09-21 08:19:09.582: I/Unity(16067): SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 4, Memory = 5738mb
09-21 08:19:09.582: I/Unity(16067): SystemInfo ARM big.LITTLE configuration: 2 big (mask: 0xc), 2 little (mask: 0x3)
09-21 08:19:09.583: I/Unity(16067): ApplicationInfo com.Company.Game version 0.12 build 8c1bcf0b-b913-4f07-be91-f94b598dbf47
09-21 08:19:09.583: I/Unity(16067): Built from '2019.2/staging' branch, Version '2019.2.0f1 (20c1667945cf)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a', Stripping 'Disabled'
some Info:
Using a OnePlus 3T
Using Unity 2019.2.0f1 (but had been using this for a while and it was working, no recent upgrades)
It runs on ARM64
In order to upload to the app store i have disabled x86 in my build package.
Causes the same issue on a different windows phone (not sure what friends phone version is, but its not a OnePlus)
Will break every time on open when opened from the app store
If i build the file as a .apk i can build, move to my phone, install and load without issue
build and run with APK works the same
build and run with AAB works the same
build and place on the app store, then download from there and install gives the error.
As far as i am aware there’s nothing that i have specifically changed to cause this error. I would like to resolve the original error so i’m not having to change my compiler and stripping options as it increases the file size to 44+MB instead of 20MB on the app store.
I’ve been looking at this one for… a few days now, any help would be greatly appreciated
Thanks
I’m not sure if there’s any else i can add to help debug this further - below is my player - other settings configuration:
My SDK, NDK and OpenJDK are all from the 2019.2.0f1 version directly from unity Hub:
Quite new to debugging outside of just my own code, so please let me know if there is anything i can add that will assist.
Thanks,
Adding to this again - I downloaded BlueStacks which allows me to play apps on my pc. when downloading the app from the playstore, i can confirm that this does work without issue - It doesn’t allow you to play ads, but i think that’s just a bluestacks thing.
I also wanted to note i use GameSparks as my back end, but i’m not seeing any logs being generated there, some of the SIGSEGV issues i’ve found online refer to a newer version of firebase being released, but i don’t use firebase.
Thanks,
Bump,
Open to any ideas on what i can do to resolve this.
Can install an APK version of my game onto my phone without issue.
Can generate an AAB version of the game but get the error when installing on my phone after i’ve uploaded it to google play.
Very stuck with this one
Alrighty,
So after a long time of reading, it really looks like SigSev errors could be anything. I assumed it wasn’t in my scripts as none of them had any errors, so I re-imported my integration scripts (unity Ads, Unity IAP). Looks like something inside of one of them was losing a reference somewhere along the line. I jumped several versions in unity Ads, (package manager going from 2.0.8 to 2.3.1), but i also updated IAP.
I’m not sure what the cause was and i still have a getbutton error in my IAP, but I attempted publishing last night and it worked.
Going to spend the next few days cleaning that up so its definitely fixed!
Apologies if this doesn’t really help anyone, but SigSev’s really could be anything so i can’t give you a this is definitely your problem kind of response.
Hello,
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).
Unity version: 2019.2.2f1
Did anyone encounter this problem?
Thanks
Alrighty,
So after a long time of reading, it really looks like SigSev errors could be anything. I assumed it wasn’t in my scripts as none of them had any errors, so I re-imported my integration scripts (unity Ads, Unity IAP). Looks like something inside of one of them was losing a reference somewhere along the line. I jumped several versions in unity Ads, (package manager going from 2.0.8 to 2.3.1), but i also updated IAP.
I’m not sure what the cause was and i still have a getbutton error in my IAP, but I attempted publishing last night and it worked.
Going to spend the next few days cleaning that up so its definitely fixed!
Apologies if this doesn’t really help anyone, but SigSev’s really could be anything so i can’t give you a this is definitely your problem kind of response.
will try this maybe work out. and android:launchMode=“singleTask” this too.
I’m also finding this error in my app, but no one can reproduce it in the office. We only see it (as of now) happen in two devices in Google Play Developer Console, and it happens a lot on those two devices.
The crash is being labeled:
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)
__dl__ZNK6soinfo9is_linkedEv
Stack trace is not helping and it’s the same eveytime:
pid: 0, tid: 0 >>> [APP-PACKAGE] <<<
backtrace:
#00 pc 0000000000052ce4 /apex/com.android.runtime/bin/linker64 (__dl__ZNK6soinfo9is_linkedEv)
#00 pc 000000000003b944 /apex/com.android.runtime/bin/linker64 (__dl__ZL13soinfo_unloadP6soinfo+36)
#00 pc 000000000003d7e0 /apex/com.android.runtime/bin/linker64 (__dl__Z10do_dlclosePv+120)
#00 pc 000000000003839c /apex/com.android.runtime/bin/linker64 (__loader_dlclose+32)
#00 pc 000000000000108c /apex/com.android.runtime/lib64/bionic/libdl.so (dlclose+8)
#00 pc 00000000000c1800 /data/app/[APP-PACKAGE]-p8xG7NsySqsVS3ui_HcBhw==/lib/arm64/libLWDc915IMv.so```
I'm using Firebase Analytics, Firebase RemoteConfig, IronSource SDK with some mediation adapters (Facebook Audience, AdMob and UnityAds)
This sort of crash is caused by 3rd party libraries. Signal 11 is a memory violation error.
Check what 3rd party libraries are used.
Check if IL2CPP can support the library.
If you are using an obfuscated .net library, you cannot use il2cpp.
Getting this in Unity 2017.4.40f1 as well for ~200+ devices. 85% Samsung devices and 14% Pixel devices. Did anyone find a solution?
EDIT:
I was able to reproduce it. It seems to do with calling Application.Quit() + Firebase. Read more here.
zhoulei771211119:
Is there any other solution? I built arm7 and ARM64 aAB separately, but only ARM64 AAB flashes back
Building arm64-only APK is normal