Crash on 32-bit Linux player (5.6.4p4)

Here is the log output

Set current directory to /home/x/Documents
Found path: /home/x/Documents/linux.x86
Mono path[0] = '/home/x/Documents/linux_Data/Managed'
Mono path[1] = '/home/x/Documents/linux_Data/Mono'
Mono config path = '/home/x/Documents/linux_Data/Mono/etc'
PlayerConnection initialized from /home/x/Documents/linux_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55369
Multi-casting "[IP] 192.168.11.58 [Port] 55369 [Flags] 3 [Guid] 2704242422 [EditorId] 1853395198 [Version] 1048832 [Id] LinuxPlayer(192.168.11.58) [Debug] 1" to [225.0.0.222:54997]...
Waiting for connection from host on [0.0.0.0:55369]...
Timed out. Continuing without host connection.
Started listening to [0.0.0.0:55369]
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56422
Preloaded 'libCSteamworks.so'
Preloaded 'libluajit.so'
Preloaded 'libsteam_api.so'
Preloaded 'luajit.so'
Unable to preload the following plugins:
   ScreenSelector.so
PlayerConnection already initialized - listening to [0.0.0.0:55369]
Player data archive not found at `/home/x/Documents/linux_Data/data.unity3d`, using local filesystemDesktop is 1920 x 1080 @ 0 Hz
New context 0xbe39d30 created with attributes:
Initialize engine version: 5.6.4p4 (72f24c04957f)
GfxDevice: creating device client; threaded=1
Renderer: GeForce GTX 1070/PCIe/SSE2
Vendor:   NVIDIA Corporation
Version:  4.5.0 NVIDIA 384.90
GLES:     0
 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffe
r_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_AR
B_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_ar
ray_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_
float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode G
L_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_c
opy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_prim
itive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_
interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 199466288
AudioManager: Using Unknown: NoSound Driver
Begin MonoManager ReloadAssembly
Platform assembly: /home/x/Documents/linux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/x/Documents/linux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/x/Documents/linux_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/x/Documents/linux_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/x/Documents/linux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/x/Documents/linux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/x/Documents/linux_Data/Managed/Assembly-UnityScript.dll (this message is harmless)
Loading /home/x/Documents/linux_Data/Managed/Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: /home/x/Documents/linux_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/x/Documents/linux_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
Platform assembly: /home/x/Documents/linux_Data/Managed/UnityEngine.Networking.dll (this message is harmless)
Loading /home/x/Documents/linux_Data/Managed/UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: /home/x/Documents/linux_Data/Managed/SampleClassLibrary.dll (this message is harmless)
Loading /home/x/Documents/linux_Data/Managed/SampleClassLibrary.dll into Unity Child Domain
- Completed reload, in  0.027 seconds
Platform assembly: /home/x/Documents/linux_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/x/Documents/linux_Data/Managed/System.dll (this message is harmless)
New context 0xc435de0 created with attributes:
Default vsync count 0
requesting resize 1920 x 1080
resizing window to 1920 x 1080
Desktop is 1920 x 1080 @ 0 Hz
UnloadTime: 0.796000 ms
Setting up 2 worker threads for Enlighten.
  Thread -> id: de41eb40 -> priority: 1
  Thread -> id: ddc1db40 -> priority: 1
Receiving unhandled NULL exception
Receiving unhandled NULL exception
Thread (nil) may have been prematurely finalized
Segmentation fault (core dumped)

This is from a Development build, have also tried a non-Development build. Display resolution dialogue is Disabled. Running on Ubuntu 17.10 x64.

Short of trying various patch versions of 5.6.4, I feel at a loss on how to debug this without the engine source code.

I did a build where I stripped most of the flow of launching our game so that it’s almost a simple scene. It appears to just be closing when calling Shader.Find in this case, at least.

