Hi,
My app has over 100k dau on Android (so a very high sample size) and I'm seeing a huge increase in crashes from devices running Android 4.4.2. The same device, the same application version, the only difference is the OS version- and the crash rate is literally 2-5x higher once the device upgrades to Android 4.4.2.
I'm already using 32 bit display buffer, *not* using multithreaded rendering or OpenGL 3.0, so those things are not the issue.
I see that NGUI has an Android 4.4.2 crash that might be the same thing (
http://www.tasharen.com/forum/index.php?topic=8415.0) but I'm using 2D Toolkit (and some of the built in Unity 3d shaders + 3d meshes, Ragespline, lots of other home built stuff too), not NGUI.
The NGUI crash from that thread is related to resizing the number of verts in a VBO, so I thought maybe tk2d was doing that same type of thing, and disabling it might be a workaround for the crash.
Here is all the info I can get from Crittercism:
Crash Reason:
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 7bf28700 Build fingerprint:
'Verizon/jfltevzw/jfltevzw:4.4.2/KOT49H/I545VRUFNC5:user/release-keys' Revision: '11' pid: 771, tid: 789,
name: UnityMain >>> com.MyOrgName.MyBundleId <<<
r0 7bf28700 r1 832499e0 r2 000001c0 r3 00000000 r4 000001c0 r5 7791b994 r6 7bf28700 r7 832499a0 r8 000001c0 r9 00000001 sl 000001c0 fp 00000001 ip 00000006 sp 7791b918 lr 75fdf10b pc 4007e27e cpsr 0000000b
Crashed Thread:
java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 849fb700
Build fingerprint: 'Verizon/jfltevzw/jfltevzw:4.4.2/KOT49H/I545VRUFNC5:user/release-keys'
Revision: '11'
pid: 5915, tid: 5932, name: UnityMain >>> com.MyOrgname.MyBundleId <<<
r0 849fb700 r1 781f3880 r2 000001c0 r3 00000000
r4 000001c0 r5 77954994 r6 849fb700 r7 781f3840
r8 000001c0 r9 00000001 sl 000001c0 fp 00000001
ip 00000006 sp 77954918 lr 7601710b pc 4009327e cpsr 0000000b
at libc.__memcpy_base(__memcpy_base:261)
\at Unknown.ffffffff(Unknown Source)
The NGUI thread mentions that the crash is inside of the PowerVR driver when it tries to do a memcpy, and memcpy is the reason for this crash here as well, so that's why I think it might be the same thing.
Any ideas?
(cross posted to the Unity forums here:
http://forum.unity3d.com/threads/246258-2-5x-increase-in-crashes-from-Samsung-devices-on-Android-4-4-2?p=1628988#post1628988)