Someone managed to get Defold to work on Ubuntu 20.10? (Solution found, topic closed)

Hello dear Defold-People

I tried to get Defold running under Ubuntu 20.10. Unfortunatly I am getting the following error:

A fatal error has been detected by the Java Runtime Environment:

SIGSEGV (0xb) at pc=0x00007fdb41f3b604, pid=16903, tid=16953

JRE version: OpenJDK Runtime Environment (11.0.1+13) (build 11.0.1+13)
Java VM: OpenJDK 64-Bit Server VM (11.0.1+13, mixed mode, tiered, compressed oops, g1 gc, linux-amd64)
Problematic frame:
C [jna8330226768107712499.tmp+0x7604]

Core dump will be written. Default location: Core dumps may be processed with “/usr/share/apport/apport %p %s %c %d %P %E” (or dumping to /home/weitnow/Downloads/Defold-x86_64-linux/Defold/core.16903)

What i tried is to set MESA_GL_VERSION_OVERRIDE=3.1 or 2.1…

I am using a AMD 5500XT GPU.

Has anyone an idea how to solve this issue?

Thanks a lot.

Christian

What OpenGL version does your computer support?
Our game engine supports OpenGL 3.3 core profile or OpenGL 3.1 compat profile

Run glxinfo | grep version in your terminal and report back here please.

Hello Mathias

Thank you for your Attempt to help me…its much appreciated…

I realized that my description in my first post isn’t fully accurate. Defold starts without issue…the error which I posted above happens, when i try to build a project or to open a *.go-File in the editor.

I have run glxinfo…it shows me the following output:

server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
Max core profile version: 4.6
Max compat profile version: 4.6
Max GLES1 profile version: 1.1
Max GLES[23] profile version: 3.2
OpenGL core profile version string: 4.6 (Core Profile) Mesa 20.2.6
OpenGL core profile shading language version string: 4.60
OpenGL version string: 4.6 (Compatibility Profile) Mesa 20.2.6
OpenGL shading language version string: 4.60
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 20.2.6
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
GL_EXT_shader_implicit_conversions, GL_EXT_shader_integer_mix,

I just found a solution here:

Sorry…i was googling before i posted here…but I haven’t seen this solution before…

anyway…this workaround seems to work :slight_smile:

yeah!

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