Set current directory to /home/x/Documents/strippedbuild
Found path: /home/x/Documents/strippedbuild/linux.x86
Mono path[0] = '/home/x/Documents/strippedbuild/linux_Data/Managed'
Mono path[1] = '/home/x/Documents/strippedbuild/linux_Data/Mono'
Mono config path = '/home/x/Documents/strippedbuild/linux_Data/Mono/etc'
PlayerConnection initialized from /home/x/Documents/strippedbuild/linux_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55161
Multi-casting "[IP] 192.168.11.58 [Port] 55161 [Flags] 3 [Guid] 3542460277 [EditorId] 920343059 [Version] 1048832 [Id] LinuxPlayer(192.168.11.58) [Debug] 1" to [225.0.0.222:54997]...
Waiting for connection from host on [0.0.0.0:55161]...
Timed out. Continuing without host connection.
Started listening to [0.0.0.0:55161]
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56277
Preloaded 'libluajit.so'
Unable to preload the following plugins:
   ScreenSelector.so
PlayerConnection already initialized - listening to [0.0.0.0:55161]
Player data archive not found at `/home/x/Documents/strippedbuild/linux_Data/data.unity3d`, using local filesystemDesktop is 1920 x 1080 @ 0 Hz
New context 0xb7de290 created with attributes:
Initialize engine version: 5.6.4p4 (72f24c04957f)
GfxDevice: creating device client; threaded=1
Renderer: GeForce GTX 1070/PCIe/SSE2
Vendor:   NVIDIA Corporation
Version:  4.5.0 NVIDIA 384.90
GLES:     0
 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffe
r_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_AR
B_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_ar
ray_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_
float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode G
L_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_c
opy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_prim
itive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_
interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 192799376
AudioManager: Using Unknown: NoSound Driver
Begin MonoManager ReloadAssembly
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/x/Documents/strippedbuild/linux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/x/Documents/strippedbuild/linux_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/x/Documents/strippedbuild/linux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/Assembly-UnityScript.dll (this message is harmless)
Loading /home/x/Documents/strippedbuild/linux_Data/Managed/Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/x/Documents/strippedbuild/linux_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/UnityEngine.Networking.dll (this message is harmless)
Loading /home/x/Documents/strippedbuild/linux_Data/Managed/UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/SampleClassLibrary.dll (this message is harmless)
Loading /home/x/Documents/strippedbuild/linux_Data/Managed/SampleClassLibrary.dll into Unity Child Domain
- Completed reload, in  0.022 seconds
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/x/Documents/strippedbuild/linux_Data/Managed/System.dll (this message is harmless)
New context 0xbdd7ac0 created with attributes:
Default vsync count 0
requesting resize 1920 x 1080
resizing window to 1920 x 1080
Desktop is 1920 x 1080 @ 0 Hz
UnloadTime: 1.023000 ms
Scene 'Scenes/GameMain' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
UnityEngine.SceneManagement.SceneManager:LoadSceneAsyncNameIndexInternal(String, Int32, Boolean, Boolean)
UnityEngine.SceneManagement.SceneManager:LoadSceneAsync(String, LoadSceneMode) (at /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/SceneManagerBindings.gen.cs:132)
MissionLauncherComponent:Awake() (at /Users/chrisx.redden/Dev/p4/warringstates/unity/Assets/Game/Scripts/Missions/MissionLauncherComponent.cs:32)

[/home/builduser/buildslave/unity/build/Runtime/SceneManager/SceneManager.cpp line 140]
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/SceneManagerBindings.gen.cs Line: 132)

Scene 'Scenes/GlobalResources' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
UnityEngine.SceneManagement.SceneManager:LoadSceneAsyncNameIndexInternal(String, Int32, Boolean, Boolean)
UnityEngine.SceneManagement.SceneManager:LoadSceneAsync(String, LoadSceneMode) (at /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/SceneManagerBindings.gen.cs:132)
MissionLauncherComponent:Awake() (at /Users/chrisx.redden/Dev/p4/warringstates/unity/Assets/Game/Scripts/Missions/MissionLauncherComponent.cs:33)

[/home/builduser/buildslave/unity/build/Runtime/SceneManager/SceneManager.cpp line 140]
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/SceneManagerBindings.gen.cs Line: 132)

Scene 'Scenes/MenuResources' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
UnityEngine.SceneManagement.SceneManager:LoadSceneAsyncNameIndexInternal(String, Int32, Boolean, Boolean)
UnityEngine.SceneManagement.SceneManager:LoadSceneAsync(String, LoadSceneMode) (at /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/SceneManagerBindings.gen.cs:132)
MissionLauncherComponent:Awake() (at /Users/chrisx.redden/Dev/p4/warringstates/unity/Assets/Game/Scripts/Missions/MissionLauncherComponent.cs:34)

