regression

No

Android crash: Fatal signal 11 (SIGSEGV) on some devices

Android

-

On a small number of Android devices app crashes having exhibited very strange behaviour. The behaviour can vary but the result is (almost) always "Fatal signal 11 (SIGSEGV)"

Comments (71)

  1. 354f7f7657141e62f94b71444a2855a3?d=mm

    leonardolanzellotti

    Jul 14, 2019 15:41

    It's happening to me as well..
    Unity 2018.2.0f + Facebook SDK 7.17
    I've placed a Debug.Log on InitFacebook method only to see where the freeze occurs and I was surprised when I saw this happening exactly when I called the FB.Init() method. As I was taking a look in the logcat I was able to see my Log message. In top lines, when I push the APK to an Android version 4.2 and start it, the splash screen shows normally. Then after a Invoke of 5 seconds the FB.Init is called, then the app stop responding (buttons stop to respond) but the app doesn't crash though. In the logcat I have these messages:

    D/SensorService( 514): -0.1 0.8 9.8

    I/Unity ( 2833): [AtomFlu#] inicio debug

    I/Unity ( 2833):

    I/Unity ( 2833): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

    I/Unity ( 2833):

    I/Unity ( 2833): [AtomFlu]: InitFacebook

    I/Unity ( 2833):

    I/Unity ( 2833): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

    I/Unity ( 2833):

    D/SensorService( 514): -0.1 0.8 9.7

    I/dalvikvm( 2833): Failed resolving Lcom/facebook/unity/FB$2; interface 2477 'Lcom/facebook/applinks/AppLinkData$CompletionHandler;'

    W/dalvikvm( 2833): Link of class 'Lcom/facebook/unity/FB$2;' failed

    E/dalvikvm( 2833): Could not find class 'com.facebook.unity.FB$2', referenced from method com.facebook.unity.FB.FetchDeferredAppLinkData

    W/dalvikvm( 2833): VFY: unable to resolve new-instance 3015 (Lcom/facebook/unity/FB$2;) in Lcom/facebook/unity/FB;

    D/dalvikvm( 2833): VFY: replacing opcode 0x22 at 0x002b

    I/dalvikvm( 2833): Could not find method com.facebook.applinks.AppLinkData.createFromAlApplinkData, referenced from method com.facebook.unity.FB.GetAppLink

    W/dalvikvm( 2833): VFY: unable to resolve static method 18605: Lcom/facebook/applinks/AppLinkData;.createFromAlApplinkData (Landroid/content/Intent;)Lcom/facebook/applinks/AppLinkData;

    D/dalvikvm( 2833): VFY: replacing opcode 0x71 at 0x004f

    W/dalvikvm( 2833): VFY: unable to find class referenced in signature (Lcom/facebook/applinks/AppLinkData;)

    W/dalvikvm( 2833): VFY: unable to find class referenced in signature (Lcom/facebook/applinks/AppLinkData;)

    W/dalvikvm( 2833): VFY: unable to find class referenced in signature (Lcom/facebook/applinks/AppLinkData;)

    I/dalvikvm( 2833): Could not find method com.facebook.applinks.AppLinkData.getRef, referenced from method com.facebook.unity.FB.addAppLinkToMessage

    W/dalvikvm( 2833): VFY: unable to resolve virtual method 18608: Lcom/facebook/applinks/AppLinkData;.getRef ()Ljava/lang/String;

    D/dalvikvm( 2833): VFY: replacing opcode 0x6e at 0x000f

    I/dalvikvm( 2833): Failed resolving Lcom/facebook/unity/FB$2; interface 2477 'Lcom/facebook/applinks/AppLinkData$CompletionHandler;'

    W/dalvikvm( 2833): Link of class 'Lcom/facebook/unity/FB$2;' failed

    D/dalvikvm( 2833): DexOpt: unable to opt direct call 0x5684 at 0x2d in Lcom/facebook/unity/FB;.FetchDeferredAppLinkData

    W/dalvikvm( 2833): Unable to match class for part: 'Lcom/facebook/applinks/AppLinkData;)V'

    E/CRASH ( 2833): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000

    E/CRASH ( 2833): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***

    E/CRASH ( 2833): Build fingerprint: 'samsung/goyawifixx/goyawifi:4.2.2/JDQ39/T110XXUANI7:user/release-keys'

    E/CRASH ( 2833): Revision: '2'

