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Android Segmentation Fault Issue (Signal 11)
Hey guys,
I'm having a new fun issue and im not really that sure what is the cause of it. Im beginning to think that it is a bug within the unity environment but perhaps it is an error on my part. It's a segmentation fault on some devies (but not all devices) when I load a seemingly simple level. The code to load the level is trivial
if(GUI.Button(Rect(2*width/4-width/5,8.5*height/10,2*width/5,height/8.5),"Settings"))
Application.LoadLevel("settings");
At this point the settings level is loaded. This level quite literally has two objects, the camera and an empty game object called "SettingsBehavior". The game object holds the following script (Once again a very simple script)
#pragma strict
var width : int;
var height : int;
var selGridInt : int = 0;
var selStrings : String[] = ["Easy", "Medium", "Hard", "Seriously?"];
var skin : GUISkin;
function Start () {
width = Screen.width;
height = Screen.height;
selGridInt = PlayerPrefs.GetInt("difficulty");
}
function OnGUI(){
GUI.skin = skin;
GUI.Box(Rect (width/20, height/6, 18*width/20, height/5 + height/5-height/6 + 10), "Difficulty");
selGridInt = GUI.SelectionGrid (Rect (width/20, height/5, 18*width/20, 1*height/5), selGridInt, selStrings, 2);
if(GUI.Button(Rect(width/4 - width/4, 5*height/6, width/2, height/6), "Save"))
{
PlayerPrefs.SetInt("difficulty",selGridInt);
Application.LoadLevel("TitleScreen");
}
if(GUI.Button(Rect(width/2, 5*height/6, width/2, height/6), "Cancel"))
Application.LoadLevel("TitleScreen");//*/
}
Now this runs fine on my device, which is a G2X, but on a Raxr Maxx, and on an LG Marquee it crashes. The debug output of logcat for the marquee crash is as follows
I/Omap3ALSA( 1285): Initialized ALSA PLAYBACK device default
I/DEBUG ( 1281): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 1281): Build fingerprint: 'lge/lge_bproj/LG855:2.3.4/GRJ22/ZV4.47a8c0ae:user/release-keys'
I/DEBUG ( 1281): pid: 7980, tid: 7989 >>> com.test.test <<<
I/DEBUG ( 1281): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 008336a0
I/DEBUG ( 1281): r0 ffffffff r1 0000004e r2 00000000 r3 008336a0
I/DEBUG ( 1281): r4 00000000 r5 00000004 r6 00001403 r7 0000004e
I/DEBUG ( 1281): r8 00519700 r9 497df9d4 10 00000000 fp 00000000
I/DEBUG ( 1281): ip 00000001 sp 497df688 lr 8120df64 pc 8120ac54 cpsr 80000010
I/DEBUG ( 1281): d0 809082dd90000000 d1 81800006e0002480
I/DEBUG ( 1281): d2 0000000000000000 d3 0001060a00000000
I/DEBUG ( 1281): d4 0001060a00000000 d5 0000000000030006
I/DEBUG ( 1281): d6 0000000000000000 d7 0000000000000000
I/DEBUG ( 1281): d8 000000003f800000 d9 0000000040900000
I/DEBUG ( 1281): d10 0000000000000000 d11 0000000000000000
I/DEBUG ( 1281): d12 0000000000000000 d13 0000000000000000
I/DEBUG ( 1281): d14 0000000000000000 d15 0000000000000000
I/DEBUG ( 1281): d16 000000003b888889 d17 0000000000000000
I/DEBUG ( 1281): d18 3b23d70a00000000 d19 0000000000000000
I/DEBUG ( 1281): d20 0000000000000000 d21 00000000bca237c3
I/DEBUG ( 1281): d22 bf800000bf800000 d23 3f800000bf7aee42
I/DEBUG ( 1281): d24 000000003b888889 d25 0000000000000000
I/DEBUG ( 1281): d26 3b23d70a00000000 d27 0000000000000000
I/DEBUG ( 1281): d28 0000000000000000 d29 00000000bca237c3
I/DEBUG ( 1281): d30 3dccccd0bf755555 d31 3f800000bf7aee42
I/DEBUG ( 1281): scr 20000012
I/DEBUG ( 1281):
I/DEBUG ( 1281): #00 pc 0000ac54 /system/lib/egl/libGLESv2_POWERVR_SGX530_125.so
I/DEBUG ( 1281): #01 lr 8120df64 /system/lib/egl/libGLESv2_POWERVR_SGX530_125.so
I/DEBUG ( 1281):
I/DEBUG ( 1281): code around pc:
I/DEBUG ( 1281): 8120ac34 e28cc001 e1520004 31a02004 e1500004
I/DEBUG ( 1281): 8120ac44 21a00004 e15c0001 3afffff7 ea000011
I/DEBUG ( 1281): 8120ac54 e19340b4 e1520004 31a02004 e1500004
I/DEBUG ( 1281): 8120ac64 21a00004 e15c0001 e1a0408c e28cc001
I/DEBUG ( 1281): 8120ac74 3afffff6 ea000007 e793410c e28cc001
I/DEBUG ( 1281):
I/DEBUG ( 1281): code around lr:
I/DEBUG ( 1281): 8120df44 e59d3020 e1a00004 e1a01007 e28dc044
I/DEBUG ( 1281): 8120df54 e58dc000 e28dc040 e58dc004 ebfff315
I/DEBUG ( 1281): 8120df64 e59d8040 e59d9044 e3012401 e5943590
I/DEBUG ( 1281): 8120df74 e2888001 e0698008 e1560002 13530000
I/DEBUG ( 1281): 8120df84 10888009 11a0900a ea000001 e3a08000
I/DEBUG ( 1281):
I/DEBUG ( 1281): stack:
I/DEBUG ( 1281): 497df648 00001100
I/DEBUG ( 1281): 497df64c 005672c4
I/DEBUG ( 1281): 497df650 002cdf50
I/DEBUG ( 1281): 497df654 002dfc40
I/DEBUG ( 1281): 497df658 002dfc58
I/DEBUG ( 1281): 497df65c 00672898
I/DEBUG ( 1281): 497df660 002cdf50
I/DEBUG ( 1281): 497df664 002dfc40