[/home/builduser/buildslave/unity/build/Runtime/SceneManager/SceneManager.cpp line 140]
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/SceneManagerBindings.gen.cs Line: 132)

terminate called after throwing an instance of 'std::length_error'
  what():  vector::reserve
Stacktrace:

  at (wrapper managed-to-native) UnityEngine.Shader.Find (string) <0x00004>
  at (wrapper managed-to-native) UnityEngine.Shader.Find (string) <0x00004>
  at HighlightingSystem.HighlightingBase.Initialize () [0x0004d] in /Users/chrisx.redden/Dev/p4/warringstates/unity/Assets/Plugins/HighlightingSystem/Scripts/Internal/HighlightingBase.cs:401
  at HighlightingSystem.HighlightingBase.OnEnable () [0x00001] in /Users/chrisx.redden/Dev/p4/warringstates/unity/Assets/Plugins/HighlightingSystem/Scripts/Internal/HighlightingBase.cs:226
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <IL 0x0001c, 0x0008e>

Native stacktrace:

   /home/x/Documents/strippedbuild/linux_Data/Mono/x86/libmono.so(+0x89c9b) [0xf2a6fc9b]
   [0xf7f6ade0]
   [0xf7f6adb9]
   /lib/i386-linux-gnu/libc.so.6(gsignal+0xc2) [0xf7ad17e2]
   /lib/i386-linux-gnu/libc.so.6(abort+0x161) [0xf7ad2f51]
   /usr/lib/i386-linux-gnu/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x132) [0xf7e0d1f2]
   /usr/lib/i386-linux-gnu/libstdc++.so.6(+0x72874) [0xf7e0a874]
   /usr/lib/i386-linux-gnu/libstdc++.so.6(+0x728ed) [0xf7e0a8ed]
   /usr/lib/i386-linux-gnu/libstdc++.so.6(+0x72bfc) [0xf7e0abfc]
   /usr/lib/i386-linux-gnu/libstdc++.so.6(_ZSt20__throw_length_errorPKc+0x46) [0xf7e36cd6]
   ./linux.x86() [0x89195d7]
   ./linux.x86() [0x8923baa]
   ./linux.x86() [0x8923ffb]
   ./linux.x86() [0x890c1ad]
   ./linux.x86() [0x8c29770]
   ./linux.x86() [0x8c133a0]
   ./linux.x86() [0x8c135b2]
   ./linux.x86() [0x8c163cc]
   ./linux.x86() [0x8198cd7]
   ./linux.x86() [0x88c4038]
   ./linux.x86() [0x8c96b0e]
   [0xf2269f74]
   [0xf2269349]
   [0xf2268d61]
   [0xf15323ef]
   /home/x/Documents/strippedbuild/linux_Data/Mono/x86/libmono.so(+0x25c5b) [0xf2a0bc5b]
   /home/x/Documents/strippedbuild/linux_Data/Mono/x86/libmono.so(mono_runtime_invoke+0x66) [0xf2b0d375]
   ./linux.x86() [0x8b7d942]
   ./linux.x86() [0x8bf4f9f]
   ./linux.x86() [0x8bbd401]
   ./linux.x86() [0x8bc2c5b]
   ./linux.x86() [0x8c0b9f2]
   ./linux.x86() [0x880dab1]
   ./linux.x86() [0x880df05]
   ./linux.x86() [0x880fcaf]
   ./linux.x86() [0x88107d8]
   ./linux.x86() [0x8810b88]
   ./linux.x86() [0x88815ab]
   ./linux.x86() [0x87c61eb]
   ./linux.x86() [0x87c6362]
   ./linux.x86() [0x80cb079]
   /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf6) [0xf7abc986]
   ./linux.x86() [0x80d6f99]

Debug info from gdb:

I refuse to debug myself!
No threads.

=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

Aborted (core dumped)

Just to be clear, I want to know why the engine is completely crashing out, so ignore the scene issues in this log as I artificially caused them and they shouldn’t cause a hard crash.

Every time I strip away loading assets at runtime it gets further, but crashes on the next time it loads assets from runtime.

I’ve done a build with 2017 and still crashing:

