Performance Reporting Causing Androind Native Crash
Hi,
I've recently activated Unity Performance Reporting service in our game and it started crashing right after start on Android. All pre-launch reports in Google Play fails with Native crash, for example:
Error in app com.Soulfilets.BuildAndDefend running instrumentation ComponentInfo{com.google.android.apps.mtaas.crawler/android.support.test.runner.AndroidJUnitRunner}: java.lang.Error java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000 Build fingerprint: 'motorola/harpia/harpia:6.0.1/MPI24.241-2.35-1/1:user/release-keys' Revision: 'p1b0' pid: 12168, tid: 12264, name: Thread-859 >>> com.Soulfilets.BuildAndDefend <<< r0 00000000 r1 00000000 r2 b83dd974 r3 00000000 r4 b818dba8 r5 a013e970 r6 a013e930 r7 00000078 r8 a28de980 r9 b782fb88 sl a003e000 fp a013e738 ip a013e750 sp a013e738 lr a17ff4a4 pc a182d9cc cpsr a28de980
It also happens if I upload apk directly to mobile device, however when I use Google Play (Alpha Release) to distribute application everything works fine and crash did not happen on the same device.
Answer by robertocasanovicolto · Jan 09, 2018 at 02:39 PM
I have the same problem. Do you have any SDK installed?,I have the exact same problem. Do you have any SDK installed?
Answer by mylastggColto · Jan 09, 2018 at 02:43 PM
I am facing the same issue. iOS works but android crashes. I have Mixpanel, Appsflyer and Crashlytics from Fabric installed. I've tried to remove Crahslytics but it doesn't seem to help. Also my game had .obb but I removed them so it's not related.
Which version of Unity are you guys using? I'm on 2017.2.0f3
Answer by koli440 · Jan 09, 2018 at 02:56 PM
Hi there,
It turned out, that there was missing class in solution and Unity Reporting wanted to report this error as soon as game started. I think, that it was to early and something was not initialized before Unity Reporting wanted to do their stuff making whole application gone down. I discovered, that switching off Unity Reporting fixed native crash error. After that when we solved missing class problem (added missing assembly) and reactivated UR all is working fine. There is something different happening, although I don't know what when you are running game directly on device (Build&Play) or when google runs their pre-launch reports versus distribution trough Google Play.
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