Yes, I did use the Dedicated Server build target for Windows, and I’ve attached a screenshot to show that.
Also, I’m no longer using -batchmode or similar command-line arguments — I’ve realized that when building with the Dedicated Server target, it’s already headless by design, so there’s no need for those extra flags.
(And to clarify: I never mentioned using -batchmode in this post.)
Regarding the crash — isn’t seeing something like this in the log:
0x00007ffaa04da2ed (UnityPlayer) UnityMain
usually a sign of a crash? At least that’s what ChatGPT told me ![]()
As for the blank project — yes, I actually tested that. I created a completely empty Unity project, built it using the Dedicated Server build target, ran the server on a fixed IP and port, and then connected to it using the Unity editor (as a client). Everything worked perfectly.
However, as soon as I installed the Dedicated Server package into that same empty project, the error came back:
All socket receive requests were marked as failed, likely because socket itself has failed.
So this seems directly tied to the package itself — even in an otherwise clean environment.
Also, I’ve enabled all the proper Development Build settings to make sure I get detailed logs (Script Debugging, Debug Symbols, etc.).
But you’re right — the logs don’t contain useful debug info or stack traces, which is strange for me too.
I’m attaching screenshots of my debug-related build settings as well, just in case that helps.


