Closed gjerek closed 2 years ago
Here are some stack traces of crashes: ` pid: 0, tid: 0 >>> com.edenap.z2 <<<
backtrace:
` pid: 0, tid: 0 >>> com.edenap.z2 <<<
backtrace:
` pid: 0, tid: 0 >>> com.edenap.z2 <<<
backtrace:
` pid: 0, tid: 0 >>> com.edenap.z2 <<<
backtrace:
` pid: 0, tid: 0 >>> com.edenap.z2 <<<
backtrace:
` pid: 0, tid: 0 >>> com.edenap.z2 <<<
backtrace:
Thank you, I will escalate and look into this immediately.
In the meantime, you can try version vs7 .0.1 while We look into this.
@gjerek
I am looking at the stack trace and do not see anything related to Google Mobile Ads. I do see a reference to onBillingServiceDisconnected
, could this be another android library causing this issue?
@NVentimiglia hey, yeah sorry about that, but this one was Facebook SDK (from older versions) which we removed.
So at the moment we have only Admob with mediations as I described above and Play services SDKs, nothing else is in our game.
Also about version 7.0.0 (admob) - this is our another game, which has the same problems, here is the screen shot, this one has only admob 7.0.0 + same mediations, it's not such a big problem there as we don't really have alot of people.
If you need anything else, please let me know, but we need to solve this issue before weekend - just tell us whatever we need to do, because bad behavior is getting worse and we will probably lose all rankings :(
I have managed to downgrade to admob 6.1.2 (with play-services-ads 20.6.0, before it was 21.0.0, I will let you know about results in a day or two.
Hi, i got this issue too. I'm following to fix this
I too have this issue that has started happening 4 days ago.
I just recently re-added Meta Audience Network so I am going to remove it and see if it is causing the issue. The only other thing I see in common is our Unity Version is exactly the same. Did you recently updated to v2021.3.4?
I had the same issue after upgrading from Unity 2020.3.34f to Unity 2020.3.35f. The crash occurred after a certain number of taps on the screen. Rolled back, the issue disappeared. (Admob without mediation) Logcat:
Fatal zygote64 indirect_reference_table.cc:265] JNI ERROR (app bug): global reference table overflow (max=51200) Fatal zygote64 indirect_reference_table.cc:265] global reference table dump: Fatal zygote64 indirect_reference_table.cc:265] Last 10 entries (of 51199): Fatal zygote64 indirect_reference_table.cc:265] 51198: 0x12cd8420 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51197: 0x12ca5038 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51196: 0x12cd8420 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51195: 0x12cd8280 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51194: 0x12cd8420 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51193: 0x12cd8fd8 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51192: 0x12ca5038 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51191: 0x12ca5038 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51190: 0x12cd8420 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] 51189: 0x12ca5038 android.view.MotionEvent Fatal zygote64 indirect_reference_table.cc:265] Summary: Fatal zygote64 indirect_reference_table.cc:265] 50327 of android.view.MotionEvent (10 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 498 of java.lang.Class (342 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 198 of java.nio.DirectByteBuffer (175 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 44 of java.lang.ref.WeakReference (44 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 34 of java.lang.String (34 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 7 of com.unity3d.player.UnityPlayerActivity (1 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 7 of android.os.Handler (7 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 4 of dalvik.system.PathClassLoader (2 unique instances) Fatal zygote64 indirect_reference_table.cc:265] 4 of android.app.LoadedApk$ReceiverDispatcher$InnerReceiver (4 unique
CRASH
