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Hello guys,
Our game has been released and we found a crash reported by users which can not reproduce on our devices. the call stack is following. we added a try catch block to the function, but we are not sure if it can catch the exception since we turned the "fast but on exception" option on. I really appreciate if somebody can give an opinion.
thanks in advance
Exception Type: SIGTRAP
Exception Codes: #0 at 0xc96768
Crashed Thread: 0
Thread 0 Crashed:
0 thebotsquad 0x00c96768 CrashedCheckBellowForHintsWhy() (CrashReporter.mm:73)
1 thebotsquad 0x00bbf280 m_wrapper_runtime_invoke_object_runtime_invoke_dynamic_intptr_intptr_intptr_intptr + 204
2 thebotsquad 0x0110416c mono_jit_runtime_invoke + 2156
3 thebotsquad 0x011a6154 mono_runtime_invoke + 136
4 thebotsquad 0x011a62d8 mono_runtime_delegate_invoke + 132
5 thebotsquad 0x011aa54c call_unhandled_exception_delegate + 344
6 thebotsquad 0x011ac460 mono_unhandled_exception + 332
7 thebotsquad 0x01114300 mono_handle_exception_internal + 956
8 thebotsquad 0x01114b98 mono_handle_exception + 68
9 thebotsquad 0x01130958 mono_arm_throw_exception + 188
10 thebotsquad 0x01130894 mono_arm_throw_exception_by_token + 68
11 thebotsquad 0x00c22c2c throw_corlib_exception + 44
12 thebotsquad 0x005ef824 m_FluorineFx_IO_AMFDeserializer_ReadAMFMessage + 36
13 thebotsquad 0x0031f608 m_RemoteCaller__callServerc__Iterator73_MoveNext + 2028
14 thebotsquad 0x00ed29c4 scripting_method_invoke(ScriptingMethod*, MonoObject*, ScriptingArguments&, MonoException**) (ScriptingBackendApi_Mono.cpp:177)
15 thebotsquad 0x00ed1fdc ScriptingInvocation::Invoke(MonoException**) (ScriptingInvocation.cpp:108)
16 thebotsquad 0x00ed1f68 bool ScriptingInvocation::Invoke<bool>(MonoException**) (ScriptingInvocation.cpp:73)
17 thebotsquad 0x00eb55c4 Coroutine::InvokeMoveNext(MonoException**) (Coroutine.cpp:177)
18 thebotsquad 0x00eb531c Coroutine::Run() (Coroutine.cpp:205)
19 thebotsquad 0x00eb52e4 Coroutine::ContinueCoroutine(Object*, void*) (Coroutine.cpp:76)
20 thebotsquad 0x00e1eb44 DelayedCallManager::Update(int) (CallDelayed.cpp:166)
21 thebotsquad 0x00ea4618 PlayerLoop(bool, bool, IHookEvent*) (Player.cpp:1964)
22 thebotsquad 0x00ca6d84 UnityPlayerLoop() (LibEntryPoint.mm:379)
23 thebotsquad 0x00c99890 -[UnityAppController repaintDisplayLink] (UnityAppController.mm:287)
24 QuartzCore 0x33eaa099 -[CAEAGLLayer _didCommitLayer:] + 1260
25 QuartzCore 0x33ea9ff1 -[CAEAGLLayer _didCommitLayer:] + 1092
26 IOMobileFramebuffer 0x36102fd7 0x360fe000 + 20439
27 IOKit 0x32ea4449 0x32ea1000 + 13385
28 CoreFoundation 0x322875db -[NSOrderedSet mutableCopyWithZone:] + 131150
29 CoreFoundation 0x32292173 +[__NSCFLocale automaticallyNotifiesObserversForKey:] + 17062
30 CoreFoundation 0x32292117 +[__NSCFLocale automaticallyNotifiesObserversForKey:] + 16970
31 CoreFoundation 0x32290f99 +[__NSCFLocale automaticallyNotifiesObserversForKey:] + 12492
32 CoreFoundation 0x32203ebd -[__NSDate timeIntervalSinceReferenceDate] + 500
33 CoreFoundation 0x32203d49 -[__NSDate timeIntervalSinceReferenceDate] + 128
34 GraphicsServices 0x35db62eb 0x35db1000 + 21227
35 UIKit 0x34119301 0x340c2000 + 357121
36 thebotsquad 0x0004334c main (main.mm:31)
Did you ever find a solution to this? Just curious. We are seeing something similar.
Answer by sunxdc15 · Feb 27, 2015 at 02:29 AM
try catch seems work even if turn on "fast but no exception" which might only effective to unity engine code.
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