# \[Linux\] FMOD logging in Unity causes stack overflow

**URL:** <https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951>\
**Category:** Unity\
**Tags:** linux, unity\
**Created:** [January 29, 2026, 2:10pm UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951 "2026-01-29T14:10:13Z")\
**Posts on this page:** 14\
**Page:** 1

<div class="post-metadata">

**Author:** ![Subnite](https://avatars.discourse-cdn.com/v4/letter/s/b19c9b/32.png) [@Subnite](https://qa.fmod.com/u/Subnite)\
**Post date:** [January 29, 2026, 2:10pm UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/1 "2026-01-29T14:10:14Z")

</div>

When I run my relatively heavy scene Unity crashes at runtime. Looking at the logs it seems to come from some kind of recursive logging loop in FMOD which causes a stack overflow.  
I tried changing the log level to None or Error and then it doesn’t happen. on Warning it happens at some point at runtime (usually like 10 seconds in), and on Log it just crashes on launch.

* * *

## context

I’m running

- FMOD Unity and studio 2.03.12 (it also happens on 2.03.06)
- Unity: 6000.3.2f1
- OS: NixOS 25.11 (Linux kernel 6.18.1).

Also in Unity we’re working with Unity Entities which has required some workarounds to be able to use FMOD which could be a problem but so far hasn’t triggered this.

I’ve been working on this project for a while now and only recently this has become an issue. So the only direction I have is that there are just more calls happening at once, there’s no specific implementation I made that causes it with the testing I’ve done so far (which has only been on Linux right now).

* * *

Is this a known issue? I couldn’t find anything about it apart from this post some years back

> [@\[Linux\] Crash StackOverflow Exception Fmod 2.01.07 on Ubuntu 20.04, Unity 2020.3.9f1 and above](https://qa.fmod.com/t/linux-crash-stackoverflow-exception-fmod-2-01-07-on-ubuntu-20-04-unity-2020-3-9f1-and-above/17238):
>
> Since i don’t know if it’s Unity or Fmod, i have send a bug repport to Unity case [1338413](https://fogbugz.unity3d.com/default.asp?1338413_q6dk90cfo8sgvepk) Here a recap about my problem : Configuration : Ubuntu 20.04 Fmod 2.01.07 Verified (tried also on 2.02) Unity 2019.3.9f1 (tried also on 2021.1 latest release) I tried a blank project with just Fmod to see if it’s working on Linux, normally it would. But a stack overflow exception and/or the “Fallback handler could not load library /home/marc-cerutti/Unity/2020.3.9f1/Editor/Data/Mono/lib/libAssets/Plu…

