Hi,
My company has a few different AR apps using Vuforia, and in the last few weeks, despite the apps working perfectly on every device we've tested it on, every app we've tried to submit and update for has failed app review with this error (app names and identifiers anonymized):
Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: Namespace SPRINGBOARD, Code 0x8badf00d Termination Description: SPRINGBOARD, scene-update watchdog transgression: com.companyname.appname exhausted real (wall clock) time allowance of 10.00 seconds | | ProcessVisibility: Foreground | ProcessState: Running | WatchdogEvent: scene-update | WatchdogVisibility: Foreground | WatchdogCPUStatistics: ( | "Elapsed total CPU time (seconds): 38.400 (user 38.400, system 0.000), 71% CPU", | "Elapsed application CPU time (seconds): 24.948, 46% CPU" | ) Triggered by Thread: 0
After symbolicating the crash logs provided by apple, each one has the same call stack in the crashing thread (thread 0):
0 libsystem_pthread.dylib 0x0000000182a937cc pthread_mutex_lock$VARIANT$mp + 104 (pthread_mutex.c:178) 1 appname 0x0000000101e58edc Vuforia::init+ 22712028 () + 260 2 appname 0x0000000101e2ce74 initQCARiOS + 22531700 (VuforiaUnityPlayer.mm:83) 3 appname 0x0000000100f73468 IOSUnityPlayer_InitializeVuforia_m2342214426 + 7091304 (Bulk_Vuforia.UnityExtensions_1.cpp:29573) 4 appname 0x0000000100fa97e8 VuforiaRuntime_InitVuforia_m64948871 + 7313384 (Bulk_Vuforia.UnityExtensions_2.cpp:37434) 5 appname 0x0000000101245a18 RuntimeInvoker_Void_t1185182177(void (*)(), MethodInfo const*, void*, void**) + 10050072 (Il2CppInvokerTable.cpp:32163) 6 appname 0x0000000101e1bf5c il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 22462300 (Runtime.cpp:469) 7 appname 0x0000000101656ca8 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 14314664 (ScriptingApi_Il2Cpp.cpp:216) 8 appname 0x000000010165dc74 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 14343284 (ScriptingInvocation.cpp:329) 9 appname 0x000000010158eff4 RuntimeInitializeOnLoadManager::ExecuteInitializeOnLoad(std::__1::vector<int, stl_allocator<int, (MemLabelIdentifier)13, 16> >) + 13496308 (RuntimeInitializeOnLoadManager.cpp:363) 10 appname 0x000000010158eeb8 RuntimeInitializeOnLoadManager::ExecuteInitializeOnLoad(RuntimeInitializeLoadType) + 13495992 (RuntimeInitializeOnLoadManager.cpp:356) 11 appname 0x00000001015abc60 LoadSceneOperation::IntegrateMainThread() + 13614176 (LoadSceneOperation.cpp:395) 12 appname 0x00000001015aca20 PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int) + 13617696 (PreloadManager.cpp:459) 13 appname 0x00000001015acf6c PreloadManager::WaitForAllAsyncOperationsToComplete() + 13619052 (PreloadManager.cpp:542) 14 appname 0x00000001015aeb94 RuntimeSceneManager::LoadScene(core::basic_string<char, core::StringStorageDefault<char> > const&, core::basic_string<char, core::StringStorageDefault<char> > const&, core::basic_string<char, core::StringStorageDefault<char> > const&, UnityGUID const&, int, RuntimeSceneManager::LoadingMode) + 13626260 (SharedObject.h:110) 15 appname 0x0000000101580a34 PlayerStartFirstScene(bool) + 13437492 (Player.cpp:492) 16 appname 0x000000010138198c UnityLoadApplication + 11344268 (LibEntryPoint.mm:209) 17 appname 0x00000001008cb4f4 -[UnityAppController startUnity:] + 111860 (UnityAppController.mm:133) 18 Foundation 0x000000018384bd58 __NSFireDelayedPerform + 412 (NSRunLoop.m:620) 19 CoreFoundation 0x0000000182e0fdc0 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 28 (CFRunLoop.c:1832) 20 CoreFoundation 0x0000000182e0fae4 __CFRunLoopDoTimer + 864 (CFRunLoop.c:2415) 21 CoreFoundation 0x0000000182e0f2e4 __CFRunLoopDoTimers + 248 (CFRunLoop.c:2562) 22 CoreFoundation 0x0000000182e0cecc __CFRunLoopRun + 1928 (CFRunLoop.c:3083) 23 CoreFoundation 0x0000000182d2cc58 CFRunLoopRunSpecific + 436 (CFRunLoop.c:3245) 24 GraphicsServices 0x0000000184bd8f84 GSEventRunModal + 100 (GSEvent.c:2245) 25 UIKit 0x000000018c4855c4 UIApplicationMain + 236 (UIApplication.m:3956) 26 appname 0x00000001008b6c70 main + 27760 (main.mm:33) 27 libdyld.dylib 0x000000018284c56c start + 4
It seems that for some reason on the testing devices that Apple is using, each one is taking longer than 10 seconds on a mutex lock called from Vuforia::init+ 22712028 () + 260 and they being terminated. Our apps do have a lot of trackables, so I'm not sure if that's the problem, or whether there is something else happening here (querying an internet service for license key confirmation?) which could be causing the problem.
