各位大佬看下,发生这种问题,是不是业务逻辑里面有纹理被释放之后还在使用?
版本:3.8.5
下面堆栈是通过调试信息从so里面反推出来的
cc::gfx::getPipelineCacheFolder()
C:/ProgramData/cocos/editors/Creator/3.8.5/resources/resources/3d/engine/native/cocos/renderer/gfx-base/GFXUtil.cpp:30
cc::TextureBase::getGFXSampler() const
C:/ProgramData/cocos/editors/Creator/3.8.5/resources/resources/3d/engine/native/cocos/core/assets/TextureBase.cpp:119
spine::SkeletonRenderer::render(float)::$_0::operator()() const
C:/ProgramData/cocos/editors/Creator/3.8.5/resources/resources/3d/engine/native/cocos/editor-support/spine-creator-support/SkeletonRenderer.cpp:362
spine::SkeletonRenderer::render(float)
C:/ProgramData/cocos/editors/Creator/3.8.5/resources/resources/3d/engine/native/cocos/editor-support/spine-creator-support/SkeletonRenderer.cpp:718
cc::middleware::MiddlewareManager::render(float)
C:/ProgramData/cocos/editors/Creator/3.8.5/resources/resources/3d/engine/native/cocos/editor-support/MiddlewareManager.cpp:0
js_cc_middleware_MiddlewareManager_render(se::State&)
C:/workspace2/mmxzhw/proj/build/RelWithDebInfo/3x2d6d2o/arm64-v8a/generated/cocos/bindings/auto/jsb_editor_support_auto.cpp:845
jsbFunctionWrapper(v8::FunctionCallbackInfov8::Value const&, bool ()(se::State&), char const)
C:/ProgramData/cocos/editors/Creator/3.8.5/resources/resources/3d/engine/native/cocos/bindings/jswrapper/v8/HelperMacros.cpp:99


直接用最新版是最好的。前几个版本打apk包会有很多问题,崩溃率不低。各种粒子系统,龙骨动画报错。
唉,确实是头痛的一件事。creator每个版本都会存在一些问题。取决于你使用到的功能模块是否会存在bug了。我这边的项目在原生环境下,就3.8.7的崩溃率成功降下来了。
这个问题我之前也遇到过,好像是从3.8.6版本开始,官方偷偷把缓动改成根据节点的active状态判断是否执行了,导致如果你的缓动如果跟active挂钩就容易出问题。