04-24-2023 12:18 PM
After building our metaverse application and not having tested in a while, it seems to not be running and instead crashing on each launch. Oculus firmware 50 seems to be the cause of this. We are using 2021.3 LTS and IL2CPP with Arm64. The error is a Sigabrt Signal 6 Code -1 Fatal Exception Java Lang Error. The app seems to be working with Mono Arm7 but only when it doesn't have more than like 4 scenes. I hear that firmware 50 may have Android 12 and was released for early access users. We've tried everything in the book to fix this, and apparently the performance isn't going to be the same either even if we do get it to run. We are going to update to Unity 2022 to see if this fixes anything but we've been spinning our wheels like crazy. Please let me know if you have any ideas as to why it is suddenly crashing without explanation.
Solved! Go to Solution.
04-25-2023 07:11 AM
We have fixed it by reverting back to an older version and readding our changes to it. I narrowed it down to being most likely a library that I added that was conflicting with Android 12. I'm still not sure which one it was but no crashes and performance is good too. Target SDK is 32 minimum is 29 for Quest 1 users and using IL2CPP and Arm64 too. OpenXR 1.7.0 and Oculus XR Plugin 3.3.0. Oculus plugin 1.82.0. XR Plugin Management 4.2.0 and XR Core Utilities 2.0.1. Unity 2021.3.22f1. I would check your libraries as apparently it has to do with either libraries or permissions on Android 12. Also worse comes to worse try using mono or arm7. Good luck!
04-25-2023 01:46 AM
We are experiencing a similar native crash for our game running on Unity 2019.4.12f1. All users on v51 and up are experiencing instant crashes. There was no update on our side. Unity upgrade did not fix it for us.
java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 2019.4.12f1
Device model : Oculus Quest
Device fingerprint: oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50327160091800150:user/release-keys
Caused by: java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Version '2019.4.12f1 (225e826a680e)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
Build fingerprint: 'oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50327160091800150:user/release-keys'
Revision: '0'
ABI: 'arm64'
Timestamp: 2023-04-25 16:04:08+1200
pid: 25645, tid: 25667, name: UnityMain >>> com.GAMENAME.REPLACED <<<
uid: 10106
signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x7a1ba96860
x0 0000007a1b896820 x1 b400007988631010 x2 0000000000000006 x3 0000007a1b4ed161
x4 000000000000028e x5 b40000798862bb90 x6 b4000079ffffffff x7 0000000000000000
x8 0000007a1ba96820 x9 0000000000000018 x10 b4000079ffffffff x11 0000000000000000
x12 b4000079ffffffff x13 0000000000000000 x14 0000000000000008 x15 0000000000000002
x16 0000007a1b861a78 x17 0000007b40cd5360 x18 0000000000000001 x19 0000007a1b8a3080
x20 b400007988631010 x21 0000000000000006 x22 0000000000000006 x23 0000007a1b893ec6
x24 0000000000000018 x25 0000000000003234 x26 0000000000003238 x27 ffffff6100000000
x28 0000000000002a10 x29 0000007a1a264980
sp 0000007a1a264370 lr 0000007a1a67998c pc 0000007a1a673d78
We also did not manage to fix it by increasing the android version.
04-25-2023 05:48 AM
We're getting the same native crash as @likeaguest_dev here, Unity version 2021.3.18f1 users on v51 or v50 both experiencing crashes all of a sudden today. Trying to find what exactly is causing the issue
04-25-2023 07:11 AM
We have fixed it by reverting back to an older version and readding our changes to it. I narrowed it down to being most likely a library that I added that was conflicting with Android 12. I'm still not sure which one it was but no crashes and performance is good too. Target SDK is 32 minimum is 29 for Quest 1 users and using IL2CPP and Arm64 too. OpenXR 1.7.0 and Oculus XR Plugin 3.3.0. Oculus plugin 1.82.0. XR Plugin Management 4.2.0 and XR Core Utilities 2.0.1. Unity 2021.3.22f1. I would check your libraries as apparently it has to do with either libraries or permissions on Android 12. Also worse comes to worse try using mono or arm7. Good luck!
04-25-2023 07:16 AM
We also added a permissions request in awake in first scene that wasn't in our manifest which would cause the app to refresh since people are saying there's some kind of UI conflict with Android 12 too and to try doing that even though you don't need that permission, in our case we did location services. Another thing you could try is switching from Oculus to OpenXR or using legacy Oculus plugin or upgrading your packages/oculus integration. Apparently Oculus is saying that they changed the name of OBBs to be main.packagename.versioncode but only main.versioncode.packagename works which was what it was before if you are using those.
04-25-2023 07:17 AM
If you're using OpenXR turn off Meta XR Feature and make sure Meta Quest is checked in OpenXR settings under XR Plugin Management settings. Also try switching between Vulkan and OpenGL3, we use OpenGL3 as it has better performance for us.
04-25-2023 08:05 AM
So, we have found the following:
https://forum.unity.com/threads/android-11-arm64-native-heap-allocator-issues.1047170/
Its most likely this issue. We upgraded to one of the following versions:
Then it worked for us. Using OpenGL3.
05-12-2023 06:35 AM - edited 05-12-2023 06:37 AM
My game is crashing randomly or on start. Is this post about the same problem? Im very confused lol
https://communityforums.atmeta.com/t5/Unity-VR-Development/1-Game-says-to-set-Oculus-App-Id-when-its...
05-16-2023 06:39 AM
We resolved this by reverting our build to an earlier version. I would try using mono to see if that works as it seems like you're getting an IL2CPP error...I believe we were getting a java lang error due to some kind of library that was unable to be loaded or something along those lines. You could also try compiling for Android SDK target of 32 instead of 29 as the quest uses android 12 now. That or change Unity versions to 2022 or 2020. We are still having an issue with the latest update though when it comes to loading higher memory scenes, apparently android 12 takes up more RAM on quest 2 so our scene only works on quest pro now. Quest 1 and 2 result in a freeze and used to result in a crash with a low memory popup until we optimized it further, this is when loading the scene but loads the other scenes fine. We are updating Oculus Integration to 53 now, let me know if you have any ideas on things to try.
05-16-2023 11:10 AM
My players were being kicked randomly. My game is multiplayer and i reimported the multiplayer package and no one is getting randomly kicked. But, some players still cant load in. I really think its either Unity or Oculus Firmware. I told my players to clear app data and reinstall the game, and for some people its still working. I have Minimum API level 31 and target is "highest installed". That might help. Also try to nod load your RAM with baked lighting since AFAIK it takes a lot of RAM.