Does anyone have any ideas how to resolve this problem?
Cheers,
Adrian
I have the same issue with
I have the same issue with you. Does anyone have solution for this kind of error?
It's interesting because I
It's interesting because I have exactly the same problem. The same exception. I also use Vuforia 7.0.47 but on Unity 2017.3.0p3.
But additionally I received information that the application crash occurred during testing on IPv6 (maybe it will help in something).
Hi, my app is also failing
Hi, my app is also failing the app review.
I am on Unity 2017.3.0p2 with Vuforia 7.0.43.
The reason I get from Apple is "Your app crashed on iPad or iPhone running iOS 11.2.5 connected to an IPv6 network during our review."
And my crash report also shows:
We have exactly the same
We have exactly the same error. Just submitted today with 2018.1.0b10 and Vuforia 7.1 to see if it fixes this problem.
Same error here. App got
Same error here. App got rejected twice with Unity 2017.3.1f1.
Termination Description: SPRINGBOARD, scene-update watchdog transgression
We are now trying with 2017.3.1p4, altough the release notes do not mention the issue.
hi,
hi,
same error here..
they approved the previous version of our App using unity 3017.3p3 and they rejected a new build, made with the same unity version.
very strange..
Thanks @shoutrlabs for
Thanks @shoutrlabs for pointing me to this thread. I made a post here App rejection.
We are having exact same issue as @adrianj and it has driven us crazy because of the time and backtracking that has been involved thus far without a solution.
We're having exactly the same
We're having exactly the same problem as everyone else here, recently upgraded to 2017.3.1 because our apps started failing due to the Airplay crash, and now we're getting the Springboard crash.
Hello,
Hello,
Hi @medabit,
Hi @medabit,
We believe that the issue is not IPV6-related and that this error message is just plain unspecific meaning: Apple Review tested the app in an IPv6 network and it failed, but not necessarily due to IPv6.
I am having the same problem
I am having the same problem with my app being rejected, please if any one can help in this matter.
We just had one of our app
We just had one of our app approved today after 2 weeks of constant rejections.
This is app review team's response to us via the resolution centre ~2 hours prior to the approval:
[quote]Hello,
Thanks @medabit for your
Thanks @medabit for your reply. I will try resubmitting the apps again and if they fail I will refer Apple to this forum thread.
Attached my crash report
Attached my crash report unity 2017.3.1f1, app rejected.
As per message yesterday
As per message yesterday rejected with 2018.1.0b10 and Vuforia 7.1.
Crash file from Apple attached
Same issue here, app works
Same issue here, app works fine in all conditions, but crashes when in app review with the same crash log. Using Unity 2017.3.1f1 and vuforia 7.0.47
I uploaded my app for a new
I uploaded my app for a new review, in my last review that got rejected I had the same problem as everyone and Apple sent this report.
Unity 2017.3.0p4 Vuforia 7.0.47
Uploaded a zip file with the crash log
One of our apps just failed
One of our apps just failed review again for a third time, once again because the main thread was paused too long in the Vuforia.Init method :(
adrianj wrote:
[quote=adrianj]
One of our apps just failed review again for a third time, once again because the main thread was paused too long in the Vuforia.Init method :(
[/quote]
Could you share a symbolicated crash log with us? Are you on native or Unity?
Thanks,
Hi Strasza,
Hi Strasza,
I have just private messaged you and medabit the crash logs, it's for a client application so I thought I better not share publically.
Hello,
Hello,
Thank you for all the additional data. It has been very helpful to our investigation.