Server object missing

Hi all,

I have a Linux server running a test allocation now but I am getting an error in the logs. This build runs fine in editor and doesn’t throw any null exceptions.

There is also a signo 11 error, too much cpu for 0 players. But I am not sure if that is because of the missing server object. the log isn’t specific enough to tell where the error originates from as far as I can tell.

Server had issues (is using too much CPU for 0 players [115.99458 > 82]) for 120 seconds (Restarted 0 time(s))

Mono path[0] = ‘/game/build_Data/Managed’
Mono config path = ‘/game/build_Data/MonoBleedingEdge/etc’
Preloaded ‘lib_burst_generated.so’
Initialize engine version: 2021.3.11f1 (0a5ca18544bf)
[Subsystems] Discovering subsystems at path /game/build_Data/UnitySubsystems
Forcing GfxDevice: Null
GfxDevice: creating device client; threaded=0; jobified=0
NullGfxDevice:
Version: NULL 1.0 [1.0]
Renderer: Null Device
Vendor: Unity Technologies
FMOD initialized on nosound output
Begin MonoManager ReloadAssembly

  • Completed reload, in 0.076 seconds
    ERROR: Shader Sprites/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    ERROR: Shader Sprites/Mask shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    ERROR: Shader TextMeshPro/Mobile/Distance Field shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    ERROR: Shader GUI/Text Shader shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    The referenced script on this Behaviour (Game Object ‘Server’) is missing!
    UnloadTime: 0.969672 ms
    SQP server: SQP server started on 0.0.0.0:9010
    SQP server: SQP server started on 0.0.0.0:9010
    ERROR: Shader UI/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    Caught fatal signal - signo:11 code:0 errno:0 addr:(nil)
    Obtained 4 stack frames.
    #0 0x007f1b4a0be420 in funlockfile
    #1 0x007f1b4b02f98c in void std::vector<unsigned int, std::allocator >::_M_assign_aux<__gnu_cxx::__normal_iterator<unsigned int*, std::vector<unsigned int, std::allocator > > >(__gnu_cxx::__normal_iterator<unsigned int*, std::vector<unsigned int, std::allocator > >, __gnu_cxx::__normal_iterator<unsigned int*, std::vector<unsigned int, std::allocator > >, std::forward_iterator_tag)
    #2 0x007f1b4aa6e748 in _fini
    #3 0x00000041d590bf in (wrapper managed-to-native) UnityEngine.Component:GetComponentsForListInternal (UnityEngine.Component,System.Type,object)
    Executing Unity Signal Handler
    [Netcode] ShutdownInternal
    Setting up 1 worker threads for Enlighten.
    Output may be truncated for performance

Thanks for all your help

Hi there, that error message is when your server CPU is too high for the build configuration usage settings. Unless you have optimised your build a little, it can consume a lot of CPU unnecessarily. If you follow some steps in this documentation page: https://docs.unity.com/game-server-hosting/guides/troubleshooting.html#Servers_using_too_much_CPU it should help

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