Ingvaras Galinskas
Ingvaras Galinskas

Reputation: 63

Native crash at signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)

I just have released my Unity app on Google Play Store. However, some of my users are getting Native crash at signal 11 (SIGSEGV), code 1 (SEGV_MAPERR) on following devices:

Samsung Galaxy S3 (Android 4.3), LG K10 LTE (Android 6.0), Highscreen Easy XL (Android 6.0), Sony Xperia C5 Ultra Dual (Android 6.0), Huawei Y635-TL00 (Android 4.4).

I was unable to reproduce the same crash on my Samsung Galaxy S6 or my friends' devices. I am using Unity 5.6.2f1, API level 16. What may be causing this crash and how should I attempt to fix it?

Backtrace:

native: pc 00000000004db254  /mnt/asec/com.companyname.app-1/lib/libunity.so
native: pc 00000000004ec69c  /mnt/asec/com.companyname.app-1/lib/libunity.so
native: pc 00000000000d9e24  /mnt/asec/com.companyname.app-1/lib/libunity.so
native: pc 00000000000db2d0  /mnt/asec/com.companyname.app-1/lib/libunity.so
native: pc 000000000031a3b0  /mnt/asec/com.companyname.app-1/lib/libunity.so
native: pc 00000000005eea94  /mnt/asec/com.companyname.app-1/lib/libunity.so
native: pc 000000000001e44c  /system/lib/libdvm.so (dvmPlatformInvoke+112)
native: pc 000000000004e91b  /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+398)
native: pc 0000000000027860  /system/lib/libdvm.so
native: pc 000000000002be00  /system/lib/libdvm.so (dvmInterpret(Thread*, Method const*, JValue*)+184)
native: pc 0000000000060a6d  /system/lib/libdvm.so (dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)+292)
native: pc 0000000000060a97  /system/lib/libdvm.so (dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)+20)
native: pc 000000000005582b  /system/lib/libdvm.so
native: pc 000000000000cb58  /system/lib/libc.so (__thread_entry+72)
native: pc 000000000000ccd4  /system/lib/libc.so (pthread_create+208)

Upvotes: 3

Views: 4960

Answers (1)

Ingvaras Galinskas
Ingvaras Galinskas

Reputation: 63

I have found that this error occurred when I tried loading many texture-heavy objects with Application.LoadLevelAdditive(). I resolved the problem by simply enabling/disabling the objects when needed (I would initialize them disabled, and would enable them later).

Upvotes: 1

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