quickstart-unity: libc.so Crash after updating to firebase unity sdk 8.6.1/8.6.2

[REQUIRED] Please fill in the following fields:

  • Unity editor version: 2019.4.30f1
  • Firebase Unity SDK version: 8.6.2
  • Source you installed the SDK: .unitypackage
  • Problematic Firebase Component:
  • Other Firebase Components in use: (Auth, Database, functions, Fcm, .)
  • Additional SDKs you are using: (Facebook, AdMob, etc.)
  • Platform you are using the Unity editor on: Mac
  • Platform you are targeting: Android
  • Scripting Runtime: IL2CPP

We are getting this crash after after to firebase Unity sdk 8.6.1.

Steps to reproduce:

Have you been able to reproduce this issue with just the Firebase Unity quickstarts (this GitHub project)? Unable to repro What’s the issue repro rate? 1 % user impacted

LOGS:

Crashed: Thread: SIGQUIT  0x0000000000000000
#00 pc 0x1682c libc.so 
#01 pc 0x42673 libc.so 
#02 pc 0x42673 libc.so 
#03 pc 0x1de23 libc.so 
#04 pc 0x42827 libc.so 
#05 pc 0x2637f3 libart.so 
#06 pc 0x43d8fa libart.so 
#07 pc 0x32fe11 libart.so 
#08 pc 0x2a0b6d libart.so 
#09 pc 0x44038e libart.so 
#10 pc 0x65e5e libc.so 
#11 pc 0x43eeae libart.so 
#12 pc 0x440916 libart.so 
#13 pc 0x3d3db5 libart.so 
#14 pc 0xd828f libart.so 

Thread
#00 pc 0x43f84 libc.so 
#01 pc 0x138e4a libFirebaseCppApp-8_6_2.so 

About this issue

  • Original URL
  • State: closed
  • Created 3 years ago
  • Reactions: 14
  • Comments: 101 (10 by maintainers)

Most upvoted comments

For those of you that were having problems with Firestore, the latest release (https://github.com/firebase/firebase-unity-sdk/releases/tag/v10.1.0) has a fix to reduce the amount of global JNI references it uses, which will hopefully alleviate the problems that some of you all were having. We are still trying to look into more improvements to do there, as it is still possible to hit the limit of references with extremely large sets of data. We are aware that some of you are having problems not related to Firestore, and if you have any logs or callstacks that can help narrow down those problems, that would be appreciated.

Google seem don’t care about developers at all. This crash remain from old version to this day.

On Fri, Sep 9, 2022, 23:36 Ann Michélsen @.***> wrote:

I have had this crash for a while now and followed this thread. Not sure if it helps but this is what I have figured out so far.

By using logs in the game I have been able to track down where it is happening. And for all users that experiences this crash, the last line that is executed in my game is this:

docRef.SetAsync(UserState).ContinueWithOnMainThread(task =>{…}

Just before this line I have a log that is always triggered, and inside the response is another log that never gets called if they experience the crash.

The “docRef.SetAsync” is called when users do certain things in the game (complete levels, buy coins, during startup etc). The crash happens sporadically, sometimes during syncing user state on startup, sometimes when they have played 100 levels, meaning 99 calls works just fine but then all of a sudden it does not.

  • I might be wrong, but I think this crash starts to happen once the user state becomes bigger, I very rarely see it on new users.
  • I also pushed a build to production with firebase.verbose logging turned on. This did not result in any new information.
  • I can not reproduce this on test devices.
  • It does not happen in the background, the amount of support emails on this tells me otherwise.

Dependencies in the game:

  • Facebook, Firebase (analytics, messaging, crashlytics, remote configs, Firestore), AppLovin Max
  • using EDM, version 1.2.172
  • No custom gradle
  • Unity 2021.3.9f1 (but have tried 2020.x as well and same issue)

Attached crashlogs I see on Google play. google_play_crash_log_1.txt https://github.com/firebase/quickstart-unity/files/9537201/google_play_crash_log_1.txt google_play_crash_log_2.txt https://github.com/firebase/quickstart-unity/files/9537205/google_play_crash_log_2.txt

— Reply to this email directly, view it on GitHub https://github.com/firebase/quickstart-unity/issues/1193#issuecomment-1242203289, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADX7J7NQSK6N3KDNRWN4QOTV5NRPXANCNFSM5I4F3YCA . You are receiving this because you commented.Message ID: @.***>

Some users of my app who experience crashes have reported to me that the app is using an insane amount of memory on their devices (>800MB, while in my own tests the usage rarely exceeds 200MB on my own - crash free - Android devices).