    E/CRASH ( 2833): pid: 2833, tid: 2863, name: UnityMain >>> com.QuatroOlhos.AtomFlu <<<

    E/CRASH ( 2833): r0 00000000 r1 00000044 r2 80808080 r3 00000000

    E/CRASH ( 2833): r4 60ece2c8 r5 00000000 r6 20700466 r7 409f6f91

    E/CRASH ( 2833): r8 6a28bb68 r9 00000000 sl 69f8b3fc fp 60ece300

    E/CRASH ( 2833): ip 60bf9cdc sp 60ece270 lr 5fb2f388 pc 400b3b88 cpsr 60ecdf00

    E/CRASH ( 2833):

    E/CRASH ( 2833): backtrace:

    E/CRASH ( 2833): #00 pc 00019b88 /system/lib/libc.so (strlen+72)

    E/CRASH ( 2833): #01 pc 00122384 /data/app-lib/com.QuatroOlhos.AtomFlu-11/libunity.so

    E/CRASH ( 2833): #02 pc 00127464 /data/app-lib/com.QuatroOlhos.AtomFlu-11/libunity.so

    E/CRASH ( 2833): #03 pc 0000b944 ( (wrapper managed-to-native) UnityEngine.AndroidJNI:CallStaticStringMethod (intptr,intptr,UnityEngine.jvalue[]) + 0x4c (0x6a1b48f8 0x6a1b4988) [0x61461ee0 - Unity Root Domain]+47428)

    E/CRASH ( 2833): #04 il ........ at (wrapper managed-to-native) UnityEngine.AndroidJNI.CallStaticStringMethod (intptr,intptr,UnityEngine.jvalue[]) <0xffffffff>

    E/CRASH ( 2833): #05 il 0000002c at UnityEngine.AndroidJNISafe.CallStaticStringMethod (intptr,intptr,UnityEngine.jvalue[]) <0x0002c>

    E/CRASH ( 2833): #06 il 0000042b at UnityEngine.AndroidJavaObject._CallStatic<object> (string,object[]) <0x0042b>

    E/CRASH ( 2833): #07 il 0000003b at UnityEngine.AndroidJavaObject.CallStatic<object> (string,object[]) <0x0003b>

    E/CRASH ( 2833): #08 il 0000005f at Facebook.Unity.Android.AndroidWrapper.CallStatic<object> (string) <0x0005f>

    E/CRASH ( 2833): #09 il 0000005b at Facebook.Unity.Mobile.Android.AndroidFacebook..ctor (Facebook.Unity.Mobile.Android.IAndroidWrapper,Facebook.Unity.CallbackManager) <0x0005b>

    E/CRASH ( 2833): #10 il 0000003f at Facebook.Unity.Mobile.Android.AndroidFacebook..ctor () <0x0003f>

    E/CRASH ( 2833): #11 il 0000004f at Facebook.Unity.Mobile.Android.AndroidFacebookLoader.get_FBGameObject () <0x0004f>

    E/CRASH ( 2833): #12 il 00000023 at Facebook.Unity.FB/CompiledFacebookLoader.Start () <0x00023>

    E/CRASH ( 2833): #13 il 0000006b at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0006b>

    If I comment the FB.Init call, my app works properly.

    Someone give me a help?

  2. 181e423f27bf4e3dff5ef74e068d0a01?d=mm

    valaskasz

    May 17, 2019 08:42

    I had also this problem on HTC U Play. When I used EasyRoad3d Asset, the game crashed. I have changed the used graphics API in project settings\player, and I have left only OpenGLSE2.0, and the game runs perfectly

  3. 836dff15a5a9194a408bb4a346a51887?d=mm

    mariovepe

    Mar 06, 2019 19:30

    What work for me was to put the function that was crashing inside a coroutine, and doing that it won't crash anymore. I read that this issue is related to threading, somehow the function do something weird and the app stop working because of that, what exactly the function does, nobody knows

  4. 8d6b0b2c25a96881308d17b6787f4459?d=mm

    ercion

    Dec 26, 2018 18:35

    Same crash. Extremely irresponsible of Unity team to just mark this as not reproducible and move on.

