Closed Algebro7 closed 3 years ago
This is a Unity memory corruption bug and needs to be addressed upstream.
We're aware of this but have had no luck getting them to fix it at this point.
https://unity3d.com/unity/whats-new/unity-5.4.1
Linux: Removed 16GB total memory limit.
Perhaps they also need to do this for Android. Please contact them about it and provide clear details + refer to the change for Linux. Do not mention GrapheneOS. Say you're using the stock OS. You need to get them to resolve it. There's nothing we can do and if users don't help report issues to app/library developers, they'll never be resolved. In this case, it needs to be fixed by Unity and then app developers need to upgrade it.
Thanks for the guidance--doing that now!
It's detecting that more than 16GB of address space is in use and aborting arbitrarily. It's incorrect and they need to fix it.
No clue why they would do something so stupid. If they only removed it for non-Android Linux and not Android, then they need to do that. If they've already fixed it in Unity, every app using it will need to update...
I've submitted a bug report with all the details (without mentioning graphene) and a reference to the Linux change. I'll let you know if I hear back
It's possible that they did fix it for Android but apps are still using the old engine. I have a feeling that they haven't fixed it though.
I'm not sure if this is an issue with the apps or something that could be fixed on the Graphene side, so feel free to close this if it's not a potential Graphene bug. I'm trying to run Pokemon Home and getting a crash as soon as the app launches. I assumed it was just a missing google play services issue and couldn't be helped but I noticed the following crash in pidcat related to Unity trying to reference invalid addresses:
Got a similar unity error (but no segfault) in MTG Arena (which also immediately closes when trying to open it):
Eve Portal uses Unity as well and I get the same errors in pidcat about the 16GB of memory.
Does this look like some bug in Unity or is there something in Graphene that could be changed to work around it?