ERROR CardBoard Unity3D --> libc Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1) libvrunity.so - unity3d

ERROR CardBoard
Show logo unity and crash...
Export unity3d to eclipse and debug in logcat...
libc Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1) libvrunity.so
I know it is a memory allocation problem, but I want to know how is solved. Thank you.
CONTEXT:
CardBoard unitypackage v0.5
unity3D (4.6 and 5.02)
API 22 Android
win 8 64bits
LG-D805 (LG G2)

Related

App crash , Xcode11.4, iOS 10.3.3 10.3.4, iPhone 5c /5 iPad4 (armv7s)

Our app crash on os 10.3.3 10.3.4, iPhone 5c /5 iPad4 (armv7s 32) compiled by Xcode 11.4, swift optimization on. We find the PC register point to a hole address without virtual address and no stack information. If we close swift optimization, it works.
So do anyone find the problem and any solution?
It's certain that it's related to Xcode 11.4 swift optimization.
I find the same question here. https://www.reddit.com/r/iOSProgramming/comments/frcpsc/xcode_114_builds_crashes_on_ios_10/
Incident Identifier: 2224949E-E5E3-479C-9B08-4FD1473144B3
CrashReporter Key: 052c9a28855da965790a6dcc0885097a66ee4eff
Hardware Model: iPad3,4
Process: AAAAA [34872]
Path: /private/var/containers/Bundle/Application/xxxxxx....
Identifier: com.xxx.xxxxx
Version: xxxx
Code Type: ARM (Native)
Role: Non UI
Parent Process: launchd [1]
Coalition: com.xxx.xxxxx [1932]
Date/Time: 2020-03-30 22:42:49.2564 +xxx
Launch Time: 2020-03-30 22:42:47.0000 +xxx
OS Version: iPhone OS 10.3.3 (14G60)
Report Version: 104
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Subtype: KERN_PROTECTION_FAILURE at 0x015fa500
Triggered by Thread: 0
Thread 0 name:
Thread 0 Crashed:
0 ??? 0x015fa500 0 + 23045376
After lots of analysis such as log and instruction debug, I am surely it's a bug xcode 11.4 swift compiler optimization.
Detailedly, the optimization cause a stack pointer (fp) messy at the point opening a new function stack frame.
I show it in the following.
Here is a helper function type metadata accessor for myapp.MainViewController at <compiler-generated> generated by compiler in our mainviewcontroller.
<+0>, <+4> is wrong. It should be
0x6cd85c <+0>: push.w {r4, r5, r6, r7, lr}
0x6cd860 <+4>: add r7, sp, #0xc
r7 is fp. so the error instruction <+0> don`t save r7, and <+4> sub ins makes r7 lower than sp a lot that causes all whole stack messy. So It's wrong clearly.
This is what happens when the ins execute.
Before:
After:
The whole stack loses becuase of fp error.
And we can also verify that in xcode 11.3.
<+0> <+2> is the same as our expectation above.
So we have to downgrade to xcode 11.3 as well and use runtime refection to adapt new iOS SDK feature that should be call in xcode 11.4.
We have also encountered multiple crashed on old 32-Bit devices with iOS 9 or 10. Recompiling with Xcode 11.3.1 fixed those random crashes in my case...
There is also a open Bug for this topic at https://bugs.swift.org/browse/SR-12511
This is fixed for us in Xcode 11.5.
GM_Seed which is available since May 18.
https://developer.apple.com/services-account/download?path=/Developer_Tools/Xcode_11.5_GM_Seed/Xcode_11.5_GM_Seed.xip

dSym missing in unity game

I got a crash report from my unity game. In the performance reporting tool I can see:
Native Crash - <unknown> (Unknown File)
Thread 0 (crashed)
0 . <unknown>
1 libgpg.so <symbols missing for uuid: xxx>
2 libgpg.so <symbols missing for uuid: xxx>
3 libgpg.so <symbols missing for uuid: xxx>
4 libc.so <unknown>
I can upload dSym using panel.
Where I can find dSym for android 7.
I know the way for the IOS as described here.
See this post.
In particular:
From Unity 5.3.5p2 and 5.4.0, the Android symbols are stored in your
Unity installation folder.
You can find the Android symbols here:
For MacOS:
/Applications/Unity/PlaybackEngines/AndroidPlayer/Variations/mono/Release/Symbols
For Windows:
C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Release\Symbols\armeabi-v7a\libunity.sym.so