* * *

Here’s the relevant part of the editor log:

```auto
(Filename: Assets/Plugins/FMOD/src/RuntimeUtils.cs Line: 564)

[FMOD] Thread::initThread : Init FMOD mixer thread. Affinity: 0x4000000000000001, Priority: 0xFFFF7FFA, Stack Size: 81920, Semaphore: No, Sleep Time: 0, Looping: Yes.
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:35)
UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
FMODUnity.RuntimeUtils:DebugLog (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:112)
FMOD.Studio.System:initialize (int,FMOD.Studio.INITFLAGS,FMOD.INITFLAGS,intptr) (at Assets/Plugins/FMOD/src/fmod_studio.cs:419)
FMODUnity.RuntimeManager:Initialize () (at Assets/Plugins/FMOD/src/RuntimeManager.cs:381)
FMODUnity.RuntimeManager:get_Instance () (at Assets/Plugins/FMOD/src/RuntimeManager.cs:212)
FMODUnity.RuntimeManager:HasBankLoaded (string) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1534)
Audio.MonoBehaviours.FMODAudioManager:InitializeBanksBlocking (Audio.Utils.AudioBank[]) (at Assets/Scripts/Audio/MonoBehaviours/FMODAudioManager.cs:40)
Audio.MonoBehaviours.FMODAudioManager:Awake () (at Assets/Scripts/Audio/MonoBehaviours/FMODAudioManager.cs:25)

(Filename: Assets/Plugins/FMOD/src/RuntimeUtils.cs Line: 564)

StackOverflowException: The requested operation caused a stack overflow.
  at UnityEngine.StackTraceUtility.ExtractStackTrace () [0x00007] in /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:33 
  at (wrapper managed-to-native) UnityEngine.DebugLogHandler.Internal_Log_Injected(UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
  at UnityEngine.DebugLogHandler.Internal_Log (UnityEngine.LogType level, UnityEngine.LogOption options, System.String msg, UnityEngine.Object obj) [0x00034] in <47cff71b0b7749a79b626569f499a43b>:0 
  at UnityEngine.DebugLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/DebugLogHandler.cs:9 
  at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message) [0x0000c] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/Logger.cs:60 
  at UnityEngine.Debug.Log (System.Object message) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Debug/Debug.bindings.cs:123 
  at FMODUnity.RuntimeUtils.DebugLog (System.String message) [0x00014] in /home/subnite/dev/unity/Project-Name/Assets/Plugins/FMOD/src/RuntimeUtils.cs:564 
  at FMODUnity.RuntimeManager.DEBUG_CALLBACK (FMOD.DEBUG_FLAGS flags, System.IntPtr filePtr, System.Int32 line, System.IntPtr funcPtr, System.IntPtr messagePtr) [0x00066] in /home/subnite/dev/unity/Project-Name/Assets/Plugins/FMOD/src/RuntimeManager.cs:112 
  at (wrapper native-to-managed) FMODUnity.RuntimeManager.DEBUG_CALLBACK(FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr)
UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr)
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs) (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnhandledExceptionHandler.bindings.cs:46)
UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr)
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
FMODUnity.RuntimeUtils:DebugLog(String) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:112)

(Filename: Assets/Plugins/FMOD/src/RuntimeUtils.cs Line: 564)

StackOverflowException: The requested operation caused a stack overflow.
  at Unity.PlasticSCM.Editor.PlasticApp.HandleUnhandledException (System.Object sender, System.UnhandledExceptionEventArgs args) [0x0004e] in ./Library/PackageCache/com.unity.collab-proxy@3351acaba9c9/Editor/PlasticApp.cs:257 
  at (wrapper delegate-invoke) <Module>.invoke_void_object_UnhandledExceptionEventArgs(object,System.UnhandledExceptionEventArgs)
  at (wrapper managed-to-native) UnityEngine.DebugLogHandler.Internal_Log_Injected(UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
  at UnityEngine.DebugLogHandler.Internal_Log (UnityEngine.LogType level, UnityEngine.LogOption options, System.String msg, UnityEngine.Object obj) [0x00034] in <47cff71b0b7749a79b626569f499a43b>:0 
  at UnityEngine.DebugLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/DebugLogHandler.cs:9 
  at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message) [0x0000c] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/Logger.cs:60 
  at UnityEngine.Debug.Log (System.Object message) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Debug/Debug.bindings.cs:123 
  at FMODUnity.RuntimeUtils.DebugLog (System.String message) [0x00014] in /home/subnite/dev/unity/Project-Name/Assets/Plugins/FMOD/src/RuntimeUtils.cs:564 
  at FMODUnity.RuntimeManager.DEBUG_CALLBACK (FMOD.DEBUG_FLAGS flags, System.IntPtr filePtr, System.Int32 line, System.IntPtr funcPtr, System.IntPtr messagePtr) [0x00066] in /home/subnite/dev/unity/Project-Name/Assets/Plugins/FMOD/src/RuntimeManager.cs:112 
  at (wrapper native-to-managed) FMODUnity.RuntimeManager.DEBUG_CALLBACK(FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr)
UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr)
