Thank you for looking into this. Running Unity headless in the cloud with
GPU support is very important to us.
Here is a project that uses an approach very similar to ours:
This approach works with Unity 5.5.3, but was broken starting with Unity
5.6 and crashes in the same way with the same stack trace as my bug report.
To reproduce the crash using the ML-ImageSynthesis project:
1. Launch an AWS instance using the AMI specified in the document
2. Download the Unity project from the git repository
3. Edit the script ExampleUI.cs by commenting out the if statement shown
below. This will cause the application to write out screen captures as
//if (GUILayout.Button("Captcha!!! (" + imageCounter + ")"))
var sceneName = SceneManager.GetActiveScene().name;
// NOTE: due to per-camera / per-object motion being calculated late in the
frame and after Update()
// capturing is moved into LateUpdate (see ImageSynthesis.cs Known Issues)
GetComponent<ImageSynthesis>().Save(sceneName + "_" + imageCounter++,
4. Build the application for Linux x86_64/
5. Run on the AWS instance as specified in the project instructions. Note
that running with or without the -batchmode option causes the same crash.
Any help you can provide is very appreciated.