Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Bug]: #41

Closed
skooter500 opened this issue Mar 9, 2024 · 9 comments
Closed

[Bug]: #41

skooter500 opened this issue Mar 9, 2024 · 9 comments
Labels
bug Something isn't working

Comments

@skooter500
Copy link

Godot version

4.2

DebugDraw3D version

49df6b8

On which operating systems the error occurs

No response

Using which renderers the error occurs

No response

Issue description

hey I love this plugin and use it in every project and for teaching every day

If I build to Android right now. the game crashes. Deleting the plugin and the game builds fine.

Godot 4.2

Steps to reproduce

Build for Pixel 6a and the game crashes back to home screen straight away

Minimal reproduction project

https://github.com/skooter500/GP-2023

@skooter500 skooter500 added the bug Something isn't working label Mar 9, 2024
@skooter500
Copy link
Author

Mobile Renderer
Forward+
Compatability

Also wont work in WebBuild

This is super useful to have for developing teaching exmples

@DmitriySalnikov
Copy link
Owner

I'm not sure what you're talking about. I found mentions of DebugDraw2D (you'd better provide a more compact and specific MRP), but I haven't encountered a crash.
I removed the comments and ran different scenes.
Used Debug and Release builds.
I also ran Web build and it worked as well.
I also spent half an hour just building the apk 😑

The main problem I encountered is that sequencer.gd is incorrectly named. The sequencer.gd is used, but the file is named Sequencer.gd. I renamed it and no longer saw any errors in the console.

2024-03-10 09-00-49

2024-03-10 09-15-34

@skooter500
Copy link
Author

here is a minimal project

https://github.com/skooter500/symmetrical-sniffle

When I install DebugDraw from assetlib and build for mobile, my app crashes straight after showing the Godot logo on my Pixel 6A. Same if I installed from git yesterday. When I remove DebugDraw it works. Godot 4.2 Windows

@DmitriySalnikov
Copy link
Owner

DmitriySalnikov commented Mar 11, 2024

This example doesn't give me anything. Therefore, other data is needed.

Please launch the application on your phone, run this command in the console in any folder and send the file logs.txt:
adb logcat godot:V Godot:V GodotActivity:V DEBUG:V *:S -d > logs.txt

If adb is not found, then adb.exe located in the platform-tools in the SDK folder.

But before that, I hope you have already connected your phone via USB to your computer using ADB. And adb devices displays your device.

@skooter500
Copy link
Author

skooter500 commented Mar 12, 2024

adb server is out of date. killing...