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs) (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnhandledExceptionHandler.bindings.cs:46)
UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr)
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
FMODUnity.RuntimeUtils:DebugLog(String) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:112)

(Filename: Assets/Plugins/FMOD/src/RuntimeUtils.cs Line: 564)

Stack overflow: IP: 0x7f8bf3a77da0, fault addr: 0x7f8cc4677bb8
Stacktrace:
  at <unknown> <0xffffffff>
  at System.Text.StringBuilder.ExpandByABlock (int) [0x00080] in <1a795a29c7af4385b159eb69f68237b8>:0
  <...>
  at System.Text.StringBuilder.Append (char*,int) [0x000a5] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Text.StringBuilder.AppendHelper (string) [0x00018] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Text.StringBuilder.Append (string) [0x00085] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider,string,System.ParamsArray) [0x003b5] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Text.StringBuilder.AppendFormat (string,object,object) [0x0000a] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Diagnostics.StackTrace.AddFrames (System.Text.StringBuilder,bool,bool&) [0x0017a] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Diagnostics.StackTrace.ToString () [0x00062] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Diagnostics.StackTrace.ToString (System.Diagnostics.StackTrace/TraceFormat) [0x00001] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Environment.GetStackTrace (System.Exception,bool) [0x00016] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Exception.GetStackTrace (bool) [0x0003a] in <1a795a29c7af4385b159eb69f68237b8>:0
  at System.Exception.get_StackTrace () [0x00002] in <1a795a29c7af4385b159eb69f68237b8>:0
  at UnityEngine.StackTraceUtility.ExtractStringFromExceptionInternal (object,string&,string&) [0x00032] in /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:62
  at (wrapper runtime-invoke) <Module>.runtime_invoke_void_object_intptr&_intptr& (object,intptr,intptr,intptr) [0x00037] in <47cff71b0b7749a79b626569f499a43b>:0
  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) UnityEngine.DebugLogHandler.Internal_LogException_Injected (System.Exception,intptr) [0x00008] in <47cff71b0b7749a79b626569f499a43b>:0
  at UnityEngine.DebugLogHandler.Internal_LogException (System.Exception,UnityEngine.Object) [0x00007] in <47cff71b0b7749a79b626569f499a43b>:0
  at UnityEngine.DebugLogHandler.LogException (System.Exception,UnityEngine.Object) [0x00014] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/DebugLogHandler.cs:22
  at UnityEngine.Logger.LogException (System.Exception,UnityEngine.Object) [0x0000b] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/Logger.cs:132
  at UnityEngine.Debug.LogException (System.Exception) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Debug/Debug.bindings.cs:202
  at UnityEngine.UnhandledExceptionHandler/<>c.<RegisterUECatcher>b__0_0 (object,System.UnhandledExceptionEventArgs) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnhandledExceptionHandler.bindings.cs:46
  at (wrapper delegate-invoke) <Module>.invoke_void_object_UnhandledExceptionEventArgs (object,System.UnhandledExceptionEventArgs) [0x00077] in <1a795a29c7af4385b159eb69f68237b8>:0
  at (wrapper runtime-invoke) <Module>.runtime_invoke_void __this___ object_object (object,intptr,intptr,intptr) [0x00033] in <1a795a29c7af4385b159eb69f68237b8>:0
  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) UnityEngine.DebugLogHandler.Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr) [0x0000a] in <47cff71b0b7749a79b626569f499a43b>:0
  at UnityEngine.DebugLogHandler.Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object) [0x00034] in <47cff71b0b7749a79b626569f499a43b>:0
  at UnityEngine.DebugLogHandler.LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/DebugLogHandler.cs:9
  at UnityEngine.Logger.Log (UnityEngine.LogType,object) [0x0000c] in /home/bokken/build/output/unity/unity/Runtime/Export/Logging/Logger.cs:60
  at UnityEngine.Debug.Log (object) [0x00001] in /home/bokken/build/output/unity/unity/Runtime/Export/Debug/Debug.bindings.cs:123
  at FMODUnity.RuntimeUtils.DebugLog (string) [0x00014] in /home/subnite/dev/unity/Project-Name/Assets/Plugins/FMOD/src/RuntimeUtils.cs:564
  at FMODUnity.RuntimeManager.DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) [0x00066] in /home/subnite/dev/unity/Project-Name/Assets/Plugins/FMOD/src/RuntimeManager.cs:112
  at (wrapper native-to-managed) FMODUnity.RuntimeManager.DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) [0x00038] in <b7f95691d6b740cda873af658ad7df61>:0
e[40me[32minfoe[39me[22me[49m: Microsoft.Hosting.Lifetime[0]
      Application is shutting down...
e[40me[32minfoe[39me[22me[49m: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
      ALC ILPP context 1 is unloading