CRASH Version '2020.3.35f1 (18e4db7a9996)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
CRASH Build fingerprint: 'HONOR/FRD-L09/HWFRD:8.0.0/HUAWEIFRD-L09/521(C10):user/release-keys'
CRASH Revision: '0'
CRASH ABI: 'arm64'
CRASH Timestamp: 2022-06-09 08:27:42+0300
CRASH pid: 6745, tid: 6745, name: **** >>> com. <<<
CRASH uid: 10112
CRASH signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr --------
CRASH x0 0000000000000000 x1 0000000000001a59 x2 0000000000000006 x3 0000000000000008
CRASH x4 0000000000000000 x5 0000000000000000 x6 0000000000000000 x7 7f7f7f7f7f7f7f7f
CRASH x8 0000000000000083 x9 99239f3a226c600c x10 0000000000000000 x11 0000000000000001
CRASH x12 ffffffffffffffff x13 ffffffffffffffff x14 ff00000000000000 x15 ffffffffffffffff
CRASH x16 0000007ec16cf2d0 x17 0000007ec1670fe4 x18 0000000000000131 x19 0000000000001a59
CRASH x20 0000000000001a59 x21 0000007eb2972cc0 x22 000000000000000b x23 00000000000010cc
CRASH x24 00000000000000d1 x25 0000007e9bf7dc00 x26 00000000000010cb x27 0000000000000059
CRASH x28 0000000000000043 x29 0000007fd79cd980
CRASH sp 0000007fd79cd940 lr 0000007ec1624ad4 pc 0000007ec1670fec
CRASH
CRASH backtrace:
CRASH #00 pc 0000000000069fec /system/lib64/libc.so (tgkill+8) (BuildId: 76a0cdf3f6a85fe656d057d2f7dfce4c)
CRASH #01 pc 000000000001dad0 /system/lib64/libc.so (abort+88) (BuildId: 76a0cdf3f6a85fe656d057d2f7dfce4c)
CRASH #02 pc 00000000004380cc /system/lib64/libart.so (art::Runtime::PreZygoteFork()) (BuildId: 1402f1b69fc9caf829e0a69fb345950a)
CRASH #03 pc 00000000004387dc /system/lib64/libart.so (art::Runtime::Create(art::RuntimeArgumentMap&&)) (BuildId: 1402f1b69fc9caf829e0a69fb345950a)
CRASH #04 pc 0000000000523e58 /system/lib64/libart.so (android::base::LogMessage::~LogMessage()+900) (BuildId: 1402f1b69fc9caf829e0a69fb345950a)
CRASH #05 pc 000000000024b9b0 /system/lib64/libart.so (art::IndirectReferenceTable::Add(art::IRTSegmentState, art::ObjPtr
You can add the ads callback to ConcurrentQueue and execute it in mono's update,Ensuring thread safety
@jhonnyboy1202 yes after I upgraded to 2021.3.4 I also upgraded SDKs, that's why I thought it's connected to admob plugin.
what was your version you upgraded from (before crashes), mine was 2019.4.33.
I will try to downgrade my project to 2020.3.34 like @Iq51 says.
The other game we have problems on is brand new game built with 2021.2.13.
@NVentimiglia sorry, but seems like the problem is in Unity, after I downgraded to 2020.3.34 (as suggested) and upgraded all SDK's to latest, after few hours of being live I don't see any more of these crashes. I filled report for bug to Unity, lets see what happens.
@gjerek I have found the solution at least for mines was the SDKs for AppLovin and Meta Audience Network were trying to call a native function that does not exist. I also did not downgrade my Unity version. The problem disappeared after doing a fresh reinstall of Unity Mediation and not installing AppLovin and Meta Audience Network SDKs. Since your using Google Ad Mob as mediation, I would recommend removing then adding the mediation back and see if it works fine without adding any other ad networks.
@jhonnyboy1202 Thanks for this.
@gjerek Eager to hear back regarding the Abmob adapter test.
If the issue does not exist in older versions of the plugin, please include a sample so I can confirm implementation. @gjerek
If the issue does not exist in older versions of the plugin, please include a sample so I can confirm implementation. @gjerek
seems like issue is not in admob plugin, it could be connected but as I said I tested SDKs from 6.0.0 to 7.1.0, and it had same behavior on specific Unity versions, so I guess you can close this issue.
@gjerek tell me, did the transition to version 2020.3.34 help you? Thank you!
@VladimirXak yes it did, tho it's still very fresh, but this is the current graph, I believe we will be under bad behaviour threshold tomorrow.
and dashboard:
Can confirm. Downgraded from 2020.3.36f1 to 2020.3.34f1 and users are reporting that my game isn't crashing anymore.
Edit: The game is still crashing.
