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Repeated Crashing on Level Load

Discussion in 'Android' started by MikaMobile, Apr 8, 2011.

  1. MikaMobile

    MikaMobile

    Joined:
    Jan 29, 2009
    Posts:
    845
    I'm in the process of trying to get Battleheart up and running on Android, but have been instantly confronted with a consistent crash issue. This is a fully functioning iOS app, so there's something android-specific at work. I've got a build up and running on my device, which successfully loads up the title sequence, followed by the save file selection screen, and the beginning of the tutorial. Once the first "real" level loads, though, the app immediately crashes. I managed to get the logcat thing working, but I can't tell what's happening from looking at the log. Anyone care to take a look at this and see if they can make sense of it?

    Code (csharp):
    1. V/Unity   ( 1808): ----------------------------------------
    2. V/Unity   ( 1808): Android Unity internal profiler stats:
    3. V/Unity   ( 1808): cpu-player>    min:  3.2   max: 13.1   avg:  5.0
    4. V/Unity   ( 1808): cpu-ogles-drv> min:  0.4   max:  3.9   avg:  1.2
    5. V/Unity   ( 1808): cpu-present>   min:  1.9   max: 18.9   avg: 10.0
    6. V/Unity   ( 1808): frametime>     min:  8.1   max: 24.7   avg: 16.2
    7. V/Unity   ( 1808): draw-call #>   min:   3    max:   3    avg:   3     | batched:     0
    8. V/Unity   ( 1808): tris #>        min:   126  max:   126  avg:   126   | batched:     0
    9. V/Unity   ( 1808): verts #>       min:    92  max:    92  avg:    92   | batched:     0
    10. V/Unity   ( 1808): player-detail> physx:  0.1 animation:  0.5 culling  0.0 skinning:  1.2 batching:  0.0 render:  1.4 fixed-update-count: 0 .. 1
    11. V/Unity   ( 1808): mono-scripts>  update:  1.1   fixedUpdate:  0.0 coroutines:  0.0
    12. V/Unity   ( 1808): mono-memory>   used heap: 544768 allocated heap: 643072  max number of collections: 0 collection total duration:  0.0
    13. V/Unity   ( 1808): ----------------------------------------
    14. V/Unity   ( 1808):
    15. V/Unity   ( 1808): Unloading 380 unused Assets to reduce memory usage. Loaded Objects now: 80.
    16. V/Unity   ( 1808): System memory in use: 0 B.
    17. V/Unity   ( 1808): Unloading 40 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    18. V/Unity   ( 1808):
    19. V/Unity   ( 1808): Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 847.
    20. V/Unity   ( 1808): System memory in use: 0 B.
    21. V/Unity   ( 1808): Unloading 7 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    22. I/DEBUG   (   56): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    23. I/DEBUG   (   56): Build fingerprint: 'google/passion/passion/mahimahi:2.2/FRF91/43546:user/release-keys'
    24. I/DEBUG   (   56): pid: 1808, tid: 1816  >>> com.KelliNoda.Battleheart <<<
    25. I/DEBUG   (   56): signal 11 (SIGSEGV), fault addr 2459cee8
    26. I/DEBUG   (   56):  r0 00e080e8  r1 0092b4c0  r2 0092b4c0  r3 008de58c
    27. I/DEBUG   (   56):  r4 008de2e4  r5 00000040  r6 008dddf8  r7 2459cee8