Unity 5.6.0b3 CardboarHead Character Motion - App Crashing

Creating a basic Cardboard Unity App following this tutorial:
https://developers.google.com/tango/apis/unity/unity-cardboard-integration
App loads fine on Unity and build. However, the app crashes without any errors when loading on the Project Tango Tablet.
Error message reads:
Unfortunately, AppName has stopped.
Android version 4.4.2
Minimum API level - Android 4.2 'Jelly Bean'
(API level 17) Runtime: Dalvik
Unity 5.6.0b Personal
Character Controller (Script)
Tango Delta Pose Controller (Script) - Character Motion
./adb logcat -s Unity ActivityManager PackageManager dalvikvm DEBUG
W/ActivityManager( 908): Activity pause timeout for ActivityRecord{4221d498 u0 com.google.tango.prefab/com.google.unity.GoogleUnityActivity t53 f}
I/ActivityManager( 908): Displayed com.android.launcher/com.android.launcher2.Launcher: +170ms
D/dalvikvm( 3940): GC_CONCURRENT freed 396K, 20% free 3562K/4432K, paused 0ms+2ms, total 23ms
I/ActivityManager( 908): Process com.google.tango.prefab (pid 9525) has died.
Open your scene, go to the Tango Manager object, and on the TangoUx script disable Draw Default UX Exceptions.

ios application not published using adobe flash professional cc on mac

i am trying to publish an ios application using adobe flash cc on mac and flash professional cs6 on windows.
when i publish my application using cs6 ( air sdk 3.7, air sdk 3.6 ) on windows ipa is created and installed only on jail-break phone and when i try to install jailed phone its simply shows application failed to install.
when i start to publish with flash professional CC on mac (Size of Ram is 768MB) ipa is not created but the following errors are shown:
"Restore windows
The application “java” unexpectedly quit while trying to restore its windows.
Do you want to try to restore its windows again?"
and
"ADT quit unexpectedly while using the libjvm.dylib plug-in.
Click Reopen to open the application again.
Click Report to see more detailed information and send a report to Apple."
and at last a error report
if anyone face this issue or have sorted out this please let me know.
thanks
Virender
Error report:
Process: java [1175]
Path: /usr/bin/java
Identifier: net.java.openjdk.cmd
Version: 1.0 (1.0)
Code Type: X86-64 (Native)
Parent Process: sh [1174]
PlugIn Path: /Applications/Adobe Flash CC/Adobe Flash CC.app/Contents/jre/jre1.7.0_10.jre/Contents/Home/lib/server/libjvm.d ylib
PlugIn Identifier: libjvm.dylib
PlugIn Version: ??? (???)
Date/Time: 2013-07-11 22:10:34.716 -0700
OS Version: Mac OS X 10.7.4 (11E53)
Report Version: 9
Interval Since Last Report: 37146 sec
Crashes Since Last Report: 41
Per-App Interval Since Last Report: 6085 sec
Per-App Crashes Since Last Report: 41
Anonymous UUID: CDBA110A-A463-40BB-9E1F-2321B9E94AFE
Crashed Thread: 18 Java: Java2D Queue Flusher
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000000003b0
VM Regions Near 0x3b0:
For a quick solution you can try using IfunBox with install IPA on a non jailbreack phone. By the way i had the same probrem, I was unable to instal my IPA on a non Jailbreack phone but wen i upload to Apple every thing goes fine! One of the reasons of the intalation fail could be that u didnt mach the license id and software name wen um create the IPA.

