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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 (78)

  1. vfilho

    Oct 17, 2018 06:47

    Please, this still happening
    Unity 2017.4.11f1 on Android 4.4.2

  2. 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)

  3. 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.

  4. piratrodjer

    Sep 06, 2018 08:53

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

  5. 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

  6. exzizt

    Aug 27, 2018 04:59

    2018.2.5f1 as well. In my case, I think the cause has to do with running Firebase transactions and then starting some coroutines/enabling/disabling UI elements.

  7. NEVER-SETTLE

    Aug 25, 2018 14:49

    Also getting this error on some devices (Android 6.0 for example). Game made with Unity 2018.1

  8. nbg_yalta

    Aug 04, 2018 20:43

    2017.3.0f3 getting same crash, and looks like this is not a device specific, I've got my project running fine until one time... this happens and now happening often at random time... I have other projects which running without issues with same shaders, build and quality settings...

    https://pastebin.com/pz3vZBW2

  9. Berno

    Jan 16, 2018 23:00

    This issue is occurring for a customer using a TECTOY TT-5000i since upgrading my project to 2017.3.0f3.

    He opens the app and after some seconds it crashes giving:
    java.lang.Error: signal 11 (SIGSEGV), code 128 (?), fault addr 00000000

    I have removed all crunch compression and unchecked Multithreaded Rendering as per previously suggested solutions however the error still occurs.

  10. Erik-Hegen

    Jan 03, 2018 15:18

    Seems like crunched compression on textures are causing a fatal signal 11 under android (2017.3f3). I've submitted a bug report (#984270).

    I can 100% reproduce this issue. Just create a new project, import a texture and set compression to crunched (all default values). Create a new scene and a cube. Last has to use a new material using the imported texture as diffuse texture.
    Now make an android build. Use Build System Internal as gradle will crash.
    Run app and wait 2-5 seconds. -> Fatal Signal Crash
    I use Memu but I also could reproduce it on a Samsung Note 3 and Galaxy S5 mini

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