    28. I/DEBUG   (   56):  r8 2459cf18  r9 0092afc0  10 00e080e8  fp 008de488
    29. I/DEBUG   (   56):  ip 4d2c7540  sp 4d2c74e4  lr 81139b40  pc 8102f028  cpsr 80000010
    30. I/DEBUG   (   56):  d0  6472656767756265  d1  0000000000000000
    31. I/DEBUG   (   56):  d2  3f6691783f4a7c60  d3  3f80000000000000
    32. I/DEBUG   (   56):  d4  3f87ae1500000000  d5  0000000000000000
    33. I/DEBUG   (   56):  d6  ff800000ff800000  d7  00000000ff800000
    34. I/DEBUG   (   56):  d8  0000000000000000  d9  0000000000000000
    35. I/DEBUG   (   56):  d10 0000000000000000  d11 0000000000000000
    36. I/DEBUG   (   56):  d12 0000000000000000  d13 000000003f800001
    37. I/DEBUG   (   56):  d14 3f87ae1500000000  d15 0000000000000000
    38. I/DEBUG   (   56):  d16 3fefff0e055a4188  d17 3dab06c4126dceaf
    39. I/DEBUG   (   56):  d18 bf56c081dcdc6aa1  d19 3e6c9784461284dd
    40. I/DEBUG   (   56):  d20 3fa55553e1053a42  d21 3dac9784461284dd
    41. I/DEBUG   (   56):  d22 bf5f1c9560000000  d23 3dd8f43500000000
    42. I/DEBUG   (   56):  d24 3ef99342e0ee5069  d25 bf6f1c9560000000
    43. I/DEBUG   (   56):  d26 be598b7ac0000000  d27 3ef99342e0ee5069
    44. I/DEBUG   (   56):  d28 0000000000000000  d29 0000000000000000
    45. I/DEBUG   (   56):  d30 0000000000000000  d31 0000000000000000
    46. I/DEBUG   (   56):  scr 2000001a
    47. I/DEBUG   (   56):
    48. I/DEBUG   (   56):          #00  pc 0002f028  /data/data/com.KelliNoda.Battleheart/lib/libunity.so
    49. I/DEBUG   (   56):          #01  pc 00139b3c  /data/data/com.KelliNoda.Battleheart/lib/libunity.so
    50. I/DEBUG   (   56):
    51. I/DEBUG   (   56): code around pc:
    52. I/DEBUG   (   56): 8102f008 e4938004 ec97ca03 e0807308 ee0a4a20
    53. I/DEBUG   (   56): 8102f018 ee4a4aa0 ee0b5a20 ecb12a02 e2878030
    54. I/DEBUG   (   56): 8102f028 ecb78a04 ec98ea03 ee0c4a01 ee4c4a81
    55. I/DEBUG   (   56): 8102f038 ee0d5a01 f5d1f400 e1510002 ecb7aa04
    56. I/DEBUG   (   56): 8102f048 eca44a03 eca42a02 3cb10a03 3affffe5
    57. I/DEBUG   (   56):
    58. I/DEBUG   (   56): code around lr:
    59. I/DEBUG   (   56): 81139b20 e3a00001 eaffffdb e1a01009 e1a0000a
    60. I/DEBUG   (   56): 81139b30 e1a0300b e58d6000 e0229594 ebfbd51f
    61. I/DEBUG   (   56): 81139b40 eafffff5 e1a01009 e1a0000a e1a0300b
    62. I/DEBUG   (   56): 81139b50 e58d6000 e0229594 ebfbd541 eaffffee
    63. I/DEBUG   (   56): 81139b60 0041b3e8 0000c988 e3510004 13510002
    64. I/DEBUG   (   56):
    65. I/DEBUG   (   56): stack:
    66. I/DEBUG   (   56):     4d2c74a4  3f5db3de  
    67. I/DEBUG   (   56):     4d2c74a8  3effffeb  
    68. I/DEBUG   (   56):     4d2c74ac  00000000  
    69. I/DEBUG   (   56):     4d2c74b0  3f800000  
    70. I/DEBUG   (   56):     4d2c74b4  00000000  
    71. I/DEBUG   (   56):     4d2c74b8  00000000  
    72. I/DEBUG   (   56):     4d2c74bc  3f800000  
    73. I/DEBUG   (   56):     4d2c74c0  00000000  
    74. I/DEBUG   (   56):     4d2c74c4  00000000  
    75. I/DEBUG   (   56):     4d2c74c8  3f800000  
    76. I/DEBUG   (   56):     4d2c74cc  00000000  
    77. I/DEBUG   (   56):     4d2c74d0  00000000  
    78. I/DEBUG   (   56):     4d2c74d4  3f800000  