Receiving unhandled NULL exception
#0  0x000000ffb19f40 in (Unknown)
#1  0x000000ffb1a520 in void GameObject::TransferComponents<StreamedBinaryRead<false> >(StreamedBinaryRead<false>&)
#2  0x000000ffb1a590 in void GameObject::Transfer<StreamedBinaryRead<false> >(StreamedBinaryRead<false>&)
#3  0x000000ffb1a610 in GameObject::VirtualRedirectTransfer(StreamedBinaryRead<false>&)
#4  0x000000ffb1a650 in SerializedFile::ReadObject(long long, ObjectCreationMode, bool, TypeTree const**, bool*, Object&)
#5  0x000000ffb1a780 in PersistentManager::ReadAndActivateObjectThreaded(int, SerializedObjectIdentifier const&, SerializedFile*, bool, bool)
#6  0x000000ffb1a7e0 in PersistentManager::ReadObjectThreaded(int)
#7  0x000000ffb1a870 in PersistentManager::ReadObject(int, AwakeFromLoadMode)
#8  0x000000ffb1a8b0 in ReadObjectFromPersistentManager(int)
#9  0x000000ffb1a8d0 in Resources_CUSTOM_Load(MonoString*, MonoObject*)
#10 0x000000ffb1a9a0 in (Unknown)
#11 0x000000ffb1a9f0 in (Unknown)
#12 0x000000ffb1aa20 in (Unknown)
#13 0x000000ffb1aa50 in (Unknown)
#14 0x000000ffb1aa70 in (Unknown)
#15 0x000000ffb1aab0 in mono_set_defaults
#16 0x000000ffb1ab10 in mono_runtime_invoke
#17 0x000000ffb1ab40 in scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#18 0x000000ffb1ab60 in ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#19 0x000000ffb1abb0 in Coroutine::InvokeMoveNext(ScriptingExceptionPtr*) [clone .constprop.118]
#20 0x000000ffb1ace0 in Coroutine::Run(bool*)
#21 0x000000ffb1ad30 in MonoBehaviour::TryCreateAndRunCoroutine(ScriptingObjectPtr, ScriptingMethodPtr, Coroutine**)
#22 0x000000ffb1adc0 in MonoBehaviour::StartCoroutineManaged2(ScriptingObjectPtr)
#23 0x000000ffb1ae30 in MonoBehaviour_CUSTOM_StartCoroutine_Auto_Internal(MonoObject*, MonoObject*)
#24 0x000000ffb1ae60 in (Unknown)
#25 0x000000ffb1aeb0 in (Unknown)
#26 0x000000ffb1aed0 in (Unknown)
#27 0x000000ffb1aef0 in (Unknown)
#28 0x000000ffb1af30 in mono_set_defaults
#29 0x000000ffb1af90 in mono_runtime_invoke
#30 0x000000ffb1afc0 in scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#31 0x000000ffb1afe0 in ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#32 0x000000ffb1b030 in ScriptingInvocation::InvokeChecked(ScriptingExceptionPtr*)
#33 0x000000ffb1b060 in MonoBehaviour::CallAwake()
#34 0x000000ffb1b280 in MonoBehaviour::AddToManager()
#35 0x000000ffb1b3c0 in MonoBehaviour::AwakeFromLoad(AwakeFromLoadMode)
#36 0x000000ffb1b5e0 in AwakeFromLoadQueue::PersistentManagerAwakeFromLoad()
#37 0x000000ffb1b650 in LoadSceneOperation::CompleteAwakeSequence()
#38 0x000000ffb1b690 in LoadSceneOperation::IntegrateMainThread()
#39 0x000000ffb1b6d0 in PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)
#40 0x000000ffb1b790 in PreloadManager::UpdatePreloading()
#41 0x000000ffb1b7f0 in InitPlayerLoopCallbacks()::EarlyUpdateUpdatePreloadingRegistrator::Forward()
#42 0x000000ffb1b820 in PlayerLoop()
#43 0x000000ffb1b850 in main
#44 0x000000ffb1c470 in __libc_start_main
#45 0x000000ffb1c4e0 in _start
Stacktrace:

  at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00004>
  at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00004>
  at UnityEngine.Resources.Load<object> (string) [0x0000c] in /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/ResourcesBindings.gen.cs:59
  at GameMainComponent/<Initialise>c__Iterator0.MoveNext () [0x000fc] in /home/x/Desktop/warringstates/unity/Assets/Game/Scripts/GameMainComponent.cs:92
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator,intptr) [0x00028] in /home/builduser/buildslave/unity/build/Runtime/Export/Coroutines.cs:17
  at (wrapper runtime-invoke) <Module>.runtime_invoke_void_object_intptr (object,intptr,intptr,intptr) <IL 0x00022, 0x0009d>
  at (wrapper managed-to-native) UnityEngine.MonoBehaviour.StartCoroutine_Auto_Internal (System.Collections.IEnumerator) <0x00004>
  at (wrapper managed-to-native) UnityEngine.MonoBehaviour.StartCoroutine_Auto_Internal (System.Collections.IEnumerator) <0x00004>
  at UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator) [0x00003] in /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/MonoBehaviourBindings.gen.cs:62
  at GameMainComponent.Awake () [0x00025] in /home/x/Desktop/warringstates/unity/Assets/Game/Scripts/GameMainComponent.cs:41
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <IL 0x0001c, 0x0008e>

