URP build always crash when 'Use SPR Batcher' is ON by default - Bug Reports - Niantic SDK for Unity Community
有点类似这个情况,暂时没有解决方法
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Build fingerprint: 'google/bluejay/bluejay:13/TQ3A.230805.001/10316531:user/release-keys'
Revision: 'MP1.0'
ABI: 'arm64'
Timestamp: 2023-08-29 14:50:18.669731330+0800
Process uptime: 72s
Cmdline: {*** bundle_identifier ***}
pid: 29110, tid: 29296, name: Thread-8 >>> {*** bundle_identifier ***} <<<
uid: 10380
tagged_addr_ctrl: 0000000000000001 (PR_TAGGED_ADDR_ENABLE)
signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x0000007170400000
x0 0000005efe084840 x1 00000071703fffe0 x2 00000000000000e0 x3 0000005efe084980
x4 0000007170400110 x5 0000005efe084af0 x6 0000000000000000 x7 0000000000000000
x8 0000000000000000 x9 0000000000000000 x10 0000000000000000 x11 0000000000000000
x12 0000000000000000 x13 0000000000000000 x14 00000071801877f0 x15 0000000000000023
x16 00000072adc7acf0 x17 00000075d6bc2f20 x18 00000071abd18000 x19 0000000000000010
x20 0000007246dd52c0 x21 0000000000000022 x22 00000071703ffe60 x23 0000005efe084840
x24 00000000000002b0 x25 b40000741a52cc50 x26 00000000000002b0 x27 00000071d0457670
x28 00000071ac848950 x29 00000000000000a0
lr 00000072ad146c0c sp 00000071ac848690 pc 00000075d6bc2ecc pst 0000000020001000
backtrace:
#00 pc 000000000004eecc /apex/com.android.runtime/lib64/bionic/libc.so (__memcpy+284) (BuildId: dc4001c2ef2dfc23467040797a96840c)
#01 pc 000000000193cc08 /data/app/~~tj3lv7b-WWtkzM1sYJ1rVw==/{*** bundle_identifier ***}-EdsH-Q3L1jgEYnGIt8Obpw==/lib/arm64/libunity.so (**GfxDeviceGLES::DrawBuffersBatchMode**(GfxBatchHeader const&)+184) (BuildId: 8ceca445f342b58f)
#02 pc 0000000001b42070 /data/app/~~tj3lv7b-WWtkzM1sYJ1rVw==/{*** bundle_identifier ***}-EdsH-Q3L1jgEYnGIt8Obpw==/lib/arm64/libunity.so (GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&)+29236) (BuildId: 8ceca445f342b58f)
#03 pc 0000000001b3add8 /data/app/~~tj3lv7b-WWtkzM1sYJ1rVw==/{*** bundle_identifier ***}-EdsH-Q3L1jgEYnGIt8Obpw==/lib/arm64/libunity.so (GfxDeviceWorker::RunExt(ThreadedStreamBuffer&)+84) (BuildId: 8ceca445f342b58f)
#04 pc 0000000001b3ad78 /data/app/~~tj3lv7b-WWtkzM1sYJ1rVw==/{*** bundle_identifier ***}-EdsH-Q3L1jgEYnGIt8Obpw==/lib/arm64/libunity.so (GfxDeviceWorker::Run()+140) (BuildId: 8ceca445f342b58f)
#05 pc 0000000001b3aafc /data/app/~~tj3lv7b-WWtkzM1sYJ1rVw==/{*** bundle_identifier ***}-EdsH-Q3L1jgEYnGIt8Obpw==/lib/arm64/libunity.so (GfxDeviceWorker::RunGfxDeviceWorker(void*)+4) (BuildId: 8ceca445f342b58f)
#06 pc 0000000001069f64 /data/app/~~tj3lv7b-WWtkzM1sYJ1rVw==/{*** bundle_identifier ***}-EdsH-Q3L1jgEYnGIt8Obpw==/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*)+1048) (BuildId: 8ceca445f342b58f)
#07 pc 00000000000c226c /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+204) (BuildId: dc4001c2ef2dfc23467040797a96840c)
上面的日志怎么看呢
- 用android studio 看
- 个人偶尔能看到日志,但经常被360占用 adb.exe
- 日志调转来看的,就是从下往上
- 也就是最下第一行 nativeRender -> 调用的: unityPlayerLoop(),你妹看错,是先render,才执行了unity 的loop 逻辑
- 然后最上面第N行,就是崩溃的点,甚至还有行号,
- 但是没有源码,不知道为什么崩溃
- 应该只是调转了一下和OpenGLES3, Vulkun 估计batch 奔溃
- Static Batching一直是勾选的
参考:
Unity引擎源码解析(伪) - 1 引擎初始化_failed to initialize il2cpp-CSDN博客
https://zhuanlan.zhihu.com/p/697337400