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Question by tkoknordic · Apr 16, 2015 at 07:38 AM · crashopengl

5.0.1 mesh crash, Fatal signal 11, SetVertexStateGLES

Hi, I think this is android duplicant of http://answers.unity3d.com/questions/940823/unity-501-ios-app-crashes-on-load.html I'm having same problem with iOS build.

I updated my Unity 5.0.1 (no other changes) and build my game again. Game starts nicely. It automaticly goes to first level after splash screen and I can play other levels. But when I go to main menu it crashes. I use code generated meshes, but they are samekind in the game and in the menu.

Does any one have this same problem and have workaraound for it?

Logcat of crash:

 F/libc    (18769): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x4 in tid 18799 (UnityMain)
 I/DEBUG   (  183): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
 I/DEBUG   (  183): Build fingerprint: 'google/occam/mako:5.0.1/LRX22C/1602158:user/release-keys'
 I/DEBUG   (  183): Revision: '11'
 I/DEBUG   (  183): ABI: 'arm'
 I/DEBUG   (  183): pid: 18769, tid: 18799, name: UnityMain  >>> com.nordicedu.tiletail <<<
 I/DEBUG   (  183): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x4
 I/DEBUG   (  183):     r0 00000000  r1 fffffee4  r2 ffffffff  r3 b926fea8
 I/DEBUG   (  183):     r4 b9d2cca0  r5 b9cdea90  r6 00001406  r7 00000000
 I/DEBUG   (  183):     r8 b97e18ac  r9 b92d3b70  sl 00000003  fp 00000000
 I/DEBUG   (  183):     ip b6dca37c  sp a3976770  lr a3e33218  pc a3e33300  cpsr a00d0010
 I/DEBUG   (  183):
 I/DEBUG   (  183): backtrace:
 I/DEBUG   (  183):     #00 pc 004bb300  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (SetVertexStateGLES(ChannelAssigns const&, VertexDeclarationGLES*, VertexStreamSource const*, unsigned int)+332)
 I/DEBUG   (  183):     #01 pc 004baf24  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (GfxDeviceGLES::DrawBuffers(IndexBuffer*, VertexStreamSource const*, int, DrawBuffersRange const*, int, VertexDeclaration*, ChannelAssigns const&)+60)
 I/DEBUG   (  183):     #02 pc 00271914  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (DrawUtil::DrawMeshBuffersRaw(MeshBuffers const&, Mesh&, ChannelAssigns const&, int, int)+204)
 I/DEBUG   (  183):     #03 pc 002eeb60  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (RenderMultipleMeshes(RenderMultipleMeshData const&, ChannelAssigns const&)+904)
 I/DEBUG   (  183):     #04 pc 0024c080  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (non-virtual thunk to MeshRenderer::RenderMultiple(RenderMultipleMeshData const&, ChannelAssigns const&)+12)
 I/DEBUG   (  183):     #05 pc 0013cf1c  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (BatchRenderer::Flush()+128)
 I/DEBUG   (  183):     #06 pc 0013ddc4  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (ForwardShaderRenderLoop::PerformRendering(ActiveLight const*, ShadowCullData const&, bool, bool, bool, bool)+3276)
 I/DEBUG   (  183):     #07 pc 0013f050  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (DoForwardShaderRenderLoop(RenderLoopContext&, dynamic_array<RenderObjectData, 4u>&, bool, bool, ActiveLights&, bool, bool)+3192)
 I/DEBUG   (  183):     #08 pc 001489d8  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (DoRenderLoop(RenderLoop&, RenderingPath, CullResults&, ShadowMapCache&, bool)+1664)
 I/DEBUG   (  183):     #09 pc 00156260  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (Camera::DoRender(CullResults&, void (*)(Camera&, RenderLoop&, CullResults&), int)+320)
 I/DEBUG   (  183):     #10 pc 00156eb4  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (Camera::Render(CullResults&, ShaderLab::ShaderPassContext&, int)+692)
 I/DEBUG   (  183):     #11 pc 001731d8  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (RenderManager::RenderCameras(int)+436)
 I/DEBUG   (  183):     #12 pc 0035d5dc  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (PlayerRender(bool)+152)
 I/DEBUG   (  183):     #13 pc 0035e894  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (PlayerLoop(bool, bool, IHookEvent*)+4032)
 I/DEBUG   (  183):     #14 pc 004ec428  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (UnityPlayerLoop()+896)
 I/DEBUG   (  183):     #15 pc 004f1654  /data/app/com.nordicedu.tiletail-1/lib/arm/libunity.so (nativeRender(_JNIEnv*, _jobject*)+172)
 I/DEBUG   (  183):     #16 pc 0010b44b  /data/dalvik-cache/arm/data@app@com.nordicedu.tiletail-1@base.apk@classes.dex
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Answer by LightYarn · Apr 17, 2015 at 12:17 PM

For Android: In my case it helped to deactivate multithreaded rendering

For iOS: It helped to decrase the "blend weight" value inside the quality settings

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avatar image joonturbo · May 06, 2015 at 10:04 PM 0
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how do I do this exactly, deactivate multithreaded rendering?

avatar image KEMBL joonturbo · Sep 13, 2015 at 08:54 PM 0
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yes, go into android player's settings and make it unchecked

avatar image tkoknordic · May 07, 2015 at 07:18 AM 0
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We went back to U5.0 version :)

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