```

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 3, 2026, 2:28am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/2 "2026-02-03T02:28:58Z")

</div>

Hi,

Thanks for bringing this to our attention. Would it be possible to share a stripped out version of the project that is displaying the issue? I am not able to reproduce the issue in a test scene on my side.

Thank you for sharing the workaround.

---

<div class="post-metadata">

**Author:** ![Subnite](https://avatars.discourse-cdn.com/v4/letter/s/b19c9b/32.png) [@Subnite](https://qa.fmod.com/u/Subnite)\
**Post date:** [February 3, 2026, 5:23pm UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/3 "2026-02-03T17:23:35Z")

</div>

Hi Connor.

Sorry but I cannot really strip the project down to reproduce the bug since we don’t have that kind of time currently.  
The best I can do is give you [this project](https://drive.google.com/file/d/1WDdTQVP_nmHTI6QO7RqLbnXAYM7oFjje/view?usp=sharing) which contains our usage of FMOD with Unity Entities and a quick rundown of how we’re handling things. It does reproduce the bug albeit only with Logging set to Log, since I’m not triggering warnings I think?

* * *

## Quick Rundown

Entities uses the Burst compiler and general DOTS implementation for its speed. We’re working with tons of instances for example so this technology is really needed.

Anyways, in Burst we cannot use managed object types so the default RuntimeManager for FMOD doesn’t cut it. The workaround here is to:

1. Bake a singleton at runtime which holds a hash map that links an enum (for the fmod audio event) with an EventDescription (which is Burst compatible since it’s blittable)
2. Create EventInstances from that EventDescription since they are also blittable and work with those.

Because EventDescriptions, and EventInstances are basically just a pointer, most of the functions on that pointer still work in Jobs and Burst compiled contexts. (Some don’t because they require strings for example which are managed.)

* * *

### Project

I’m sorry if the project has some spaghetti code, I didn’t have much time to make it pretty.

For me currently it works if I set the FMOD Setting logging to None, and if I set it to Log this causes the crash.

Essentially in the sample scene I just have a bunch of entities that play sounds based on a timer. This is apparently enough to trigger some kind of log in FMOD which crashes Unity.

#### Layout

Entity systems are in `Assets/Scripts/Systems`, `Assets/Scripts/Authoring` holds the components that get baked to Entities, and then there are some utility functions / wrappers that mimic the way our project handles FMOD in `Assets/Scripts/Utils`.

I’m building the audio banks to `Assets/StreamingAssets/AudioBanks` as multi platform banks.

Apart from that, all Entities have to be in the entity subscene of the sample scene. I think the rest is pretty self explanatory.

* * *

If you need any further information or help I’d be happy to answer of course.

And I do realize this is probably the only resource on the internet currently that explains how to use FMOD with Unity Entities / DOTS, so if anyone wants a more detailed and prettier post I can do that at some point. I’ve been meaning to since it was such a pain to both learn entities and make FMOD work with it.

There’s a lot more to know about how to link event instances to entities and make them follow positions, using parameters in jobs, and linking event instances to lifetimes of entity objects, …

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 10, 2026, 11:32pm UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/4 "2026-02-10T23:32:32Z")

</div>

Thank you for the project. I have been able to reproduce the issue.

I have created a task to investigate the issue further.

Thank you for sharing your workaround and information about using FMOD with DOTS and burst. I will also make another task to see if we can add some docs about these as well.

---

<div class="post-metadata">

**Author:** ![Janooba](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/janooba/32/7348_2.png) [@Janooba](https://qa.fmod.com/u/Janooba)\
**Post date:** [April 26, 2026, 5:49am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/5 "2026-04-26T05:49:12Z")

</div>

Hey hey! I have this exact issue. Any movement on the fix? It seems to happen to me when I exit play mode, but of course I can’t see what FMOD is trying to log because Unity crashes lol

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 27, 2026, 10:46pm UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/6 "2026-04-27T22:46:27Z")

</div>

Unfortunately, the fix is still in our back log but I will note your interest

Would it be possible to open the editor log:

![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/9fc1cf610b7a3a3ae47a9f00fb0adedec887f1e1.png)

before the crash and then sharing the full log once the crash is hit?

---

<div class="post-metadata">

**Author:** ![Janooba](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/janooba/32/7348_2.png) [@Janooba](https://qa.fmod.com/u/Janooba)\
**Post date:** [May 4, 2026, 1:21am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/7 "2026-05-04T01:21:17Z")

</div>

Yeah, for sure. Take a look:

[Editor.log](https://qa.fmod.com/uploads/short-url/8UCuMv1Dk7pQe5Y0uQSfTkYDl4F.log) (161.2 KB)

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [May 4, 2026, 10:16pm UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/8 "2026-05-04T22:16:24Z")

</div>

Thanks for the logs, would it be possible to test if setting the `Stack Trace` option to `None` in the `Player` settings:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/fc4b54e1e82994952ac7e7f132e46ce8ed7cc60d.png)

and let me know if the if the crash continues?

