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Objetcs losing reference in iOS cloud

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Hello.

After researching about the topic I didn't find any similar topic.

Description of issue: I have a project configured for Android and iOS build. Android is ok, but iOS build don't work properly. The cloud is building the project, but when I run the game in the device, runs with several game objects losing the references to the scripts (as you can see in the logs).

Unity version: 5.6.2f1

XCode version: last compatile, probably 8.3

Source control: git (Bitbucket)

Local build...

Objetcs losing reference in iOS cloud

iOS cloud build appears to be ok in spite of compiler errors

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When building my project for iOS I get a report that says "app_xxx has been built for iOS!", complete with links to an .IPA to install the app.

However, the log states that it had: "Summary: 49 warnings, 42 errors: "

The 42 errors are actual compiler errors - the code *does not* work and should not have been able to generate an .IPA file, yet it does. Any idea what's going on?

The same build for Android fails as it should.

Trigger build externally and easily

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Hi

I don't need automatic builds for each commit, but I would like to be able to easily trigger builds when i want without having to log in, go through the dashboard etc.

Have you considered making a bot for slack, so you could just tell it to build a certain project then it informs your service via the api?

How about an IFTTT recipe, allowing you to select the project? Then you could link their Do button app or an external IOT button to trigger builds for your project.

What do you...

Trigger build externally and easily

Pre-Export Method Failure with no details

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I attempted an iOS build using Unity Cloud Build successfully. I then attempted to add in a Pre-Export Method, but it keeps failing with no explanation.

Code (CSharp):
  1. 29602: [Unity] ERROR: preExportMethod 'UnityCloudBuild.OnPreExportIOS' failed, aborting.
After reading previous topics related to this, I believe the reason may be because the method can't be found, but I'm not sure why that is. I don't receive any of the Debug logs I manually added, which is another reason I think it...

Pre-Export Method Failure with no details

Support BuildOptions.CompressWithLz4

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I'd like to use 'BuildOptions.CompressWithLz4' on UCB.
The only way to build application with this option is using BuildPipeline.BuildPlayer.
But UCB doesn't support BuildPipeline.BuildPlayer.
And there is no option to turn on 'BuildOptions.CompressWithLz4' in Unity Editor.

Is there any way to use this option on Unity Cloud Build?

build success with compilation error

iOS with VR enabled (Cardboard) can't be build through Cloud Build?

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[xcode] ld: library not found for -lGTMSessionFetcher
[xcode] clang: error: linker command failed with exit code 1 (use -v to see invocation)
[xcode] ** ARCHIVE FAILED **
[xcode] The following build commands failed:
[xcode] Ld /BUILD_PATH/Library/Developer/Xcode/DerivedData/Unity-iPhone-dtrbedwwuagmbsdpooeorzqgxokw/Build/Intermediates/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/arm64/cai normal arm64...

iOS with VR enabled (Cardboard) can't be build through Cloud Build?

Build to iOS works perfectly from Editor but Cloud build fails

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Build to iOS works perfectly from Editor but Cloud build fails with error:


37973: [Unity] UnityEditor.CloudBuild.Builder:FixupXcodeProject(String)

37974: [Unity] UnityEditor.CloudBuild.Builder:Build()

37975: [Unity] Exception: Invalid PBX project (parsing line 0)

37976: [Unity] at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)

37977: [Unity] Rethrow as TargetInvocationException: Exception has been thrown by the target of an...

Build to iOS works perfectly from Editor but Cloud build fails

UCB Team - Build failures with no indicated errors in log

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Quick Tips

Quick tip #1:
As indicated by Danny in this post, searching your full build log for 'BuildPipeline:BuildPlayerInternalNoCheck' may lead you to the actual reason for your build failure, which might not be flagged/colored as an error in the log text. If you resolve your issue this way, please post a reply with the error text that you found. These...

UCB Team - Build failures with no indicated errors in log

nv_cache error on cloud build, local build is fine

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I keep getting this error in a standard win 64 cloud build :

"Player export failed. Reason: IOException: Failed to Copy File / Directory from 'Library/nv_cache.asset' "

But haven't got a clue what it means and where to start looking for fixes. Has anyone an idea where to look?
Local builds don't give errors and finish normally.