Native stacktrace:

   /home/x/Desktop/warringstates/unity/BuildLinux/LinuxBuild_Data/Mono/x86/libmono.so(+0x8a0b8) [0xf2aba0b8]
   [0xf7fb5de0]
   [0xf7fb5db9]
   /lib/i386-linux-gnu/libc.so.6(gsignal+0xc2) [0xf7b1c7e2]
   /lib/i386-linux-gnu/libc.so.6(abort+0x161) [0xf7b1df51]
   ./LinuxBuild.x86() [0x8ccf159]
   /home/x/Desktop/warringstates/unity/BuildLinux/LinuxBuild_Data/Mono/x86/libmono.so(+0xbc060) [0xf2aec060]
   /home/x/Desktop/warringstates/unity/BuildLinux/LinuxBuild_Data/Mono/x86/libmono.so(+0x22052) [0xf2a52052]
   [0xf7fb5de0]
   ./LinuxBuild.x86() [0x81f5cda]
   ./LinuxBuild.x86() [0x81f72d9]
   ./LinuxBuild.x86() [0x81f4cbf]
   ./LinuxBuild.x86() [0x8d35750]
   ./LinuxBuild.x86() [0x8d1eef0]
   ./LinuxBuild.x86() [0x8d1f102]
   ./LinuxBuild.x86() [0x8d21dec]
   ./LinuxBuild.x86() [0x81d8d07]
   ./LinuxBuild.x86() [0x8da7e28]
   [0xee6ad338]
   [0xee694b86]
   [0xf311df24]
   [0xecceb06b]
   [0xecceb12e]
   /home/x/Desktop/warringstates/unity/BuildLinux/LinuxBuild_Data/Mono/x86/libmono.so(+0x2601b) [0xf2a5601b]
   /home/x/Desktop/warringstates/unity/BuildLinux/LinuxBuild_Data/Mono/x86/libmono.so(mono_runtime_invoke+0x66) [0xf2b57c05]
   ./LinuxBuild.x86() [0x8c857c2]
   ./LinuxBuild.x86() [0x8cfeccf]
   ./LinuxBuild.x86() [0x8cc0cd4]
   ./LinuxBuild.x86() [0x8cc1942]
   ./LinuxBuild.x86() [0x8cc7e10]
   ./LinuxBuild.x86() [0x8cc8190]
   ./LinuxBuild.x86() [0x8dbb845]
   [0xecceaf21]
   [0xecceae6f]
   [0xf311d838]
   [0xf0d03907]
   /home/x/Desktop/warringstates/unity/BuildLinux/LinuxBuild_Data/Mono/x86/libmono.so(+0x2601b) [0xf2a5601b]
   /home/x/Desktop/warringstates/unity/BuildLinux/LinuxBuild_Data/Mono/x86/libmono.so(mono_runtime_invoke+0x66) [0xf2b57c05]
   ./LinuxBuild.x86() [0x8c857c2]
   ./LinuxBuild.x86() [0x8cfeccf]
   ./LinuxBuild.x86() [0x8cff710]
   ./LinuxBuild.x86() [0x8cc6b8a]
   ./LinuxBuild.x86() [0x8cc7158]
   ./LinuxBuild.x86() [0x8ccc7cb]
   ./LinuxBuild.x86() [0x8d08ec2]
   ./LinuxBuild.x86() [0x88cb3f1]
   ./LinuxBuild.x86() [0x88cda44]
   ./LinuxBuild.x86() [0x88ce5a8]
   ./LinuxBuild.x86() [0x88cec2c]
   ./LinuxBuild.x86() [0x887f0df]
   ./LinuxBuild.x86() [0x88613dd]
   ./LinuxBuild.x86() [0x80d8c8c]
   /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf6) [0xf7b07986]
   ./LinuxBuild.x86() [0x80e5a79]

Debug info from gdb:

I refuse to debug myself!
No threads.

=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

Aborted (core dumped)

Definitely seems to crash the moment I do any kind of runtime asset loading.

I should add, it runs fine on Mac and Windows.

In the end, it was a ScriptableObject instance we had in the Resources folder that caused the hard crash (just by being there) on Linux ONLY when any asset was accessed from Resources.

There is clearly a major issue in the Linux code here, but we have a work-around so, whatever. Good luck.

Thanks for the thorough investigation. Please can you submit a repro project via the Editor Bug Reporter?