How to understand crash reports in Unity Analytics
We have so many crashes with the following stack trace, in line 4, 5, 6, 7 it is something related to physx but the line 0 it is about crash reporting, so I can not understand whether the crash is caused by physx or the crash reporting system itself. And as it is written that "thread 0 (crashed)", does this mean the line 0 which is related to crash reporting has crashed? Are those numbers from 0 to 17 represent thread numbers? Somebody please help me.
Native StackTrace:
Thread 0 (crashed)
0 libunity.so 0x00000000d439e288 CrashReporting::Android::SignalHandler(int, siginfo*, void*)
1 libunity.so 0x00000000d3e8d04c NativeRuntimeException::signal_handler(int, siginfo*, void*)
2 app_process32 0x00000000f6bc6172 <system symbols missing>
3 libc.so 0x00000000f48bcaf4 <system symbols missing>
4 libunity.so 0x00000000d46b4bf0 physx:: PxsNphaseImplementationContext::unregisterContactManager(physx:: PxsContactManager*)
5 libunity.so 0x00000000d45d6d80 physx::Sc::Scene::finishBroadPhaseStage2(unsigned int)
6 libunity.so 0x00000000d45ec1f0 physx::Cm:: DelegateTask<physx::Sc::Scene, &physx::Sc::Scene::updateCCDSinglePassStage3>::runInternal()
7 libunity.so 0x00000000d3f2320c PhysxJobFunc(physx:: PxBaseTask*)
8 libunity.so 0x00000000d3fa72bc JobQueue::Exec(JobInfo*, int, int)
9 libunity.so 0x00000000d3fa75c4 JobQueue::ExecuteJobFromHighPriorityStack()
10 libunity.so 0x00000000d3fa7570 JobQueue::ExecuteOneJob()
11 libunity.so 0x00000000d3f0d5e4 CompletionTask:: ProcessAllPhysicsTasks()
12 libunity.so 0x00000000d3f20d50 PhysicsManager::Simulate(int, float)
13 libunity.so 0x00000000d3f81560 ExecutePlayerLoop(NativePlayerLoopSystem*)
14 libunity.so 0x00000000d3f81598 ExecutePlayerLoop(NativePlayerLoopSystem*)
15 libunity.so 0x00000000d3f8177c PlayerLoop()
16 libunity.so 0x00000000d3e8b0c0 UnityPlayerLoop()
17 libunity.so 0x00000000d3e84884 nativeRender(_JNIEnv*, _jobject*)
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