Cesium for Unity 1.7.1.
16 people using a quest vr device (android) experienced this exact crash on their own device atleast once:
Abort Reason: terminating (libCesiumForUnityNative-Runtime.so)
Hi @Your_RainBoy ,
Nothing in that callstack jumps out at me, but based on your description of “Crash after 20 mins” by multiple users, it does lead me to suspect running out of memory.
Reinforcing that, we do have an open issue related to memory leaks, link
How many and what kind of tilesets are in your scene? Are you using Google P3DT tiles?
Thanks
indeed, i am using P3DT tiles, i have 336870912 allocated bytes in the faulty scene,
i optimized some scripts and updated some packages and the crash seems to occur more rarely than before, i also found that i had Incremental Garbage Collector TURNED OFF. which i turned on right after.
i will update you on this tommorow or the day after.
See also the related GitHub issue here:
opened 03:08PM - 10 Feb 24 UTC
Cesium for Unity 1.7.1.
I should also add that it only happens in a Scene wit… h heavier script processing (multiple runtime behaviour scripts running at the same time), What do you suggest i do? Maybe lowering the Max Cached Bytes property? is Memory Even the issue??
16 people using a quest vr device (android) experienced this exact crash on their own device atleast once:
Crash Reason
Abort Reason: terminating (libCesiumForUnityNative-Runtime.so)
Thread 25382
#00 pc 000000000008ada0 /apex/com.android.runtime/lib64/bionic/libc.so (abort+168) (BreakpadBuildId: 06550e2bcf68e781af8072edf3aa70cf0)
#01 pc 00000000018c4648 libil2cpp.so (libil2cpp.so (0x18c4648)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#02 pc 00000000018c4798 libil2cpp.so (libil2cpp.so (0x18c4798)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#03 pc 00000000018c4700 libil2cpp.so (libil2cpp.so (0x18c4700)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#04 pc 00000000018c4684 libil2cpp.so (std::terminate()+36) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#05 pc 00000000018c48a8 libil2cpp.so (libil2cpp.so (0x18c48a8)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#06 pc 0000000000a65178 /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/lib/arm64/libCesiumForUnityNative-Runtime.so (std::__terminate(void ()())+12)
#07 pc 0000000000a659b8 /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/lib/arm64/libCesiumForUnityNative-Runtime.so (__cxxabiv1::call_terminate(bool, _Unwind_Exception)+36)
#08 pc 0000000000a6595c /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/lib/arm64/libCesiumForUnityNative-Runtime.so (__cxxabiv1::scan_eh_tab(__cxxabiv1::(anonymous namespace)::scan_results&, _Unwind_Action, bool, _Unwind_Exception*, _Unwind_Context*)+1508)
#09 pc 0000000000a65240 /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/lib/arm64/libCesiumForUnityNative-Runtime.so (__gxx_personality_v0+104)
#10 pc 00000000018dbb38 libil2cpp.so (libil2cpp.so (0x18dbb38)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#11 pc 00000000018c3bf0 libil2cpp.so (__cxa_throw+116) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#12 pc 0000000001842e0c libil2cpp.so (libil2cpp.so (0x1842e0c)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#13 pc 00000000017fb94c libil2cpp.so (libil2cpp.so (0x17fb94c)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#14 pc 00000000017fbd70 libil2cpp.so (libil2cpp.so (0x17fbd70)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#15 pc 00000000019bb66c libil2cpp.so (libil2cpp.so (0x19bb66c)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#16 pc 00000000015d1f54 libil2cpp.so (libil2cpp.so (0x15d1f54)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#17 pc 000000000044cc98 /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/lib/arm64/libCesiumForUnityNative-Runtime.so (CesiumForUnityNative::Cesium3DTilesetImpl::Update(DotNet::CesiumForUnity::Cesium3DTileset const&)+356)
#18 pc 0000000000425a24 /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/lib/arm64/libCesiumForUnityNative-Runtime.so (DotNet_CesiumForUnity_Cesium3DTileset_Update+60)
