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Not Reproducible



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Issue ID




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



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 (77)

  1. 36c65e3934745df83910152c6a077e4a?d=mm


    Aug 18, 2020 16:32

    good one <a href="">lyricsauto</a>

  2. 4476861d66dab713e9a3aed8da584093?d=mm


    Apr 17, 2020 10:10

    Having same Issue 2018.4.0F1 on all Android Devices that I have. It's working normal on Editor but when come to Android, it's run until calling spawn enemy, it's crashed

  3. 520f1e3eb5be0fd5570b295ba220cdca?d=mm


    Apr 09, 2020 13:45


    Im having a similar issue in Android.
    Specifically, it's happening when the game goes to background (touching the Home button), and after an hour or so, when resuming the game, it crashes with this error (you can see the menu of the game trying to resume and closing itself a moment later):

    java.lang.Error: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr c1f94ea0
    at split_config.

    Im using lots of packages (many firebase, facebook, google, etc).

    Did anyone encounter this problem?


  4. 65e7f26b167aa7525b49e710dc94256a?d=mm


    Dec 02, 2019 21:31

    Please re-open this one.

    I'm getting it as well, i've had a long thread going since September with detailed notes and am happy to debug if you'll work with me :)


  5. 0162a734b02b6ade5635c2bb9e2d2329?d=mm


    Nov 29, 2019 06:42

    This problem still exists on 2019.1.9f1 . We are having bad feedbacks on production because of the issue and why has this been marked as not reproducible? Can't you see the number of comments here?

  6. B38adbad4e9a9bdf36afa3c38bc90f1c?d=mm


    Aug 08, 2019 08:54

    you can try to disable C++ compiler optimization by setting C++ Compiler Configuration.
    From "Release" to "Debug".(File -> Build setting -> Player setting)

    ,and disabling "Strip Engine Code".(File -> Build setting -> Player setting)

    ,and try rebuilding the project.

  7. 354f7f7657141e62f94b71444a2855a3?d=mm


    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/ (strlen+72)

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

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

    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?

  8. 181e423f27bf4e3dff5ef74e068d0a01?d=mm


    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

  9. 836dff15a5a9194a408bb4a346a51887?d=mm


    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

  10. 8d6b0b2c25a96881308d17b6787f4459?d=mm


    Dec 26, 2018 18:35

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

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