Segmentation fault on Ubuntu 20 + Intel Nuc Gen8

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.

Checked OpenGL version:

  • Debian 10 → OpenGL version string: 3.0 Mesa 18.3.6
  • Ubuntu 20 → OpenGL version string: 4.6 (Compatibility Profile) Mesa 20.2.6

New step. changed “Player options”, I’ve disabled unity audio, and it works in Ubuntu 20.

So, possible problem with audio drivers / ALSA ?

1 Like

I have so many issues using Unity with Linux in NUC Enthusiast (2060GTX) i dont know where to start.

Frankly i dont think is viable to use Unity in linux in general yet, just millions crashes and now even the hub make the Nuc get stuck

Is like a nightmare

I keel getting this feeling that Unity is meant to be used only on Windows exclusively and not even think of another option. In Macs i get another billion issues, including the fact that the Mac hardware is not supporting Geometry Shaders.

There should be a “feeling brave” sign when trying to download other versions that Windows i suppose, just to make users understand that is not really meant to use Unity for production outside Windows systems, because i really have lost huge amount of time trying to make it work on either Mac or Ubuntu and is really a trillion miles away from production ready on those platforms. Of course i do push the limits on everything with my systems, but in Windows it just works (even after sweat and tears sometimes, but it does eventually work in all cases, while the same is not happening on other platforms)

Will try that also, at this point need try anything to have any chance to finish my Ubuntu project.