    79. I/DEBUG   (   56):     4d2c74d8  e3a070ad  
    80. I/DEBUG   (   56):     4d2c74dc  ef9000ad  
    81. I/DEBUG   (   56):     4d2c74e0  00000000  
    82. I/DEBUG   (   56): #01 4d2c74e4  00000014  
    83. I/DEBUG   (   56):     4d2c74e8  00000040  
    84. I/DEBUG   (   56):     4d2c74ec  008dddf8  [heap]
    85. I/DEBUG   (   56):     4d2c74f0  4d2c7650  
    86. I/DEBUG   (   56):     4d2c74f4  00000002  
    87. I/DEBUG   (   56):     4d2c74f8  0092afc0  [heap]
    88. I/DEBUG   (   56):     4d2c74fc  00000000  
    89. I/DEBUG   (   56):     4d2c7500  3f800000  
    90. I/DEBUG   (   56):     4d2c7504  00000000  
    91. I/DEBUG   (   56):     4d2c7508  00000000  
    92. I/DEBUG   (   56):     4d2c750c  3f800000  
    93. I/DEBUG   (   56):     4d2c7510  00000000  
    94. I/DEBUG   (   56):     4d2c7514  00000000  
    95. I/DEBUG   (   56):     4d2c7518  00000000  
    96. I/DEBUG   (   56):     4d2c751c  00000000  
    97. I/DEBUG   (   56):     4d2c7520  00000000  
    98. I/DEBUG   (   56):     4d2c7524  00000000  
    99. I/DEBUG   (   56):     4d2c7528  00000000  
    100. I/WindowManager(   81): WIN DEATH: Window{44b65a08 com.KelliNoda.Battleheart/com.unity3d.player.UnityPlayerActivity paused=false}
    101. I/ActivityManager(   81): Process com.KelliNoda.Battleheart (pid 1808) has died.
    102. I/WindowManager(   81): WIN DEATH: Window{44bcecb8 SurfaceView paused=false}
    103. I/WindowManager(   81): Setting rotation to 0, animFlags=1
    104. D/Zygote  (   58): Process 1808 terminated by signal (11)
    105. I/ActivityManager(   81): Config changed: { scale=1.0 imsi=0/0 loc=en_US touch=3 keys=1/1/2 nav=3/1 orien=1 layout=34 uiMode=17 seq=24}
    106. I/UsageStats(   81): Unexpected resume of com.android.launcher2 while already resumed in com.KelliNoda.Battleheart
    107. V/RenderScript_jni( 1074): surfaceCreated
    108. V/RenderScript_jni( 1074): surfaceChanged
    109. V/RenderScript_jni( 1074): surfaceChanged
    110. W/InputManagerService(   81): Got RemoteException sending setActive(false) notification to pid 1808 uid 10056
    111. V/RenderScript_jni( 1074): surfaceChanged
    112. V/RenderScript_jni( 1074): surfaceChanged
    113. D/dalvikvm(   81): GC_EXPLICIT freed 4399 objects / 311312 bytes in 118ms
    114. I/AudioHardwareQSD(   59): AudioHardware pcm playback is going to standby.
    115. W/GTalkService(  199): [GTalkConnection.15] doConnect: caught XMPPError connecting to mtalk.google.com:5228.: (502)
    116. W/GTalkService(  199):   -- caused by: javax.net.ssl.SSLException: Not trusted server certificate
    117. D/dalvikvm(  213): GC_EXPLICIT freed 3254 objects / 157840 bytes in 91ms
    118. D/NativeCrypto(  199): Freeing OpenSSL session
    119. D/NativeCrypto(  199): Freeing OpenSSL session
    120. D/dalvikvm(  199): GC_EXPLICIT freed 1621 objects / 95576 bytes in 80ms
    121. W/GTalkService(  199): [GTalkConnection.15] doConnect: caught XMPPError connecting to mtalk.google.com:5228.: (502)
    122. W/GTalkService(  199):   -- caused by: javax.net.ssl.SSLException: Not trusted server certificate
    123.  
    124.  
     