  • daemon started successfully *
    --------- beginning of main
    03-12 23:49:06.706 11488 11488 V GodotActivity: Creating new Godot fragment instance.
    03-12 23:49:06.838 11488 11569 I godot : Godot Engine v4.2.stable.official.46dc27791 - https://godotengine.org
    03-12 23:49:06.865 11488 11569 I godot : Vulkan API 1.3.219 - Forward Mobile - Using Vulkan Device #0: ARM - Mali-G78
    03-12 23:49:08.213 11488 11569 I godot :
    03-12 23:49:09.295 11488 11569 D Godot : OnGodotSetupCompleted
    03-12 23:49:09.296 11488 11569 D Godot : OnGodotMainLoopStarted
    --------- beginning of crash
    03-12 23:49:10.659 11754 11754 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    03-12 23:49:10.659 11754 11754 F DEBUG : Build fingerprint: 'google/bluejay/bluejay:13/TQ3A.230901.001/10750268:user/release-keys'
    03-12 23:49:10.659 11754 11754 F DEBUG : Revision: 'MP1.0'
    03-12 23:49:10.659 11754 11754 F DEBUG : ABI: 'arm64'
    03-12 23:49:10.659 11754 11754 F DEBUG : Timestamp: 2024-03-12 23:49:09.480876909+0000
    03-12 23:49:10.659 11754 11754 F DEBUG : Process uptime: 4s
    03-12 23:49:10.659 11754 11754 F DEBUG : Cmdline: ie.bryan.hello
    03-12 23:49:10.659 11754 11754 F DEBUG : pid: 11488, tid: 11569, name: VkThread >>> ie.bryan.hello <<<
    03-12 23:49:10.659 11754 11754 F DEBUG : uid: 10369
    03-12 23:49:10.659 11754 11754 F DEBUG : tagged_addr_ctrl: 0000000000000001 (PR_TAGGED_ADDR_ENABLE)
    03-12 23:49:10.659 11754 11754 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0000000000000000
    03-12 23:49:10.659 11754 11754 F DEBUG : Cause: null pointer dereference
    03-12 23:49:10.659 11754 11754 F DEBUG : x0 b400007677a8ce70 x1 0000000000000000 x2 0000007542911338 x3 0000007542911378
    03-12 23:49:10.659 11754 11754 F DEBUG : x4 0000007542911368 x5 0000007542911358 x6 0000007542911348 x7 0000007542911648
    03-12 23:49:10.659 11754 11754 F DEBUG : x8 b400007677a8ce70 x9 0000000000000008 x10 0000000000000000 x11 3f000000bf000000
    03-12 23:49:10.659 11754 11754 F DEBUG : x12 3f000000bf000000 x13 3f000000bf000000 x14 0000007542910fa0 x15 0000000000000004
    03-12 23:49:10.659 11754 11754 F DEBUG : x16 000000754fdce168 x17 00000078a0b96f20 x18 00000075425b0000 x19 0000007542911530
    03-12 23:49:10.659 11754 11754 F DEBUG : x20 0000007542911648 x21 00000075429117ac x22 0000000000000000 x23 0000000000000000
    03-12 23:49:10.659 11754 11754 F DEBUG : x24 b400007677a8ce70 x25 0000000038d1b717 x26 b4000077078f5890 x27 00000075429117ac
    03-12 23:49:10.659 11754 11754 F DEBUG : x28 0000003fff6f0810 x29 00000075429112b8
    03-12 23:49:10.659 11754 11754 F DEBUG : lr 00000074bdaa04b4 sp 0000007542911230 pc 00000074bdaa0860 pst 0000000080001000
    03-12 23:49:10.659 11754 11754 F DEBUG : backtrace:
    03-12 23:49:10.659 11754 11754 F DEBUG : #00 pc 00000000001d6860 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk (offset 0x258000)
    03-12 23:49:10.659 11754 11754 F DEBUG : pc 00000000001d64b0 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk (offset 0x258000)
    03-12 23:49:10.659 11754 11754 F DEBUG : Adding Godot 4 Support #2 pc 00000000001cec7c /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk (offset 0x258000)
    03-12 23:49:10.659 11754 11754 F DEBUG : Add support for volumetric wireframes #3 pc 00000000001b40fc /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk (offset 0x258000)
    03-12 23:49:10.659 11754 11754 F DEBUG : Add support for solid geometry #4 pc 00000000001e3050 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk (offset 0x258000)
    03-12 23:49:10.659 11754 11754 F DEBUG : Update to Godot 4 #5 pc 0000000000192640 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk (offset 0x258000)
    03-12 23:49:10.659 11754 11754 F DEBUG : #06 pc 0000000000086510 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk (offset 0x258000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Feature Request]: Provide an option to always draw debug geometry on top of everything else #7 pc 00000000038177b8 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : restored cache functionality #8 pc 0000000003856f8c /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [4.x] Godot and GDExtension Issues #9 pc 0000000003557008 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: No bindings for C# #10 pc 000000000385127c /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: Error when running empty scene?  #11 pc 00000000038518d8 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Feature Request]: Line Width #12 pc 0000000001a74c68 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: No way to enable the plugin #13 pc 0000000000e5cbdc /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Question]: Unable to draw lines in 2D #14 pc 0000000000e193e8 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: Can't use DebugDraw in a Viewport-extending scripts #15 pc 0000000000e2d6b4 /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk!libgodot_android.so (offset 0x450000) (Java_org_godotengine_godot_GodotLib_step+220)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: Not working with Godot 4.1 RC1/2/3 #16 pc 0000000000355630 /apex/com.android.art/lib64/libart.so (art_quick_generic_jni_trampoline+144) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: DebugDraw.draw_grid generates an error on Godot 4.0 #17 pc 000000000033ee80 /apex/com.android.art/lib64/libart.so (art_quick_invoke_static_stub+640) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Added dummy library #18 pc 0000000000512bc8 /apex/com.android.art/lib64/libart.so (bool art::interpreter::DoCall(art::ArtMethod*, art::Thread*, art::ShadowFrame&, art::Instruction const*, unsigned short, bool, art::JValue*)+2364) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Feature Request]: Web/WASM Support #19 pc 00000000004935b4 /apex/com.android.art/lib64/libart.so (void art::interpreter::ExecuteSwitchImplCpp(art::interpreter::SwitchImplContext*)+1892) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Restructure #20 pc 0000000000357dd8 /apex/com.android.art/lib64/libart.so (ExecuteSwitchImplAsm+8) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : API documents seems not work? #21 pc 00000000001981ec [anon:dalvik-classes.dex extracted in memory from /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk] (org.godotengine.godot.vulkan.VkRenderer.onVkDrawFrame+0)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: Duration in set_text doesn't seems to work #22 pc 0000000000371b14 /apex/com.android.art/lib64/libart.so (art::interpreter::Execute(art::Thread*, art::CodeItemDataAccessor const&, art::ShadowFrame&, art::JValue, bool, bool) (.__uniq.112435418011751916792819755956732575238.llvm.8722505846101882172)+232) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Add Web/WASM Support #23 pc 0000000000513710 /apex/com.android.art/lib64/libart.so (bool art::interpreter::DoCall(art::ArtMethod*, art::Thread*, art::ShadowFrame&, art::Instruction const*, unsigned short, bool, art::JValue*)+5252) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Added Web Build and GitHub Pages Deployment Automation #24 pc 0000000000493244 /apex/com.android.art/lib64/libart.so (void art::interpreter::ExecuteSwitchImplCpp(art::interpreter::SwitchImplContext*)+1012) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : C# bindings generator #25 pc 0000000000357dd8 /apex/com.android.art/lib64/libart.so (ExecuteSwitchImplAsm+8) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Feature Request]: Viewport Scaling Visibility #26 pc 000000000019899c [anon:dalvik-classes.dex extracted in memory from /data/app/~~iEFboTwqe2CevvNhbvJUzQ==/ie.bryan.hello-cLwAK2ACg8oiYb4ZTh0zbw==/base.apk] (org.godotengine.godot.vulkan.VkThread.run+0)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Feature Request]: iOS Support #27 pc 0000000000371b14 /apex/com.android.art/lib64/libart.so (art::interpreter::Execute(art::Thread*, art::CodeItemDataAccessor const&, art::ShadowFrame&, art::JValue, bool, bool) (.__uniq.112435418011751916792819755956732575238.llvm.8722505846101882172)+232) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: weird constant high gpu usage anywhere in the editor #28 pc 000000000037140c /apex/com.android.art/lib64/libart.so (artQuickToInterpreterBridge+964) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Fixed bugs that did not allow working in the future version of Godot 4.2 #29 pc 0000000000355768 /apex/com.android.art/lib64/libart.so (art_quick_to_interpreter_bridge+88) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Can the Draw2D functions be used in conjunction with a camera in a sub viewport? #30 pc 000000000033eba4 /apex/com.android.art/lib64/libart.so (art_quick_invoke_stub+612) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Test CI changes in origin #31 pc 000000000023a9ac /apex/com.android.art/lib64/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+144) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Feature Request]: Drawing Planes #32 pc 000000000053b98c /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallback(void*)+1600) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : Volumetric and a bunch of other things #33 pc 000000000053b33c /apex/com.android.art/lib64/libart.so (art::Thread::CreateCallbackWithUffdGc(void*)+8) (BuildId: 41ac8dfed2977c7a168799976d23a7f8)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: Macos Arm64 Support #34 pc 00000000000c226c /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+204) (BuildId: dc4001c2ef2dfc23467040797a96840c)
    03-12 23:49:10.659 11754 11754 F DEBUG : [Bug]: Can't Draw In Viewports that use thier own worlds #35 pc 0000000000054a30 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BuildId: dc4001c2ef2dfc23467040797a96840c)

