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License error: Unity License return request has timed out. Please verify that you are connected to the Internet and/or try again later.



  • Sergey Ivanov

    I have this issue on Ubuntu Docker container. Attempts to activate a license seem not to be passing through silently w/o any error (I expect a Pro license to be loaded but instead I receive "Pro License: NO"). Attempts to return license yield " Unity license return request has timed out", LICENSE SYSTEM Headers:
    HTTP/1.0 502 Bad Gateway
    Cache-Control: no-cache
    Connection: close
    Content-Type: text/html

    I am able to ping and do have access to internet. Computer name contains only letters and digits. Wasn't able to resolve my error using this solution.

  • Jarvis

    Hello Sergey,

    Thank you for your comment and I am sorry to hear that you are having an issue activating your license.

    Unfortunately, we do not currently support the use of docker containers with our license activation process at this time, so I am sorry about that.

    The reason for this is that they can cause many conflicts and issues with validating your license, causing various errors as you have experienced there.

    The only advice I can give is to try the activation process again without using a docker container.

    I am sorry if this was not the answer you were looking for, but I hope this is useful in any case. If there is anything else you need in the meantime, please feel free to email us at or alternatively, you can submit a ticket via this web form.

  • Sergey Ivanov


    It has been quite a while since the original question, but it took me a lot of time to find the correct answer, so just in case someone else would struggle with this problem like I did - the answer is:

    At some point Unity stopped requiring usage of xvfb-run and neatly builds stuff without it. If using xvfb-run - you'll be receiving timeouts (Unity error messages are pretty misleading in this case). I have a pipeline on Jenkins that uses Ubuntu image and these commands work fine for me so far

    The trick is in using "-nographics" argument after implementation of which the need in xvfb-run disappeared.


    /opt/unity/Editor/Unity -quit -logFile -batchmode -nographics -username XXXX -password XXXX -serial XXXX


    /opt/unity/Editor/Unity -quit -logFile -batchmode -nographics -quit -projectPath . -buildTarget iOS -customBuildTarget iOS -customBuildName XXXX -customBuildPath builds/iOS/ -executeMethod BuildCommand.PerformBuild -logFile /dev/stdout

    Return license

    /opt/unity/Editor/Unity -quit -logFile -batchmode -nographics -username XXXX -password XXXX -serial XXXX

    Hope this saves someone that huge amount of time I wasted on figuring this out ;)



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