All this crashes are coming from SDK 31, SDK 32 and SDK 33
These are the logs:
backtrace:
#00 pc 0000000000051068 /apex/com.android.runtime/lib64/bionic/libc.so (abort+164)
#00 pc 00000000006d157c /apex/com.android.art/lib64/libart.so (art::Runtime::Abort(char const*)+668)
#00 pc 000000000001695c /apex/com.android.art/lib64/libbase.so (android::base::SetAborter(std::__1::function<void (char const*)>&&)::$_3::__invoke(char const*)+76)
#00 pc 0000000000015f8c /apex/com.android.art/lib64/libbase.so (android::base::LogMessage::~LogMessage()+364)
#00 pc 00000000002926b0 /apex/com.android.art/lib64/libart.so (art::Thread::AssertNoPendingException() const+1536)
#00 pc 000000000028ea68 /apex/com.android.art/lib64/libart.so (art::ClassLinker::FindClass(art::Thread*, char const*, art::Handle<art::mirror::ClassLoader>)+64)
#00 pc 00000000005951d0 /apex/com.android.art/lib64/libart.so (art::JNI<false>::FindClass(_JNIEnv*, char const*)+816)
#00 pc 000000000036bff0 /data/app/~~HBvkBQ7TwGQYR6mVV6q86g==/com.pabloleban.IdleSlayer-vEcqHjAKuC8JM0MqCqadoA==/lib/arm64/libunity.so (NativeRuntimeException::CatchAndRethrow())
#00 pc 00000000003989e4 /data/app/~~HBvkBQ7TwGQYR6mVV6q86g==/com.pabloleban.IdleSlayer-vEcqHjAKuC8JM0MqCqadoA==/lib/arm64/libunity.so (nativeRender(_JNIEnv*, _jobject*))
#00 pc 000000000006737c /data/app/~~HBvkBQ7TwGQYR6mVV6q86g==/com.pabloleban.IdleSlayer-vEcqHjAKuC8JM0MqCqadoA==/oat/arm64/base.odex (art_jni_trampoline+92)
#00 pc 000000000009764c /data/app/~~HBvkBQ7TwGQYR6mVV6q86g==/com.pabloleban.IdleSlayer-vEcqHjAKuC8JM0MqCqadoA==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e$1.handleMessage+620)
#00 pc 00000000007e7030 /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144)
#00 pc 00000000007ea2bc /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loopOnce+1036)
#00 pc 00000000007e9e14 /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot-framework.oat (android.os.Looper.loop+516)
#00 pc 00000000000986d8 /data/app/~~HBvkBQ7TwGQYR6mVV6q86g==/com.pabloleban.IdleSlayer-vEcqHjAKuC8JM0MqCqadoA==/oat/arm64/base.odex (com.unity3d.player.UnityPlayer$e.run+216)
#00 pc 00000000002ca764 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548)
#00 pc 000000000030e980 /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+156)
#00 pc 00000000003c1db4 /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValues<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+380)
#00 pc 00000000004578ec /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+992)
#00 pc 00000000000b3020 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+264)
#00 pc 000000000005288c /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
I don't know what the problem is, but I only use AdMob with Open Bidding mediation. Too much ANR (about 1.35%). Before that, I tested the ironSource network, where the ANR was less than 0.47%. At the same time, ANRs in the version with AdMob mainly occur on Android 10 and 11 devices. Among such devices, these are mainly: ATT U318AA (U318AA) Scepter_8_Tablet onn 100011886 (100011886) Qlink Scepter_8 (Scepter_8) motorola ellis (moto g pure)
Now the game is built on Unity 2020.3.34 with AdMob SDK 7.1.0, but the ANR excess was observed earlier on different versions of Unity and AdMob SDK.
I use optimization flags in the latest version.
@gjerek did the crashes go down? If so, can you send a screenshot of the ANR/crashes chart? I'm still getting one of your backtraces posted above (the same one that I've posted) and I was wondering if you are still getting that one.
Got the same problem after upgrading Unity from 2020.3.29 to 2020.3.36. Ad configuration was unchanged.
@pabloleban my crashes have significantly dropped
still a bit above pre-upgrading level but good enough, that we are under threshold
Hi Everyone,
The latest release includes fixes for the Android ANR issue. This fix however requires [Optimize initialization and ad loading to be enabled] (https://developers.google.com/admob/android/optimize-initialization).
Please follow the instructions here, at let me know if this comes up again.
Hi @NVentimiglia. Is this release live already? The latest I can see is 7.1.0.
Hi Everyone,
The latest release includes fixes for the Android ANR issue. This fix however requires [Optimize initialization and ad loading to be enabled] (https://developers.google.com/admob/android/optimize-initialization).
Please follow the instructions here, at let me know if this comes up again.
Do you know when this version will be available?
Hi @NVentimiglia. If you mean version 7.1.0 then it didn't fix the ANR issue for me. ANR is about 1.5% even with optimization flags meta-data android:name="com.google.android.gms.ads.flag.OPTIMIZE_INITIALIZATION" android:value="true" meta-data android:name="com.google.android.gms.ads.flag.OPTIMIZE_AD_LOADING" android:value="true" . I only use AdMob Open Bidding. As I wrote above, mostly ANR occurs on Android 10 and 11 and mostly on the same types of devices: ATT U318AA (U318AA) Scepter_8_Tablet onn 100011886 (100011886) Qlink Scepter_8 (Scepter_8) motorola ellis (moto g pure) onn ONA19TB002 (ONA19TB002) onn 100011885 (100011885)
@SeriouslyRichMan @Bruno-LKWD @pabloleban
This is in the latest (Current) release. Please go ahead and enable this feature.
