Hi,
I’m suffering an issue when launching my project in Ubuntu 20.04, on an Intel NUC Gen8. The hardware specification is:
Intel® Core™ i3-8109U
Intel HD Graphics 620 (rev 02)
OS: 5.8.0-50-generic #56~20.04.1-Ubuntu SMP Mon Apr 12 21:46:35 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux
When executing the project, the output in console is:
Set current directory to /root/fortune2020
Found path: /root/fortune2020/fortune2020.x86_64
Violación de segmento (`core’ generado) → segmentation fault
The log:
Mono path[0] = ‘/root/fortune2020/fortune2020_Data/Managed’
Mono config path = ‘/root/fortune2020/fortune2020_Data/MonoBleedingEdge/etc’
PlayerConnection initialized from /root/fortune2020/fortune2020_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55161
Multi-casting “[IP] 172.16.11.134 [Port] 55161 [Flags] 19 [Guid] 3855993725 [EditorId] 3418940323 [Version] 1048832 [Id] LinuxPlayer(172.16.11.134) [Debug] 0 [PackageName] LinuxPlayer [ProjectName] Ruleta de la suerte” to [225.0.0.222:54997]…
Waiting for connection from host on [0.0.0.0:55161]…
Remaining time:8s
Remaining time:7s
Remaining time:6s
Remaining time:5s
Remaining time:4s
Remaining time:3s
Remaining time:2s
Remaining time:1s
Remaining time:0s
Timed out. Continuing without host connection.
Started listening to [0.0.0.0:55161]
PlayerConnection already initialized - listening to [0.0.0.0:55161]
Display 0 ‘SMB2270HD 22"’: 1920x1080 (primary device).
Unable to load player prefs
Desktop is 1920 x 1080 @ 60 Hz
Initialize engine version: 2020.3.18f1 (a7d1c678663c)
[Subsystems] Discovering subsystems at path /root/fortune2020/fortune2020_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Renderer: Mesa Intel(R) HD Graphics 620 (KBL GT2)
Vendor: Intel
Version: 4.6 (Core Profile) Mesa 20.2.6
GLES: 0
GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory 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_compute_variable_group_size 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_fragment_shader_interlock 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_po
int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object 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_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_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 G
L_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_anisotropic 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_viewpor
t_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_draw_buffers2 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 GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer 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 G
L_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level <OpenGL 4.5> ; Context handle 33115136
Caught fatal signal - signo:11 code:1 errno:0 addr:0x26
Obtained 27 stack frames.
#0 0x007f80a7d923c0 in funlockfile
#1 0x007f80a991fc18 in AtomicStack::Pop()
#2 0x007f80a9260bf7 in BucketAllocator::Allocate(unsigned long, int)
#3 0x007f80a926176d in DualThreadAllocator::Allocate(unsigned long, int)
#4 0x007f80a925218f in MemoryManager::Allocate(unsigned long, unsigned long, MemLabelId const&, AllocateOptions, char const*, int)
#5 0x007f80a924d541 in malloc_internal(unsigned long, unsigned long, MemLabelId const&, AllocateOptions, char const*, int)
#6 0x007f80a9cab0f3 in FMODMemoryAlloc(unsigned int, unsigned int, char const*)
#7 0x007f80aa81b365 in FMOD::MemPool::alloc(int, char const*, int, unsigned int, bool)
#8 0x007f80aa8bdb5b in FMOD::OutputALSA::addALSADriver(char const*)
#9 0x007f80aa8bdeae in FMOD::OutputALSA::getALSANameHintDrivers()
#10 0x007f80aa8be028 in FMOD::OutputALSA::enumerate()
#11 0x007f80aa8be1c4 in FMOD::OutputALSA::init(int, unsigned int, int*, int, FMOD_SOUND_FORMAT*, int, int, void*)
#12 0x007f80aa842bb8 in FMOD::SystemI::init(int, unsigned int, void*)
#13 0x007f80aa837f4e in FMOD::System::init(int, unsigned int, void*)
#14 0x007f80a9cad95a in AudioManager::InitNormal(bool, FMOD_OUTPUTTYPE)
#15 0x007f80a9cacab3 in AudioManager::InitFMOD(FMOD_OUTPUTTYPE)
#16 0x007f80a9cb00ca in AudioManager::AwakeFromLoad(AwakeFromLoadMode)
#17 0x007f80a9ac4b37 in AwakeFromLoadQueue::InvokePersistentManagerAwake(AwakeFromLoadQueue::Item*, unsigned int, AwakeFromLoadMode, bool)
#18 0x007f80a9ac43c5 in AwakeFromLoadQueue::PersistentManagerAwakeFromLoad()
#19 0x007f80a9aa73ee in PersistentManager::LoadAndIntegrateAllPreallocatedObjects(PersistentManager::LockFlags)
#20 0x007f80a9aa79e5 in PersistentManager::ReadObject(int, AwakeFromLoadMode)
#21 0x007f80a92a0cc9 in LoadManager(core::basic_string<char, core::StringStorageDefault > const&, int)
#22 0x007f80a92a0da7 in PlayerLoadGlobalManagers(char const*, char const*, unsigned int)
#23 0x007f80a9783b89 in PlayerInitEngineGraphics(bool)
#24 0x007f80a9add827 in PlayerMain(int, char**)
#25 0x007f80a7bb20b3 in __libc_start_main
#26 0x00000000201029 in _start
The strange thing is: same hardware with Debian 10 works fine! Tested on Windows 10 too, no issues.