I/DEBUG ( 1281): 497df668 002dfc58
I/DEBUG ( 1281): 497df66c 8120512c /system/lib/egl/libGLESv2_POWERVR_SGX530_125.so
I/DEBUG ( 1281): 497df670 002ccd08
I/DEBUG ( 1281): 497df674 00000004
I/DEBUG ( 1281): 497df678 00001403
I/DEBUG ( 1281): 497df67c 0000004e
I/DEBUG ( 1281): 497df680 e3a070ad
I/DEBUG ( 1281): 497df684 ef9000ad
I/DEBUG ( 1281): #00 497df688 002ccd08
I/DEBUG ( 1281): 497df68c 8120df64 /system/lib/egl/libGLESv2_POWERVR_SGX530_125.so
I/DEBUG ( 1281): 497df690 497df6d4
I/DEBUG ( 1281): 497df694 497df6d0
I/DEBUG ( 1281): 497df698 00000cbc
I/DEBUG ( 1281): 497df69c 002b3c04
I/DEBUG ( 1281): 497df6a0 3f800000
I/DEBUG ( 1281): 497df6a4 3f800000
I/DEBUG ( 1281): 497df6a8 00000022
I/DEBUG ( 1281): 497df6ac 00519700
I/DEBUG ( 1281): 497df6b0 00519700
I/DEBUG ( 1281): 497df6b4 8124e4cc
I/DEBUG ( 1281): 497df6b8 0000004e
I/DEBUG ( 1281): 497df6bc 00000900
I/DEBUG ( 1281): 497df6c0 00000022
I/DEBUG ( 1281): 497df6c4 491d94cc
I/DEBUG ( 1281): 497df6c8 00000014
I/DEBUG ( 1281): 497df6cc 00000000
I/BootReceiver( 1359): Copying /data/tombstones/tombstone_00 to DropBox (SYSTEM_TOMBSTONE)
E/InputDispatcher( 1359): channel '40a7bd58 com.test.test/com.unity3d.player.UnityPlayerNativeActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x8
E/InputDispatcher( 1359): channel '40a7bd58 com.test.test/com.unity3d.player.UnityPlayerNativeActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
E/SensorService( 1359): dropping 2 events on the floor (Broken pipe)
I dont think anything Im doing can cause a segmentation fault in a precompiled system binary...
EDIT: It's also worth noting that if I remove all of the scenes in the "build settings" except for the settings scene, it loads as expected with no fault
In addition, the culprit is GUI. The scene that is loaded will only crash if there are calls to GUI (i.e GUI.Button)
This doesn't look good. Have you tried to narrow it down further? Will any one of these GUI calls by itself lead to the seg fault? Does it run for any number of frames when the level is loaded or does it instantly crash?
The biggest stand out difference between your G2X and the device that is seg faulting that seems relevant is graphics subsystem; you're Tegra2 and the other device is PVR. It might be worth you checking over the textures you are using in your skin definition. As a quick test, you might even try setting your 'skin' instance variable to none, commenting out the GUI.skin assignment and then redeploying.
Thanks for the ideas. It appears that any call from the script to GUI will crash the app (skin,box, and button all crash the scene) In addition It instantly crashes. The only output that I know how to get is logcat. There must be a unity dump that i can look into for more verbose information about the crash?
I tried changing the textures to RGBA16 GLES2.0 compatible and it doesn't help. Its worth noting that the skin being used in the settings is the same skin that is used in the main splash screen, and the main splash works fine.
If the skin is being used without problems in your other scene, then it seems like this settings scene of yours is in a bad way. As a last, desperate stab at a workaround you could try building a fresh scene from scratch and see if that will deploy.
Log info can be found here:
http://docs.unity3d.com/Documentation/$$anonymous$$anual/LogFiles.html
Looks like it all goes to logcat though. I'd say you've likely got a bug report to file. At least you've got a nice simple scene to share that you know breaks on a few devices.
Answer by Epixam · Nov 27, 2012 at 01:02 AM
This is a KNOWN issue. Anyone running into this problem can circumvent it by publishing a development build from the build settings menu.
Actually this doesn't always solve the problem with signal 11 (SIGSEGV). It looks like internal error because when we reverted changes to point before error first time occurred, we still got segmentation fault (Signal 11) error. We use Unity 4.3.0f4.
Answer by Xaon · Apr 01, 2014 at 10:20 AM
We have managed to found source of segmentation fault (Signal 11) in our project. It turned out that we had class (normal class, not Monobehaviour) that has [System.Serializable] attribute and one of our programmers implemented default constructor in that class.
Is this not supported? I just got such error reported with SIGSEGV, I've had this code in for a couple of months (granted not a lot of users). Should I have no constructors at all? (if you have a link where this is described, it would be great)
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