Quick answer: Build a headless/server target, pass headless launch flags, and base the image on a minimal runtime without expecting any display or audio device.

A server that runs on your desktop but crashes in Docker with an X11 or ALSA error is initializing client subsystems that do not exist in a container. Run it truly headless. Here is how.

How to fix it

1. Build the headless server target

Use the engine's dedicated/server build (Unity Dedicated Server, Unreal Server target, Godot exported with the headless template) so rendering and audio modules are stripped, not just disabled at runtime.

2. Pass headless flags at launch

Start the binary with the no-graphics flags (-batchmode -nographics, --headless, or the engine equivalent). This prevents any attempt to open a window or audio device in the container.

3. Keep the image minimal

Base the image on a slim runtime and do not add a desktop or audio stack. If a library still demands a display for initialization, install only the headless variant or stub it; do not run Xvfb as a permanent crutch.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.