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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
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)"
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Kyrmaal
May 05, 2015 09:08
Hi,
I still get this crash on most of my test devices. For example on a Sony Xperia Z Ultra (I also see it on a Nexus 5 or Galaxy Note 8) :
http://pastebin.com/Sfs2tsVm
I only get it when I force Open GL ES 2.0. If I let it on Automatic or put on Open GL ES 3.0 it doesn't crash, but some of my shaders won't work ...
scritchy
Apr 14, 2015 04:19
hi. when is 4.6.5 going live? (or a 4.6.4 patch?) i need this asap. angry players!
Sakata01
Apr 11, 2015 03:11
I am using Unity5.
Snapdragon 800 is crash.
Please fix update.
scritchy
Apr 07, 2015 17:04
This bug is now listed "fixed" in 4.6.5, but i dont' see a 4.6.5 version available. Is this meant to signal that it's fixed in a yet-to-be released version (and if so, when will it be released)?
or is the fixed version incorrect?
I can say that it's still happening in live environments very regularly as tracked by Crittercism, in unity 4.6.3p2
scritchy
Apr 07, 2015 17:01
This bug is now listed "fixed" in 4.6.5, but i dont' see a 4.6.5 version available. Is this meant to signal that it's fixed in a yet-to-be released version (and if so, when will it be released)?
or is the fixed version incorrect?
I can say that it's still happening in live environments very regularly as tracked by Crittercism, in unity 4.6.3p2
Soledev
Mar 04, 2015 10:42
This will happen when Project Settings -> Graphics -> Always Included Shaders doesn't contain UI/Default and/or UI/Default Font. I have Unity 5 and the new UI in use.
zibizz1
Feb 18, 2015 09:51
It also happen on first run on devices with Exynos & Mali SOCs. It looks like it happen when dalvik cache is small. Maybe it depends on which parts on memory is occupied because C++ part of Unity code is writing to not their part of memory (C# heap memory).
On HTC One M8, LG G3, Xperia Z2, OnePlusOne (Snapdragon 801) changing options in PlayerSetting like Dynamic Batching, GraphicLevel(OpenGL) can cause or resolve this problem.
Also it not happen on Android 5.
cgJames
Feb 17, 2015 09:27
I filed this bug but the description shown above doesn't fully describe the issue. SIGSEGVs are not uncommon for Unity games on Android and the dev team often fix bugs leading to them.
The crux of this bug is: Unity or Mono runs seemingly *random* sections of code that often leads to NullReferenceExceptions and then SIGSEGV.
Snapdragon 800 series SOCs running Kitkat seem to be affected, so devices like
- Nexus 5
- Samsung Galaxy S4 and S5
- HTC One M8
- Sony Xperia Tablet Z2
- Sony Xperia Phone Z2
The following forum posts discuss it further:
http://forum.unity3d.com/threads/snapdragon-800-crashes-with-corrupt-stack-trace.288446/
http://forum.unity3d.com/threads/2-5x-increase-in-crashes-from-samsung-devices-on-android-4-4-2.246258/
If you have random crashes on Android resulting in "signal 11 (SIGSEGV)" or you have code being run that you didn't expect then this may be your bug too. Please upvote it!