Numerous ERR_INTERNAL and ERR_INVALID_HANDLE errors after updating to Unity 6 / FMOD 2.0.3

On a project previously using Unity 2023.x and FMOD 2.0.2, having updated to Unity 6 and FMOD 2.0.3 is causing a few issues.

Most events play as expected, however, there are a few odd error messages in the Unity console and events that pass on parameters fail to play whatsoever. Here is an example of Play mode output after launching into the game, followed by two events that pass on 4 parameters to play footsteps as the player is walking:

Events are played through scripting by calling RuntimeManager.CreateInstance with an EventReference and released manually when needed - that said, after troubleshooting this for a while I’m starting to think that the issue is on a broader level (also reinforced by those top messages in the log).

I’m running both Unity and FMOD Studio on Fedora Linux 43, though I also have build support for Windows/Mono added to my Unity installation. I have tried to manually remove my FMOD plugin folder entirely, restart Unity, and then re-install the FMOD integration from scratch, but this does not appear to make a difference.

Would be happy to provide any more information! It might be that this is a Linux-specific issue, so I should also add that the Unity editor is running as a flatpak, and using PulseAudio. Hopefully this can be reproducible somehow!

1 Like

Hi,

Thank you for the logs.

Unfortunately, I have not been able to reproduce the issue.

Would it be possible to a screenshot of the FMOD integration settings in your Unity project?

In an empty Unity 6 project using the FMOD examples project, are you able to reproduce the issue?

Thank you for looking into this!

Running tests with the examples project right now and will report back. In the meantime, I also:

  • Changed the Unity setup to no longer use Flatpak but rather install everything directly from the Unity Fedora repo. This did not make a difference for these errors directly, but it should help eliminate edge cases since it’s now more of a standard setup.
  • Tested to downgrade back to FMOD 2.02 (still on Unity 6000.2). Interestingly, this did not make the issues go away, so it seems like it’s the Unity move from 2023.x to 6000.x that causes the new issues, not the new FMOD version.

Apart from the log errors themselves, the big actual issue I’m experiencing right now is that after a short while in Play Mode, the Unity editor completely freezes and has to be shut down forcefully. This appears to be caused by FMOD - if I disable all calls to playing audio, this freeze doesn’t happen - but there isn’t a singular error in the editor logs I can point to.

Nonetheless, I will look closer into both this and the example project setup!

On a side note - I don’t know if this is related to the issues I’m having or not, but every time I install the FMOD Unity integration it’s complaining about this missing file -

Screenshot From 2025-11-05 10-23-59

I can manually put this file into this directory from another project and the error goes away, but it seems to me like this isn’t really supposed to happen. I’m also not sure why an arm64 DLL is needed since this project only builds for x86_64 (and the editor runs on Linux), but wanted to mention it since it’s technically an error.

1 Like

@Connor_FMOD - All right, done a bunch of testing and have found some interesting things.

First off I tried exactly what you suggested, creating an empty Unity project and then checking the FMOD example project to see if that works. This does work - so the issues aren’t directly tied to my system setup as a whole, thankfully.

I then tried a variety of setups - in some tests I used the example FMOD project files, and in some tests I used the full FMOD project from my actual game - just copying over the built banks. These are the full results:

  • New Unity project, example FMOD banks, no parameters: Plays audio, no errors
  • New Unity project, example FMOD banks, events with parameters: Plays audio, no errors
  • New Unity project, full game FMOD banks, no parameters: Plays audio, no errors
  • New Unity project, full game FMOD banks, events with parameters: Plays some audio, all errors now appear

This is very interesting, since it suggests that it’s only the combination of my game’s specific FMOD project and the use of FMOD parameters that the issues occur.

Notably, it doesn’t seem related to my specific code to manage parameters - if I use a standard StudioEventEmitter to play an event that has parameters set up, I still get all the errors.

I’ve tried doing a few different things within FMOD studio, such as testing with global vs. local parameters, but nothing so far has seemed to fix the issue.

I can send along the packaged FMOD project - from there you should be able to just build it, drop the banks into a blank Unity project, put in a StudioEventEmitter, and play one of the events that use parameters (I’ve been testing with event:/Player/Footstep). Would be happy to send a message with a link if this would be helpful!

Thanks for all the help!

1 Like

Thank you for all the work and sharing the warning, I will make a task to investigate the issue.

Yes, your project would be amazing! Please upload it to your FMOD profile here: Uploads.

