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Android crash at 0xdeadbaad
I am experiencing regular crashes at 0xdeadbaad in the Android version of our game. From what information I gathered from the web this is normally triggered by a segmentation fault or corrupted heap caused by some malicious native code. As I don't use any native plugins in that project I guess it has to be some internal error in the AndroidPlayer. I can't reproduce the bug 100% of the time, but if it happens it looks like there are particle system (shuriken) involved. But the exact same szenario won't always lead to the crash. What's really strange is, that the probability of a crash seems to rise when the game is started after the device was idle (e.g. lying around) for some time, or used for other stuff (phone, google maps etc.). I know that sounds strange, but when doing test runs "in a row" (start, play until crash, repeat) the bug will show up about 10% of the time. If I start the game after waiting for an hour or two the bug will show up about 90% of the time...
Anyone experienced similar behaviour or has any idea what could cause this strange behaviour? Im thankful for any information, as I am at a complete loss how to fix this.
Edit: It happens on a Samsung Galaxy S2 with Android 2.3.3 (not rooted) and Unity 3.5.0
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