  5. Cda9dcfd03edec65028dd6e51d2697ba?d=mm

    Eigenhands

    Oct 29, 2018 16:56

    Same Error as CIVZOID. When music starts to play my app crashes:

    E/CRASH (21108): signal 11 (SIGSEGV), code 128 (?), fault addr 00000000
    E/CRASH (21108): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    E/CRASH (21108): Build fingerprint: 'asus/US_epad/ME302C:4.2.2/JDQ39/US_epad-V4.7.3-20131028:user/release-keys'
    E/CRASH (21108): Revision: '0'
    E/CRASH (21108): pid: 21108, tid: 21270, name: FMODAudioDevice >>> com.Petrarch.ChordTrainer <<<
    E/CRASH (21108): eax 62e7c1d8 ebx 00000005 ecx 00000000 edx 00000003
    E/CRASH (21108): esi 59999800 edi 00000100
    E/CRASH (21108): xcs 00000073 xds ffff007b xes c1a1007b xfs 00000000 xss 0000007b
    E/CRASH (21108): eip 623f600b ebp 6aff7b20 esp 6860250c flags 00010246
    E/CRASH (21108):
    E/CRASH (21108): backtrace:
    E/CRASH (21108): #00 pc 00cd100b /data/app-lib/com.Petrarch.ChordTrainer-2/libunity.so
    F/mono (21108): * Assertion: should not be reached at mini.c:2215

  6. E9f24e59249f1cd1d7b39e285936ce38?d=mm

    vfilho

    Oct 17, 2018 06:47

    Please, this still happening
    Unity 2017.4.11f1 on Android 4.4.2

  7. 0f257ba9c6987199765dd021e2120c38?d=mm

    civzoid

    Sep 16, 2018 22:09

    Similar issue here. I only noticed in Android 4.4 (Emulator). Running in my device with 8.1.0 without a problem.

    The App loads perfectly but after a while it crashes, happening when the background music loops... Please help!

    E/CRASH ( 5419): signal 11 (SIGSEGV), code 128 (?), fault addr 00000000
    E/CRASH ( 5419): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    E/CRASH ( 5419): Build fingerprint: 'generic_x86/google_sdk_x86/generic_x86:4.4.2/KK/4931661:eng/test-keys'
    E/CRASH ( 5419): Revision: '0'
    E/CRASH ( 5419): pid: 5419, tid: 5540, name: FMODAudioDevice >>> com.binmatter.puzzlepop <<<
    E/CRASH ( 5419): eax 00000004 ebx 00000000 ecx b91b5058 edx b91ba6b0
    E/CRASH ( 5419): esi 00000000 edi b9529620
    E/CRASH ( 5419): xcs 00000073 xds 0000007b xes 0000007b xfs 00000000 xss 0000007b
    E/CRASH ( 5419): eip 95e6e8c5 ebp 968f51d8 esp 94b8f38c flags 00210246
    E/CRASH ( 5419):
    E/CRASH ( 5419): backtrace:
    E/CRASH ( 5419): #00 pc 00cd18c5 /mnt/asec/com.binmatter.puzzlepop-1/lib/libunity.so
    F/mono ( 5419): * Assertion: should not be reached at mini.c:2215
    D/Zygote ( 1170): Process 5419 terminated by signal (11)

  8. Ae2eb02b8329783537fc4b73bcffdc28?d=mm

    iLyxa3D

    Sep 10, 2018 13:40

    -------------------
    if (OnMoneyChanged.GetInvocationList().Length > 0)
    OnMoneyChanged(myProfile.money);
    -------------------

    This part of code lead to "signal 11 (SIGSEGV), code 1" error on Android on Unity 2018.1.0, because it was invoked by Async Task of network socket callback (not in main thread).
    And moving to main thread by "UnityMainThreadDispatcher.Instance().Enqueue( ... ); " did not work.

    I have changed my app logic to fix it.

  9. Fe80f3362b1734f9143433391dc017a8?d=mm

    piratrodjer

    Sep 06, 2018 08:53

    Still suffering.... unity version 2018.2.0f2
    Samsung Galaxy j5 prime

  10. 7288de99309350aca04bfe928a1aa4ab?d=mm

    AdamStaszak

    Aug 27, 2018 16:34

    Yeah, it happens for me too - I upgraded Unity from 2017.3.1p1 to 2018.2.5f1. I had to reimport and adjust Text Mesh Pro as it is part of Unity since 2018.1 - done.
    Working in editor perfectly.
    IOS build - working perfectly.
    Android build is showing logo and then app freezes (and now crashes) giving in logcat:

    08-27 17:44:41.308 21849-21883/? E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000

    * turning off multithread rendering - did not helped,
    * turning on all build architectures - did not helped,
    * updating firebase SDK - did not helped

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