I was porting a Unity3D-built iOS game to Android the other day, while using the awesome Social Networking plugin from Prime31, and got this fun Java error:
E/dalvikvm( 5539): JNI ERROR (app bug): attempt to use stale global reference 0x32 E/dalvikvm( 5539): VM aborting F/libc ( 5539): Fatal signal 11 (SIGSEGV) at 0xdeadd00d (code=1), thread 5583 (UnityMain) ...
The above error crashed my app consistently.
I was lucky in this case because I was fairly sure where it’s coming from, suspecting an unnecessary call to FacebookAndroid.logout() inside a check for !FacebookAndroid.isSessionValid() check. Not my proudest coding moment, for sure.
Once I put a Debug.Log() right before the FacebookAndroid.logout() call and right after. The error changed to… or perhaps a new error started showing up around the same place in the debug log:
W/dalvikvm( 2910): threadid=9: thread exiting with uncaught exception (group=0x4001d5a0) E/AndroidRuntime( 2910): FATAL EXCEPTION: GLThread 10 E/AndroidRuntime( 2910): java.lang.NullPointerException E/AndroidRuntime( 2910): at com.prime31.FacebookPlugin.logout(FacebookPlugin.java:187) E/AndroidRuntime( 2910): at com.unity3d.player.UnityPlayer.nativeRender(Native Method) E/AndroidRuntime( 2910): at com.unity3d.player.UnityPlayer.onDrawFrame(Unknown Source) E/AndroidRuntime( 2910): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1363) E/AndroidRuntime( 2910): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118) W/ActivityManager( 1323): Force finishing activity com.companyName.MyBundleIDHere/com.unity3d.player.UnityPlayerNativeActivity
The app stopped crashing but the java.lang.NullPointerException didn’t go away either. Still looking into it.
Hi, I’ve just noticed the exact same problem. Did you ever resolve this?
Sorry, so far no luck in getting the java.lang.NullPointerException to disappear. It doesn’t seem to be causing any problems when running on device, so for now I guess it’s a low priority.