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Question by Jesmond_Chia · Nov 04, 2016 at 08:35 AM · androidcrashfatalsignal11

signal 11 (SIGSEGV), code 1 (SEGV_MAPERR) Android Crash Issue

When I'm running my game on Android, sometimes the game randomly crashes out when loading a new scene. There doesn't seem to be any common pattern to which scene triggers this issue or how often it happens. A sample tombstone log is as follows

 *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
 Build fingerprint: 'redacted'
 Revision: '0'
 pid: 1677, tid: 1677, name: com.example.game  >>> com.example.game <<<
 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
     eax 00000000  ebx 000000c6  ecx 00000000  edx 00000000
     esi 00000e59  edi 00000000
     xcs 00000073  xds 0000007b  xes 0000007b  xfs 0000003b  xss 0000007b
     eip 61613582  ebp 1a111f2c  esp 1a111ee4  flags 00210246
 
 backtrace:
     #00  pc 000c2582  /system/lib/libhoudini.so.4.0.2.44380
     #01  pc 00015edf  /system/lib/arm/libc.so
     #02  pc 000ae6b6  /system/lib/libhoudini.so.4.0.2.44380
     #03  pc 00062f8b  <unknown>
     #04  pc 000ab3c5  /system/lib/libhoudini.so.4.0.2.44380
     #05  pc 00015edf  /system/lib/arm/libc.so
     #06  pc 000aadcc  /system/lib/libhoudini.so.4.0.2.44380
     #07  pc ffffffff  <unknown>
     #08  pc 000f454c  /system/lib/libhoudini.so.4.0.2.44380

The memory addresses usually change but the one thing that's been consistent between all the crash logs is that the root cause of it is signal 11 (SIGSEGV), code 1 (SEGV_MAPERR).

This error has been occurring when we were on both Unity 5.3.6 and Unity 5.4.1, building on Mono2x. Has anyone encountered similar problems or found ways to fix it?

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avatar image nate_coleman · Nov 28, 2016 at 05:29 PM 0
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Do you use native code in your project? I have the same issue, but i call c-code from c# scripts. I also call some java code through JNI. And, as in you case, I have sporadic SIGSEGV signals caused by libmono.so

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