---

<div class="post-metadata">

**Author:** ![Janooba](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/janooba/32/7348_2.png) [@Janooba](https://qa.fmod.com/u/Janooba)\
**Post date:** [May 5, 2026, 1:41am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/9 "2026-05-05T01:41:01Z")

</div>

Turning Unity logging stack traces off, but keeping FMOD to Warning does not cause the crash. It seem the crash happens only when both FMOD is logging and Unity is set to log stack traces

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/3d066e4b2b7621e6e36a8144f4689067d330814a.png)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f2036ae1bd06065dac376ac222b6445b111b2c70.png)

Let me know if there’s anything else you’d like me to try and/or provide

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [May 5, 2026, 2:09am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/10 "2026-05-05T02:09:49Z")

</div>

Awesome, thank you for confirming that. I will pass this onto our development team to look into further. I would suggest turning off FMOD logging for the time being and setting the `Stack Trace` back to `ScriptOnly`. If you experience any issue with FMOD this workaround will allow you to see what the logs are.

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [May 29, 2026, 4:45am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/11 "2026-05-29T04:45:54Z")

</div>

Hi,

I think I have found another workaround that will allow you to have the logs enabled. The issue seems to be related to changes to stack sizes on Linux.

It is possible to allow the FMOD system to function with threads using the following [Unity Integration | Examples Callback Handler](https://fmod.com/docs/2.03/unity/examples-callback-handler.html).

```csharp
using System;
using UnityEngine;

[CreateAssetMenu(menuName = "My FMOD Callback Handler")]
public class MyFMODCallbackHandler : FMODUnity.PlatformCallbackHandler {
    public override void PreInitialize(FMOD.Studio.System studioSystem, Action<FMOD.RESULT, string> reportResult)
    {
        FMOD.RESULT result;

        FMOD.System coreSystem;
        result = studioSystem.getCoreSystem(out coreSystem);
        reportResult(result, "studioSystem.getCoreSystem");

        // Test increasing stack size
        const uint linuxStackSize = 1024 * 1024;

        for (int i = 0; i < (int)FMOD.THREAD_TYPE.MAX; ++i)
        {
            FMOD.Thread.SetAttributes(
                (FMOD.THREAD_TYPE)i,
                FMOD.THREAD_AFFINITY.GROUP_DEFAULT,
                FMOD.THREAD_PRIORITY.DEFAULT,
                (FMOD.THREAD_STACK_SIZE)linuxStackSize);
        }
    }
}

```

Where were are just setting all FMOD threads to a default value. I found this allowed me to run the Unity Editor with logging enabled. Would it be possible to test if this works on your end too? More info can be read here: [Hard crash on Linux/Kubuntu: pthread\_create returns 22 followed by NULL critical section in Unity 6](https://qa.fmod.com/t/hard-crash-on-linux-kubuntu-pthread-create-returns-22-followed-by-null-critical-section-in-unity-6/24068)

---

<div class="post-metadata">

**Author:** ![GFX47](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gfx47/32/10257_2.png) [@GFX47](https://qa.fmod.com/u/GFX47)\
**Post date:** [September 29, 2026, 8:34am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/12 "2026-09-29T08:34:21Z")

</div>

Hi, any news about a fix?

I get the crashes with FMOD 2.03.13 + Unity 6000.4.12f1.

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [September 30, 2026, 1:13am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/13 "2026-09-30T01:13:50Z")

</div>

Hi,

Yes, it was included in the latest release 2.03.15: [FMOD Engine | Welcome Revision History](https://fmod.com/docs/2.03/api/welcome-revision-history.html#:~:text=Unity%20%2D%20Linux%20%2D%20Fixed%20stack%20overflow%20on%20newer%20version%20of%20Linux%20with%20logging%20level%20set%20to%20log.) and is now available on our [downloads page](https://fmod.com/download#fmodforunity).

---

<div class="post-metadata">

**Author:** ![GFX47](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gfx47/32/10257_2.png) [@GFX47](https://qa.fmod.com/u/GFX47)\
**Post date:** [October 1, 2026, 10:35am UTC](https://qa.fmod.com/t/linux-fmod-logging-in-unity-causes-stack-overflow/23951/14 "2026-10-01T10:35:47Z")

</div>

Awesome, thanks!

It looks like it works fine even after removing the callback handler hack 👍