Just to confirm, are you using Unity Hub or launching directly through an editor? Could I please grab a link to the Unity Fedora repo?

Again, thank you for all the work!

Thanks! I have zipped up the .fspro file and associated files (I figured it would be more accurate than packaging it up from FMOD Studio) and uploaded it using the link. Thankfully it’s not huge in size since FMOD integration is still in an early phase and there’s comparatively few resources there.

I am using Unity Hub 3.15.1 as installed through the Unity-provided .rpm installer (for RHEL/Fedora). This comes from their repo, which is detailed here: Install the Unity Hub | Unity Hub | 3.0

Through Unity Hub, I have then installed the Unity Editor (specifically version 6000.2.10f1), and I am also launching the editor through the hub application.

I realized that I also had not provided any more information on the way Unity eventually crashes (presumably related to these errors) - this is a typical Editor log output from such a crash:

[FMOD] EventInstance::start(2163968) returned ERR_INVALID_HANDLE for STUDIO_EVENTINSTANCE (0x210500).
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:LogError (object)
FMODUnity.RuntimeUtils:DebugLogError (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:596)
FMODUnity.RuntimeManager:ERROR_CALLBACK (intptr,FMOD.SYSTEM_CALLBACK_TYPE,intptr,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:142)

(Filename: Assets/Plugins/FMOD/src/RuntimeUtils.cs Line: 596)


=================================================================
	Native Crash Reporting
=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

=================================================================
	Native stacktrace:
=================================================================
	0x7f063711538a - /var/home/ivarhill/Unity/Hub/Editor/6000.2.10f1/Editor/Data/MonoBleedingEdge/MonoEmbedRuntime/libmonobdwgc-2.0.so : 
	0x7f06370bdebe - /var/home/ivarhill/Unity/Hub/Editor/6000.2.10f1/Editor/Data/MonoBleedingEdge/MonoEmbedRuntime/libmonobdwgc-2.0.so : 
	0x7f06370433c0 - /var/home/ivarhill/Unity/Hub/Editor/6000.2.10f1/Editor/Data/MonoBleedingEdge/MonoEmbedRuntime/libmonobdwgc-2.0.so : 
	0x561f0316de5d - /var/home/ivarhill/Unity/Hub/Editor/6000.2.10f1/Editor/Unity : 
	0x7f086a2772c0 - /lib64/libc.so.6 : 
	0x7f086a2d1fe5 - /lib64/libc.so.6 : __pthread_mutex_destroy
	0x7f048c5e4063 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : FMOD_OS_CriticalSection_Free
	0x7f048c5336a4 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c5325f5 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c5315fa - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c587d74 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c5da9bd - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c5e1f62 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c5c9275 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : _ZN4FMOD6System6updateEv
	0x7f048c3ed98f - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c413d0a - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c341faa - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c343e3d - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c5e2d51 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f048c5e3bd3 - Assets/Plugins/FMOD/platforms/linux/lib/x86_64/libfmodstudioL.so : 
	0x7f086a2cf464 - /lib64/libc.so.6 : 
	0x7f086a3525ac - /lib64/libc.so.6 : 

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Could not exec mono-hang-watchdog, expected on path '/var/home/ivarhill/Unity/Hub/Editor/6000.2.10f1/Editor/Data/MonoBleedingEdge/etc/../bin/mono-hang-watchdog' (errno 8)
async && (unwind_options & MONO_UNWIND_LOOKUP_ACTUAL_METHOD) not legal[FMOD] ~Global : assertion: 'gSystemInitCount == 0' failed
Caught fatal signal - signo:11 code:1 errno:0 addr:0x110
Caught fatal signal - signo:11 code:1 errno:0 addr:0x7f06de779fd8
Assertion failed on expression: 'CurrentThread::IsMainThread()'
Assertion failed on expression: 'CurrentThread::IsMainThread()'
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

These crashes do not happen when I don’t use FMOD-related code, so my assumption is that there is some relation between this issue and the various errors seen in the log files.

A quick update on this -

After setting a max instance limit and cooldown on the footstep event I’ve tested with, the errors seemed to cease. Not sure if it’s directly related to this, or whether changing this in FMOD Studio prompted other things to change as well, but in either case I’ll keep testing and see if this fix sticks around!

1 Like

Great to hear you found a solution and thank you for sharing the solution here!

Please let us know if the issue returns.