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Fixed in 2020.2.X
Fixed in 2018.4.X, 2019.4.X, 2020.1.X
[iOS] Crash at Action_1_Invoke_m2461023210_gshared when calling Social.Active.LoadAchievements
1. Open attached project
2. Build for iOS
3. Open Xcode project, navigate to Capabilities tab in Project Navigator window
4. Enable Game Center
5. Run the app on an iOS device
6. If the app is opened without any issues, stop the app in Xcode and run again (usually takes a couple of times)
Expected result: the app is opened
Actual result: the app crashes
2017.4.0f1 2017.4.13f1 2017.4.16f1 2018.2.18f1, 2018.4.19f1
Not reproduced on:
2018.3.0b12 and 2019.1.0a11 (opened the app through Xcode 30 times and experienced no crashes)
Device reproduced on:
iPhone XS Max, iOS 12.0
iPhone 6, iOS 12.4.2
iPad Pro, iOS 12
Opened and closed the app on iPhone X iOS 12.1, iPhone 7 Plus iOS 12.0 about 30 times and experienced no crash.
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Aug 26, 2020 23:05
Is this the same issue as https://forum.unity.com/threads/crash-on-ios-v13-or-above.775829/
Jun 02, 2020 10:38
So as it‘s fixed in 2018.4 and 2020.2...will fix be ported to 2019 also?
May 31, 2020 06:47
This is still happening in 2019.3.15f1. Will this only be fixed after Marsflight happened?
Mar 23, 2020 16:04
We're seeing this in Unity 2019.2.21f1. Tried using a lambda method, tried adding a 2s delay between authentication and loading achievements and nothing's working ... Next I'll try preventing it from happening in a LoadScene ...
Sep 06, 2019 17:26
Seeing this on Unity 2019.2.3f1
Aug 28, 2019 02:47
Seeing this on 2018.4.6f
Jul 30, 2019 19:32
Seeing this on 2018.3.12
May 23, 2019 16:40
For my game, if I use a lambda expression as the Social.LoadAchievements() callback, as in this example (https://docs.unity3d.com/ScriptReference/Social.LoadAchievements.html), I do not get the crash. But if I use a function call argument instead of a lambda expression, like in this example (https://docs.unity3d.com/Manual/net-SocialAPI.html), the crash may happen if the callback occurs during a LoadScene.
May 23, 2019 16:10
I've narrowed this down a bit more. It seems that if the Social.LoadAchievements() callback happens concurrently with Application.LoadScene(), the crash is likely to occur.
Apr 17, 2019 03:43
Seeing this intermittently on Unity 2018.3.11f1 on iPhone 7 (iOS 12.2) and iPhone 8 (iOS 12.1.2 and iOS 12.2) so far.
I believe this IS a regression, because my game had thousands of sessions using Unity 5.6.6f2 without ever reporting this crash. Then, after updating only the game engine to Unity 2018.3.11f1 and not changing the app otherwise, I got multiple crash reports within days.
The stack trace for me looks like:
Action_1_Invoke_mB86FC1B303E77C41ED0E94FC3592A9CF8DA571D5_gshared + 84 (il2cpp-codegen-il2cpp.h:343)
RuntimeInvoker_FalseVoid_t22962CB4C05B1D89B55A6E1139F0E87A90987017_RuntimeObject_RuntimeObject(vo... + 24 (Il2CppInvokerTable.cpp:22331)
il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 108 (Runtime.cpp:531)
scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExc... + 108 (ScriptingApi_Il2Cpp.cpp:243)
ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 56 (ScriptingInvocation.cpp:347)
InvokeGameCenterCallback(char const*, ScriptingArguments const&) + 96 (ScriptingInvocation.h:70)
void GameCenter::TriggerCallback<ScriptingObjectPtr, ScriptingArrayPtr>(char const*, ScriptingObj... + 76 (GameCenter.mm:1384)
[AchievementWrapper loadAchievements:]_block_invoke + 804 (GameCenter.mm:908)