#19 pc 0000000001a29974 libil2cpp.so (libil2cpp.so (0x1a29974)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#20 pc 0000000001859468 libil2cpp.so (libil2cpp.so (0x1859468)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#21 pc 00000000018593b4 libil2cpp.so (libil2cpp.so (0x18593b4)) (BreakpadBuildId: 05ff99529c6fff0900000000000000000)
#22 pc 000000000063ef90 libunity.so (libunity.so (0x63ef90)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#23 pc 000000000064e8cc libunity.so (libunity.so (0x64e8cc)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#24 pc 000000000065ca50 libunity.so (libunity.so (0x65ca50)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#25 pc 0000000000484308 libunity.so (libunity.so (0x484308)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#26 pc 00000000005491d0 libunity.so (libunity.so (0x5491d0)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#27 pc 0000000000549210 libunity.so (libunity.so (0x549210)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#28 pc 000000000054949c libunity.so (libunity.so (0x54949c)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#29 pc 00000000006c0ef8 libunity.so (libunity.so (0x6c0ef8)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#30 pc 00000000006dd318 libunity.so (libunity.so (0x6dd318)) (BreakpadBuildId: 467edd95c85b31b500000000000000000)
#31 pc 0000000000004e0c /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/oat/arm64/base.odex (art_jni_trampoline+92)
#32 pc 0000000000008634 /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/oat/arm64/base.odex (com.unity3d.player.L.handleMessage+692)
#33 pc 00000000000c84e0 /system/framework/arm64/boot-framework.oat (android.os.Handler.dispatchMessage+144) (BreakpadBuildId: b4cde2d562dfd48c80445adfd718ab400)
#34 pc 00000000000c9700 /system/framework/arm64/boot-framework.oat (android.os.Looper.loopOnce+1424) (BreakpadBuildId: b4cde2d562dfd48c80445adfd718ab400)
#35 pc 00000000000c90d4 /system/framework/arm64/boot-framework.oat (android.os.Looper.loop+516) (BreakpadBuildId: b4cde2d562dfd48c80445adfd718ab400)
#36 pc 00000000000094c4 /data/app/~~ImIKlHoLSZzYNYi4ko35hQ==/com.bowie.earthquest-wruUPKBVmawpC_Ev8jOzRQ==/oat/arm64/base.odex (com.unity3d.player.O.run+244)
#37 pc 0000000000218964 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+548) (BreakpadBuildId: c3d95a7d77dcec225dce96800a7a95940)
#38 pc 000000000028495c /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+188) (BreakpadBuildId: c3d95a7d77dcec225dce96800a7a95940)
#39 pc 0000000000628a7c /apex/com.android.art/lib64/libart.so (art::JValue art::InvokeVirtualOrInterfaceWithJValuesart::ArtMethod*(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, jvalue const*)+460) (BreakpadBuildId: c3d95a7d77dcec225dce96800a7a95940)
#40 pc 00000000006786fc /apex/com.android.art/lib64/libart.so (art::thread::CreateCallback(void*)+1164) (BreakpadBuildId: c3d95a7d77dcec225dce96800a7a95940)
#41 pc 00000000000dfdb0 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+132) (BreakpadBuildId: 06550e2bcf68e781af8072edf3aa70cf0)
#42 pc 000000000008c3dc /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BreakpadBuildId: 06550e2bcf68e781af8072edf3aa70cf0)
As I’ve specified on GitHub, this is NOT an ‘out of memory’ or low storage space crash, there is 1gb+ of free allocated memory available at all times, even during the crash. And storage has a lot of free space.
Call stack: Crash on Quest 2 / Quest 3 after around 20 minutes of playtime · Issue #408 · CesiumGS/cesium-unity · GitHub
v1.12.0 Cesium for Unity
v1.7.1 (currently used version) returns the same crash type.
Unity 2023.1.0f1
New info:
The crash apparently only occurs ONCE in no more than 30 minutes.
Then no matter how intensive or long play sessions last, it doesn’t crash again.
However, I think this resets on rebooting the device or updating the app.
Again, it’s not an out of memory crash, nor storage space limitation.
Lastly, the one-time crash could sometimes not occur at all, not even once, but more debugging is needed..