Does anyone know how to run unity application on cloud server?

I have a streaming application running on local machine, now i’d like to host it on cloud server.
I’m using Built-in render pipeline and have been successfully run it on cloud server with opengl mesa driver and using xvfb, but when i try to use gpu it fails.
The cloud server is running Ubuntu 20.04 LTS, nvidia driver has been successfully installed or at least i think so(write a pytorch script and run success). the error are as below:

>>>glxinfo | grep "OpenGL renderer"
OpenGL renderer string: NVIDIA Graphics Device/PCIe/SSE2
>>> glxgear
X Error of failed request:  BadAlloc (insufficient resources for operation)
  Major opcode of failed request:  150 (GLX)
  Minor opcode of failed request:  5 (X_GLXMakeCurrent)
  Serial number of failed request:  0
  Current serial number in output stream:  33

>>>nvidia-smi
Fri Jan 10 16:11:45 2025       
+-----------------------------------------------------------------------------+
| NVIDIA-SMI 470.103.01   Driver Version: 470.103.01   CUDA Version: 11.4     |
|-------------------------------+----------------------+----------------------+
| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|                               |                      |               MIG M. |
|===============================+======================+======================|
|   0  NVIDIA Graphics...  Off  | 00000000:36:00.0 Off |                    0 |
| N/A   33C    P0    44W / 300W |      0MiB / 81251MiB |      0%      Default |
|                               |                      |             Disabled |
+-------------------------------+----------------------+----------------------+
                                                                               
+-----------------------------------------------------------------------------+
| Processes:                                                                  |
|  GPU   GI   CI        PID   Type   Process name                  GPU Memory |
|        ID   ID                                                   Usage      |
|=============================================================================|
|  No running processes found                                                 |
+-----------------------------------------------------------------------------+

Does anybody know how to solve this issue?

What are the cloud machine’s specs? The output doesn’t tell what kind of Nvidia GPU this is.

Thank you for your reply, GPU is nvidia A100. There some other infos incase anyone needs.

>>>lspci | grep -i nvidia
34:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
35:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
36:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
37:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
9b:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
9c:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
9d:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
9e:00.0 3D controller: NVIDIA Corporation Device 20f5 (rev a1)
>>> lsmod | grep nvidia
nvidia_uvm           1179648  132
nvidia_drm             61440  0
nvidia_modeset       1200128  1 nvidia_drm
nvidia              35311616  4250 nvidia_uvm,nvidia_modeset
drm_kms_helper        217088  3 ast,nvidia_drm,nouveau
drm                   524288  7 drm_kms_helper,ast,nvidia,nvidia_drm,ttm,nouveau
>>>lsmod | grep nouveau
nouveau              2215936  0
mxm_wmi                16384  1 nouveau
video                  45056  1 nouveau
i2c_algo_bit           16384  2 ast,nouveau
ttm                   110592  2 ast,nouveau
drm_kms_helper        217088  3 ast,nvidia_drm,nouveau
drm                   524288  7 drm_kms_helper,ast,nvidia,nvidia_drm,ttm,nouveau
wmi                    32768  2 mxm_wmi,nouveau

Okay, that should work.

What does “fail” mean here? Could you post the player.log file after a failed run?

Runing unity application show similar log as running glxgears.

Mono path[0] = '/home/hadoop-walle-infra/Autoviz/Build_Data/Managed'
Mono config path = '/home/hadoop-walle-infra/Autoviz/Build_Data/MonoBleedingEdge/etc'
Preloaded 'lib_burst_generated.so'
Preloaded 'libearcut.so'
Preloaded 'libgrpc_csharp_ext.so'
Display 0 'screen': 1024x768 (primary device).
[Physics::Module] Initialized MultithreadedJobDispatcher with 14 workers.
Desktop is 1024 x 768 @ 0 Hz
X Error of failed request:  BadAlloc (insufficient resources for operation)
  Major opcode of failed request:  150 (GLX)
  Minor opcode of failed request:  5 (X_GLXMakeCurrent)
  Serial number of failed request:  0
  Current serial number in output stream:  105

a success run prints:

Mono config path = '/home/hadoop-walle-infra/Autoviz/Build_Data/MonoBleedingEdge/etc'
Preloaded 'lib_burst_generated.so'
Preloaded 'libearcut.so'
Preloaded 'libgrpc_csharp_ext.so'
Display 0 'screen': 1024x768 (primary device).
[Physics::Module] Initialized MultithreadedJobDispatcher with 14 workers.
Desktop is 1024 x 768 @ 0 Hz
Initialize engine version: 2022.3.13f1 (5f90a5ebde0f)
[Subsystems] Discovering subsystems at path /home/hadoop-walle-infra/Autoviz/Build_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Renderer: llvmpipe (LLVM 12.0.0, 256 bits)
Vendor:   Mesa/X.org
Version:  4.5 (Core Profile) Mesa 21.2.6
GLES:     0
 GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
 GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB 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_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_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_obj
ect GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_bit_encoding 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_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array 
GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge 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_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object 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_ATI_blend_equation_separate GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_draw_buffers
2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL
_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_MESA_ycbcr_texture GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 19776896
.......

Oh. This sounds like initialization fails because there is no monitor attached.

Did you create a regular Linux build, or a dedicated server build? Because I think you need the latter.

Also consider upgrading to 55f1 since you’re on a very early (thus more buggy), and outdated 2022.3 version.

Hmmm I don’t fully understand what’s the difference between these two builds?

I test dedicated server build, seems like dedicated server don’t support renderering even with open mesa driver.I think linux build is the right way, because i need the application to run as a renderering server, the renderering part is a must.
I will upgrade unity, but i doubt it has anything to do with unity, because glxgears also print the same error.
I think it should be something wrong with the driver or xvfb setting?

Oh i see what you mean two build. It’s the same build.
The first log is running trying to use nvidia driver with GPU which failed.
The second is running using OpenGL mesa driver with CPU.