  2. MikaMobile

    MikaMobile

    Joined:
    Jan 29, 2009
    Posts:
    845
    Any thoughts on this? I've yet to get to the bottom of it.

    I'm wondering if maybe its just timing out? The process of loading levels in general is extremely slow compared to on iOS devices. I think I read in some other thread that using Resources.Load on Android is very slow, and I do that quite a lot.
     
  3. n0mad

    n0mad

    Joined:
    Jan 27, 2009
    Posts:
    3,732
    Ah thanks, I'm not alone then :)
    I got the very same problem, with a SIGSEGV (signal 11), and then :

    Code (csharp):
    1.  
    2. pc 0002ef74 /data/data/com.CompanyName.KineticDamage/lib/libunity.so
    3. pc 00139d88 /data/data/com.CompanyName.KineticDamage/lib/libunity.so
    4.  
    Also got this one, a few lines under :
    Code (csharp):
    1.  
    2. 82b057bc /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
    3.  
    Tested on a Samsung Galaxy S, latest official firmware. Using latest Unity (3.3).

    My menu works fine (only a basic self-lit shader in there), but as soon as I load a full level, it crashes (no bump mapping, no complex shaders, only Lambert).

    It looks similar to the error on this post, back in January.

    Have there been some news since then ?
     
    Last edited: Apr 16, 2011
  4. eriQue

    eriQue

    Unity Technologies

    Joined:
    May 25, 2010
    Posts:
    595
    This maps to

    _s_SkinVertices_NoNormals_VFP_loop
    bool SkinOptimized<(TransformInstruction)3, false, 1, false, false>(SkinMeshInfo, int)

    I think we have already identified and fixed a crash issue in this code; if you have access to our beta list there is an updated version of 3.3 that includes this fix. Otherwise, if possible, please report the bug with a minimal repro project.
     
  5. n0mad

    n0mad

    Joined:
    Jan 27, 2009
    Posts:
    3,732
    Ah, thanks Erique, being skin related could explain why the menu works, but as soon as a character is queried the game crashes.
    I'm not on the beta list, where can I enroll ? :)
     
  6. eriQue

    eriQue

    Unity Technologies

    Joined:
    May 25, 2010
    Posts:
    595
    As our QA handles the beta lists as well as the bugs you report, a good start is to report the bug with a repro case ;)
     
  7. n0mad

    n0mad

    Joined:
    Jan 27, 2009
    Posts:
    3,732
    Ok, ok .. :p
     
  8. Joshua_Falkner

    Joshua_Falkner

    Joined:
    Feb 19, 2010
    Posts:
    45
    Hi Erique - I'm getting a crash on the Nexus S 2.3.4 and the culprit appears to be egl/libGLESv2_POWERVR_SGX540_120.so. I've already opened up a bug #404505 but haven't gotten any feedback on it. Is there something else I need to do?

    Thanks!
     
  9. eriQue

    eriQue

    Unity Technologies

    Joined:
    May 25, 2010
    Posts:
    595
    The case has been assigned to one our test/qa engineers. For now it looks like we have enough to start investigating the issue. If we need to follow up with project specific questions we will do that through email. Thanks.
     
  10. Joshua_Falkner

    Joshua_Falkner

    Joined:
    Feb 19, 2010
    Posts:
    45
    Thanks Erique!
     
  11. Myx

    Myx

    Joined:
    Nov 29, 2010
    Posts:
    196
    Hello people!

    We had crashes on Nexus S, Galaxy S and Droid X with our latest game. I tried a whole lot of things, everything from texture compression to sound loading and the one thing which actually fixed things for me? Removing Unity's built in GUI.
    The error messages we were getting were seemingly unrelated to the GUI, I have however had issues with it earlier so I tried removing it and the game once again ran fine.

    When I spotted this thread which just so happens to mention crashes on the exact same phones I thought I'd give you this advice: Try removing ALL OnGUI() calls and see if there's a difference.
     
  12. Wozik

    Wozik

    Joined:
    Apr 10, 2009
    Posts:
    662
    Myx, any chance to get a bug with a repro case from you on this?

    thanks
     
  13. earthcrosser

    earthcrosser

    Joined:
    Oct 13, 2010
    Posts:
    122
    Hi I also have a Galaxy S phone and I was experiencing a crashes on level loads. This happened on scenes that only had some sort of menu. On a hunch I added a cube to each of these otherwise empty scenes and my crashing problems went away.

    I really hope this can help someone else too, cheers :)