Search Issue Tracker
By Design
By Design in 2023.2.X
Votes
0
Found in
2022.2.0b7
2023.1.0a10
2023.2.0a1
Issue ID
UUM-14091
Regression
Yes
[Samsung Fold3] Game crashes at Fatal signal 5 (SIGTRAP) when playing in unfolded mode
To reproduce:
1. Open the attached project
2. Build for android
3. Just move around the camera using the Right analog circle stick
Expected results: no crash
Actual results: app crashes when using unfolded (big screen) mode
Reproduced on:
2022.2.0b7, 2023.1.0a10
Not reproduced on:
2020.3.39f1, 2021.3.10f1, 2022.1.16f1
Device reproduced on:
Galaxy Fold3 5G SM-F926U Snapdragon SM8350 Android 11
Devices NOT reproduced on:
Galaxy Flip3 5G SM-F711B Snapdragon SM8350 Android 11
iPhone 12 mini iOS 15.6.1
Notes:
- Doesn't reproduce when using folded (small screen) mode
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Frame Debugger is not disabled when switching Scenes if the Frame Debugger window is not open during the transition
- Standalone Profiler Targets another Project if a Standalone Profiler was launched in it before when switching between Edit or Play Mode Targets
- Crash on ForwardRenderLoopJob when opening a specific project
- [Android] Memory leak and eventual crash on Snapdragon 8 Gen 1+ devices when a Clear Pass is executed after Framebuffer Fetch
- Crash on EnumerateDisabledKeywordsInVariantsArray or UNITY_XXH32 when rapidly saving ShaderGraph or VFXGraph changes
Resolution Note:
When I build ARM64 version, everything works, but I see app using 1.5GB of memory with 1.92GM reserved.
Mono (32-bit) build crashes with Out of memory. On Fold 2 it crashes even on small screen, although it does survive for a bit longer there.
Looks like the issue is that the app simply is on the edge of 2GB limit the 32-bit apps have, and small factors like which screen is active are enough to make a difference.
Given that in real life all 64-bit capable devices are expected to install 64-bit build of an app, the bug is not a valid one. If the app is supposed to work on 32-bit phones, it's memory usage needs to be reduced dramatically, as real 32-bit only devices may be unable to give single app 2GB.
Resolution Note (2023.2.X):
When I build ARM64 version, everything works, but I see app using 1.5GB of memory with 1.92GM reserved.
Mono (32-bit) build crashes with Out of memory. On Fold 2 it crashes even on small screen, although it does survive for a bit longer there.
Looks like the issue is that the app simply is on the edge of 2GB limit the 32-bit apps have, and small factors like which screen is active are enough to make a difference.
Given that in real life all 64-bit capable devices are expected to install 64-bit build of an app, the bug is not a valid one. If the app is supposed to work on 32-bit phones, it's memory usage needs to be reduced dramatically, as real 32-bit only devices may be unable to give single app 2GB.