`Facebook.Unity.Settings' has already been imported error

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Hi All,
I started getting this error on my Android cloud build recently. (working with Unity 5.6)
Nothing have been changed in the Facebook sdk, can anyone please give me a hint about how to solve it?

Here is the colud build log:
990: [Unity] -----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/Assembly-CSharp-firstpass.dll
991: [Unity] Compilation failed: 1 error(s), 0 warnings
992: [Unity] error CS1704: An assembly with the same name...

`Facebook.Unity.Settings' has already been imported error

"library not found for -lGoogleToolboxForMac"

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Hello,
I have added Firebase Analytics into my project.
Android - local and Unity Cloud Build : OK
iOS - local Xcode : OK

only iOS in Unity Cloud Build we have some problems about GoogleToolBox:

7690: [xcode] ld: library not found for -lGoogleToolboxForMac
7691: [xcode] clang: error: linker command failed with exit code 1 (use -v to see invocation)

i have tried a lot of suggestions, links, PostBuildProcessor.cs changes like

proj.AddBuildProperty (target, "OTHER_LDFLAGS",...

"library not found for -lGoogleToolboxForMac"

Support Git LFS.

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https://git-lfs.github.com

I think it's really important to get support for this in place. Both Github and Gitlab support it now. I've been hosting all my development on Github with it. So I can't use Cloud Build without it.

It's also super easy to install....

Project Subdirectory and unrecognized project

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I've set up a project in bitbucket the repo is called "Coin Dozer" which has my unity project called "Coin Dozer". When trying to do a build I get this error:


Project Subdirectory and unrecognized project

Library not found -lPods-Unity-iPhone

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I need remove libPods-Unity-iPhone.a into link binary
I use RemoveFileFromBuild, RemoveFrameworkFromProject, but it's non remove
How can I remove it or how do I prevent it from appearing in pbxproj?
Unity5.6.2f1
An example of how it does not work:
Code (csharp):
  1. string projPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
  2.  
  3. PBXProject proj = new PBXProject();
  4. proj.ReadFromString(File.ReadAllText(projPath));
  5.  
  6. string target = proj.TargetGuidByName("Unity-iPhone");...
Library not found -lPods-Unity-iPhone

How to make a "Clean Build"

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Hi,

I keep getting a bunch of these errors when using cloud build :

[Unity] Assets/TextMesh Pro/Examples/Scripts/TMP_TextEventHandler.cs(10,56): error CS0246: The type or namespace name `IPointerEnterHandler' could not be found. Are you missing an assembly referenc
Code (CSharp):
  1. [Unity] Assets/TextMesh Pro/Examples/Scripts/TMP_TextEventHandler.cs(10,56): error CS0246: The type or namespace name `IPointerEnterHandler' could not be found. Are you missing an assembly referenc
Build...

How to make a "Clean Build"

Cloud Build still fails build with facebook SDK when build on 5.6

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Description of issue:
Cloud Build Fails to build for android after adding Facebook SDK 7.9.4

The error says that the bundle id isn't set properly but it is set in the project settings and it does build on the cloud without the Facebook SDK in the project.

Unity version: 5.6.0f3

XCode version: No idea what's on the Cloud Build Servers assuming 8.x

Source control: Git

Local build platform: Windows 10, Unity 5.6.0f3, VS 2017 CE

Build target: Android (Non debug build)

Relevant plugins...

Cloud Build still fails build with facebook SDK when build on 5.6

Cloud build APK jar signer fail

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Hello, I'm having issues cloud build. Prior to 2017 we had no problems having our APK signed, but now our APK signing is failing. I've included the error cloud build is sending. I've also removed the password that cloud build prints out.


CommandInvokationFailure: Failed to sign APK package.
34968: [Unity] /APPLICATION_PATH/Android Studio.app/sdk/build-tools/25.0.3/apksigner sign --ks "/BUILD_PATH/v2games.ga.0-dev-android-1/bvr/CLOUD_BUILD_APPKEY_REMOVED.keystore" --ks-pass pass:"PASSWORD"...

Cloud build APK jar signer fail

Missing Unity Purchasing plugins - unable to build from cloud

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Missing Unity Purchasing plugins - unable to build from cloud

Build manifest object shows the wrong target name

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Here is the build manifest object we're getting in our pre-export method:
This is the target name as defined in UCB:
View attachment 243093

It is quite annoying as we have code that...

Build manifest object shows the wrong target name
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