@skooter500
Copy link
Author

@DmitriySalnikov
Copy link
Owner

adb server is out of date. killing...

you can use this construction (with ``` or `) to insert code or unformatted text:

image

A link to download the file

Just drag and drop the file (< 10MB) into the text box next time.

https://drive.google.com/file/d/1HtBu1eVr2R1EkQSMAN9M4oIph0rURgcE/view?usp=sharing

There is nothing explicit about my library here. But if you managed to build the APK, then most likely all the libraries are correctly copied to the APK. The only thing I can assume is that you may have different versions of android libraries and the version of the engine. You can provide the entire minimal project folder with all the files, as well as a debugging APK (if it doesn't work either).

But at the moment I don't see any problems with my library.

@skooter500
Copy link
Author

Ok The issue is that it runs fine with the .Net version of Godot, but crashes on Android when I build with the plain version of Godot that doesnt come with /net/c#

@DmitriySalnikov DmitriySalnikov closed this as not planned Won't fix, can't repro, duplicate, stale Mar 13, 2024
@GeorgeS2019
Copy link

@skooter500
Can you try the c# wrappers generated for GodotDebugDraw3D.
I tried other wrapper. seems to work fine
https://github.com/Delsin-Yu/CSharp-Wrapper-Generator-for-GDExtension

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working
Projects
None yet
Development

No branches or pull requests

3 participants