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Question by infosekr · Oct 06, 2015 at 10:03 PM · androidcrashstartup

Unity 5.2.1 crashes on startup on the Shield Tablet

I don't have the device myself but I'm getting reports from users that my game is crashing on the Shield Tablet on startup. This started happening when I upgraded to 5.2.1 to get iOS 9 fixes.

Does anyone else get this crash? Do you have a device there to get more debug info?

Here is a crash report:

 java.lang.Error: FATAL EXCEPTION [UnityMain]
 Unity version     : 5.1.2f1
 Device model      : NVIDIA SHIELD Tablet
 Device fingerprint: nvidia/wx_na_wf/shieldtablet:5.1.1/LMY48C/35398_567.2193:user/release-keys
 
 Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
 Build fingerprint: 'nvidia/wx_na_wf/shieldtablet:5.1.1/LMY48C/35398_567.2193:user/release-keys'
 Revision: '0'
 pid: 11534, tid: 11557, name: UnityMain  >>> com.orbital.brainiton <<<
     r0 643fc8b8  r1 00000000  r2 6404d990  r3 00000000
     r4 7c5849b4  r5 643fc8b8  r6 7b360ed0  r7 fffff2ac
     r8 00000000  r9 00000000  sl 0000002a  fp 00000002
     ip 0000002a  sp 63c78798  lr ffffffff  pc 7929c648  cpsr 3834594d
 
     at libunity.00455648(Native Method)
     at libunity.0043e2e8(Native Method)
     at libunity.002450b4(Native Method)
     at libunity.00243ad8(Native Method)
     at libunity.0038633c(Native Method)
     at libunity.00385fec(Native Method)
     at libunity.00388570(Native Method)
     at libunity.003894bc(Native Method)
     at libunity.000b99e8(Native Method)
     at libunity.0010e258(Native Method)
     at libunity.000c0e28(Native Method)
     at libunity.002faaf0(Native Method)
     at libunity.0048dd2c(Native Method)
     at libunity.004925ac(Native Method)
     at data@app@com.004923b7(Native Method)


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avatar image DarkCooker · Feb 08, 2016 at 02:18 PM 0
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Hi, I have similar issue, any findings?

avatar image DMCH · Feb 08, 2016 at 04:21 PM 0
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Not directly related to your issue, but perhaps worth mentioning. I noticed a serious memory leak on a windows standalone on 5.2.1 (leaking 0.5 - 1mb per second). Turns out it was related to lights and has been fixed in 5.2.3. Not sure if it's in IOS too, but if it is, it might be a bad version of Unity to build with.

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