Could the core of the problem be a memory leak – which for some reason only exists on specific devices?

It might be interesting to see attached image 000

It will not fix anytime soon. I don’t have faith with them. Ah let mention another thing, on Unity’s latest LTS version, on an EMPTY android project, building apk fails if you just import Firebase and Admob’s latest version and try to building it on an empty scene. You need to fix it by yourself! Great guys!

Seems like development teams behind Firebase Unity and Admob Unity don’t care each other, and they don’t even bother testing them together. Thanks Google. For laughably bad plugins…

I have had this crash for a while now and followed this thread. Not sure if it helps but this is what I have figured out so far.

By using logs in the game I have been able to track down where it is happening. And for all users that experiences this crash, the last line that is executed in my game is this:

docRef.SetAsync(UserState).ContinueWithOnMainThread(task =>{…}

Just before this line I have a log that is always triggered, and inside the response is another log that never gets called if they experience the crash.

The “docRef.SetAsync” is called when users do certain things in the game (complete levels, buy coins, during startup etc). The crash happens sporadically, sometimes during syncing user state on startup, sometimes when they have played 100 levels, meaning 99 calls works just fine but then all of a sudden it does not.

  • I might be wrong, but I think this crash starts to happen once the user state becomes bigger, I very rarely see it on new users.
  • I also pushed a build to production with firebase.verbose logging turned on. This did not result in any new information.
  • I can not reproduce this on test devices.
  • It does not happen in the background, the amount of support emails on this tells me otherwise.

Dependencies in the game:

  • Facebook, Firebase (analytics, messaging, crashlytics, remote configs, Firestore), AppLovin Max
  • using EDM, version 1.2.172
  • No custom gradle
  • Unity 2021.3.9f1 (but have tried 2020.x as well and same issue)

Attached crashlogs I see on Google play. google_play_crash_log_1.txt google_play_crash_log_2.txt

I had Unity 2020.3.27f, Firebase 9.1.0, AdMob and UnityAds and no crashes. I updated Unity to 2020.3.37f1 and 10% of users started getting crashes. Now I brought back the version of Unity 2020.3.27 and the crashes are gone. I hope this helps someone.

We are facing the same issue on any version above v8.5.0, and it dropped our game crash free rate to 92% affecting so many users. Based on info it also shows the RAM size of users devices as low as 30MB. Average RAM size as you can see in screenshot is 149MB. Unity version used: 2020.3.27f1

So we had to degrade Firebase SDK to 8.5.0, but this version is having issue of not reporting ANRs. So its getting difficult for us to track actual stability of our game.

We are only using Firebase Crashlytics and no other SDKs.

Is there any update on this issue, when can be expect a release with this fix.

Screenshot 2022-06-10 at 3 57 56 PM Screenshot 2022-06-10 at 5 26 21 PM

Hey we are using the Firebase SDK 8.9.0 We experience the same problem, We don’t get any complaints from clients but we see this in the Firebase Crashlytics We also running Sentry and we don’t see anything about this bug (so it’s firebase specific)

The image shows:

  • It mostly happens on Android 12
  • Most of the bugs comes after entering the game: events order: session_start and AppStateChanged (with firebase_screen_class: MessagingUnityPlayerActivity parameter and then the libc.so
  • We can’t recreate the bug ourselfs and see what triggers it
  • 99% Samsung devices only common thing with the bug that the CPU is ARM64 FP ASIMD AES with 8 cores
  • The last Stack trace includes: Crashed: Thread : SIGABRT 0x0000000000000000 pc 0x51b7c libc.so pc 0x51b4c libc.so pc 0x6d157c libart.so pc 0x1695c libbase.so pc 0x15f8c libbase.so pc 0x2926b0 libart.so pc 0x28ea68 libart.so pc 0x5951d0 libart.so pc 0x17d578 libandroid_runtime.so pc 0x60b9c libaudioclient.so pc 0x89830 libaudioclient.so pc 0x8f07c libaudioclient.so pc 0x91c14 libaudioclient.so pc 0x1a0ac libwilhelm.so pc 0x36850 libwilhelm.so pc 0x9c9750 libunity.so pc 0x9bdb44 libunity.so

We were 7.2.0 before the upgrade

Screen Shot 2022-05-23 at 11 42 11

Hope it helps and please update when this is solved!

Hey @AjayC-Bsw. We need more information to resolve this issue but there hasn’t been an update in 5 weekdays. I’m marking the issue as stale and if there are no new updates in the next 5 days I will close it automatically.

If you have more information that will help us get to the bottom of this, just add a comment!