Forum Discussion
alanayala13
4 years agoHonored Guest
Where would the cause for these crashes come from?
Hello, I am the CS manager of a VR game in Meta Quest, and I am trying to help our developers to determine the causes for some crashes appearing in our crash report.
In our Crash dashboard we have noticed these two reasons for crashes:
- Unsymbolicated SIGSEGV:libunity.so::unwindstack::LocalUpdatableMaps::Clear()
- SIGSEGV:linker64::__dl__ZL13call_functionPKcPFviPPcS2_ES0_
We would like to know more about what are these 2 reasons for, so that we can work on future fixes to any related issue in our game.
Could anyone please provide some guidance?
8 Replies
- SweetfyreProtege
We are getting hundreds of a similar crash over the last month, is when they started. Does anyone have ANY leads as to what is causing this? As far as we can tell we haven't changed something specifically related to when the crashes occur. crash reason Unsymbolicated SIGSEGV:base.odex::art_jni_trampoline
- lebolayExplorer
Did you ever find an answer to your crashing issue related to Unsymbolicated SIGSEGV:base.odex::art_jni_trampoline? We have this issue too. I believe it's related to Addressables but I could be wrong.
- EthrianHonored Guest
We haven't so far, ours is happening when additive loading a scene and teleporting. It's consistent. I haven't been able to tell if it's specifically related to additive scene load or the physx teleport yet. Does any of that line up with what's happening for you?
- lebolayExplorer
None of the dev team has ever seen it happen so we're not really sure when it happens. We do have additive scene loading but we've had it for ages and no problem. The only substantial thing we added to our game between versions of the game where this crash didn't happen, was we implemented a big overhaul with loading materials/textures using addressables and previously we were not using addressables for texture/material loading. We don't use Physx Teleport in our game so that's likely not the issue for us. If I do find out anything I'll let you know. I did see another thread mentioning it might be related to Target API Level Android 11, which does happen to be what we're using so I'm going to try a different Target. Will let you know if we find anything 🙂
- nisan_onehamsaHonored Guest
Hey, I have the same issue with our game.
Randomly seeing the crashes. But since the Oculus OS update 54 we are seeing it a lot.
Not using addressables, Unity version 2021.3.25f1. No major changes to the game code in the last couple of months.
We are targeting API level 29. The os version target seems to be 12L (afaik at least from os 53)
Did anyone here solve their issue? lebolay Ethrian Sweetfyre - lebolayExplorer
Turned out it wasn't related to addressables. We're not 100% sure of the issue but high confidence level it was one of the following that fixed it for us:
1. Updating our Oculus SDK to 1.11.2 (we were previously using one that was probably a year older than that version)2. Removing our bHaptics integration from our project.
We didn't do much else between our previous update, but those 2 changes reduced our crash reports by close to 100x.
As an additional data point our target API Level is 32 and this fix resolved for us a few months ago, which was I think around Oculus Update 52.
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