iPhone Crash with "No Backtrace"

My iPhone app was recently rejected from the App Store "because it crashes on launch". However, I cannot reproduce this crash. The app works perfectly on both the simulator and a device with the same hardware and software Apple tested it on (iPhone 3.1 running iOS 4). The crash logs they sent me say "No Backtrace Available", so I have nowhere to look in my code. Here's an example:
Incident Identifier: [...]
CrashReporter Key: [...]
Hardware Model: iPhone3,1
Process: [MyApp] [1172]
Path: /var/mobile/Applications/[...]-3F1B-4504-A572-[...]/[MyApp].app/[MyApp]
Identifier: [MyApp]
Version: ??? (???)
Code Type: ARM (Native)
Parent Process: launchd [1]
Date/Time: 2010-07-08 [...]
OS Version: iPhone OS 4.0 (8A293)
Report Version: 104
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0xfe42c648
Highlighted Thread: 0
Backtrace not available
Unknown thread crashed with ARM Thread State:
r0: 0x00002388 r1: 0x00000000 r2: 0x3e2b47c8 r3: 0x00000108
r4: 0x2fe00000 r5: 0x00000000 r6: 0x00000000 r7: 0x00000000
r8: 0x2ffffb48 r9: 0x2fffecfc r10: 0x00000000 r11: 0x00000000
ip: 0x00000010 sp: 0x2ffffb4c lr: 0x2fe08907 pc: 0xfe42c648
cpsr: 0x40000010
Binary Images:
0x1000 - 0x78fff +[MyApp] armv7 <23af3d265c3086eaceb51cc649eb794f> /var/mobile/Applications/[...]-3F1B-4504-A572-[...]/[MyApp].app/[MyApp]
0x2fe00000 - 0x2fe26fff dyld armv7 <697ae459733a7f0b6c439b21ba62b110> /usr/lib/dyld
[many more libraries...]
How can I begin debugging this? Is it possible this is a build issue rather than a coding bug? And can I extract any useful information from the "ARM Thread State" or the "Binary Images" portions of the crash report?
Thanks!
*update: * I have installed the app for the first time on another iPhone running iOS 4 and still cannot reproduce the crash. I'm beginning to think this is an issue with build-time parameters such as libraries or targeted versions. Based on the crash report, is it likely that any of my application's code was executed?
See Technical Note TN2151:Understanding and Analyzing iPhone OS Application Crash Reports. Symbolication would normally help you track down the source of a crash but since there is no backtrace it may not help in this instance.
Don't bother testing on the simulator. The simulator build and the device build are wholly separate compiles for two different pieces of hardware. Just because it runs on simulator tells you nothing about a failure on device.
Remember that Apple will stress test the app by doing things like launching it on iOS4 with other apps eating up most of the memory. You will need to do that as well on your test device.
You will most likely have to wipe your test device back to defaults to replicate the test Apple does. Then open every possible app before launching your own.
You can make some information from the ARM thread state. The PC register is the only one containing the invalid address that the crash report is complaining about. That means your app tried to execute code at that address.
SIGSEGV means that the address in question is invalid. The system has setup no memory pages with this address.
I don't think the iOS will allow you to simply execute code from any address, but it is possible that the stack frame was corrupted and the return address was invalid when a function returned. That supports the "backtrace not available" problem.
Fouling the stack may be a result of a buffer overrun. If you use memcpy or a loop of sets on a local variable array and overrun the end of the array, you can destroy the stack.
A segfault is unlikely to be a build error. To reproduce this problem, try clearing out any saved information on the iPhone simulator before running the project; it is possible that you are assuming the existence of certain entries in NSUserDefaults that are present on your own iPhone, but which would not be available on a default installation. If that doesn't reproduce the problem, then you should create unit tests for each of your components, ruling out each component at a time as the cause of failure. Eventually, you will have ruled out every cause of failure except for the true cause of failure.
I was never able to reproduce the crash. I messed with a few build params and resubmitted and it was approved.