@pabloleban my crashes have significantly dropped
still a bit above pre-upgrading level but good enough, that we are under threshold
Super! What version of Admob plugin is currently in use? And what is the Target-SDK number?
Version 7.1.0 and optimisation flags didn't fix the issue.
Version 7.1.0 and optimisation flags didn't fix the issue.
What version of Unity you are using?
Unity 2020.3.35 and tried 2020.3.36
Unity 2020.3.35 and tried 2020.3.36
That's not great. Might I ask what providers you have enabled?
Meta 3.8.0, Unity 3.2.1, AppLovin 6.3.0.
As I can see the errors can be the same as here #2137 #2141
Yeah here we only have Meta and we are seeing really high numbers.
I tried unity 2020.3.34 and it produces the errors also.
Have a stacktrace from the Google Play: `#00 pc 000000000005a0f0 /apex/com.android.runtime/lib/bionic/libc.so (syscall+28)
` "Jit thread pool" sysTid=1725
`"Signal Catcher" sysTid=1731
`"HeapTaskDaemon" sysTid=1732
`"ReferenceQueueD" sysTid=1733
`"FinalizerDaemon" sysTid=1734
`"FinalizerWatchd" sysTid=1735
` "Binder:1719_1" sysTid=1736
`"Binder:1719_2" sysTid=1737
`"Binder:1719_3" sysTid=1738
Another one. Here's a part of stack, tell me if you need it full.
`#00 pc 00000000000536d0 /system/lib/libc.so (__epoll_pwait+20)
We had the same crash logs as gjerek and can confirm that since downgrading from Unity 2020.3.36 to 2020.3.34, the crash rate dropped immediately. We thought these bugs were coming from IronSource, Facebook or Admob. This is almost a rule of thumb. If it's not one of those 3 SDKs, it's Unity. Thanks for nothing Unity
Downgrading to Unity 2020.3.34 doesn't help. Here's screenshot:
@shefich stack trace of your issue doesn't seem to be related to the one discussed here.
P.S. Downgrade from 2020.3.36 to 2020.3.34 removed the crash for us.
@abogarsukov-braingames , yeah, I think it can be true. I have 2 errors from libunity.so. :
@shefich stack trace of your issue doesn't seem to be related to the one discussed here.
P.S. Downgrade from 2020.3.36 to 2020.3.34 removed the crash for us.
It decreased crash rate for Android, but increased it for iOS...
Basicly overall we have alot more crashes than on 2019.4 version... (both android and iOS)
Yet this is somehow connected to Unity, I filled in bug report and got nothing back, @NVentimiglia maybe do you know someone at unity that could look at this issue - because this is not fun anymore :)
@gjerek I have the same situation in my projects. I don't have errors if project was built with the help of Unity 2019.4...
I managed to reproduce the crash/anr on a test device and got some interesting logs about a JNI global reference overflow error coming from unity engine. It looks like the crash report generated by that issues are the same as those posted in this issue. Might it be that we are collectively looking at a Unity bug instead of a Mobile SDK one?
The update is posted under the original issue I opened earlier this week.
@adbourdages could you maybe try filling bug report to unity, since you could reproduce it.
I filed over the weekend (IN-11129). Best I can tell, it is a bug in the legacy input system. The repro project is minimal with only a StandardInputModule and a UI.Text on screen (2021.3.6f1). Reproduction rate is 100% after 20 minutes of constant tapping. The new input system appears clear of this issue.
Unless I'm mistaken the source and nature of the bug indicates that it would affect all games using the legacy input system and ugui :-/
There is a thread about that bug on the unity forums
I have the same problem, Trying to update unity to 2021.3.6f1 to see if it's better.
I'm having this problem too, has anyone been able to reduce the crash?
Hi guys,
I was facing with same problem, but I followed AntonPetrov83 advices from this thread ([AntonPetrov83](https://github.com/AntonPetrov83)) and it helped. The data are still fresh but changes are visible.
I don't know how to reproduce, but this is screen shot from google play console, after we upgraded from 6.0.2 to new admob plugins all of this started:
Admob team this is really critical, because of all new SDKs we upgraded Unity version and now we don't really want to go back. Can you give us some advice what to do?
We are also using those optimization flags:
<meta-data android:name="com.google.android.gms.ads.flag.OPTIMIZE_INITIALIZATION" android:value="true"/> <meta-data android:name="com.google.android.gms.ads.flag.OPTIMIZE_AD_LOADING" android:value="true"/>
Please any advice would be appreciated, because google is now ranking us very badly because of this...