Open Toasterson opened 2 years ago
Can you reproduce this if you export to a path that does not contain any spaces ("Anitya" instead of "Anitya Demo")?
If you're able to compile Godot from source (see instructions), you may be able to get a more informative backtrace for "Thread 0" where Godot itself is crashing. The official templates don't include debug symbols so we don't have the details, but a custom build would include them (unless you run strip
on the binary, which reduces size by removing debug information).
It was unfortunately not spaces, a second project with spaces worked perfectly. We found some timeouts that where tiny and try to work with that. As we are Logging users in to the Multiplayer before we show an UI we think it is a bug in our code that shows like an engine bug rather than simply closing.
We are investigating atm and will report back. I hope we manage to reproduce. @akien-mga Thanks for the further hints! We will investigate those avenues aswell. Hopefully it's a bug in our code.
Godot version
3.4
System information
macOS 11.3 (20E217) ARM-64 and Mac OS X 10.12.6 (16G29) x86_64 GLES3
Issue description
When starting the Exported Game on a Mac it crashes with a segfault: The details on both Architectures are a bit different but the Segfault occurs on the same memory section: KERN_INVALID_ADDRESS at 0x0000000000000010
ARM-64:
Details Intel:
Steps to reproduce
Export on a linux Host with the following settings:
Minimal reproduction project
So far this happens only with out project. I managed before to export a MAC version but I am lost why this Project crashes with a segfault. I would need to check for access to debug things as this is comercial.