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When could we have blender files support?

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Hi,

Is the blender files support planned or on the roadmap of further improvements for Cloud build?

Regards,

Cloud-built daydream builds "incompatible", phone seems to think it's a cardboard app

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We have a daydream app that builds to android, and runs great when built from any of a number of windows or OSX machines.

However when we install an android cloud build, on boot the game pops a native dialog:

> Incompatible App
> This cardboard application is not compatible with Daydream headsets

...and we can proceed no further.

If we go into the phone's daydream settings -> developer options and toggle Skip VR Entry Screens (which is a pretty nice optimisation for development anyway)...

Cloud-built daydream builds "incompatible", phone seems to think it's a cardboard app

Cloud build does not support Android split binaries

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I have my project set to use split binaries, but although the build does finish successfully, there is no apparent way to download the obb file.

Streaming Asset copy is not working for some bundles

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Hello! In my project, I have my worlds in bundles, as follow
  • world/1
  • world/2
  • world/3
  • world/4
I have my settings to copy my bundles to StreamingAssets, with the following rule
  • world\/[1-4]
This is working for world 1, 2 & 3, but not 4 (god knows why!).

I even tried adding a rule "world/4", but it still doesnt get copied. From the logs, I see that it is being built.

Any ideas o.0 ?

--- to delete --

Build problems after changing Username

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Hello all!
I doubt someone had encounter my same problem but, basically today I have started the Unity Cloud build, and I was registered as davira. Meanwhile the build, I changed finally (wanted to do it for long time) the username to Alzoco.

Before changing the name, although I never saw any build finish, I was able to see the logs and summary. ALSO, I received an email informing that the build has failed: "'A Drone Story' (Android) #1 failed to build for Android!"

After changing the...

Build problems after changing Username

WebGL builds started failing

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We had a few successful builds for WebGL but suddenly these are not working anymore. The builds fail with this error:
WebGL builds started failing

Custom Render Texture failing

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Using the new Custom Render Texture in Unity 2017.1

building using 2017.1.0p3 for IOS

shader error:

Code (CSharp):
  1. 12034: [Unity] Player export failed. Reason: Shader error in 'Hidden/WaterDisplacement': 'asuint' : no matching overloaded function found at /UNITY_PATH/Unity/Unity-2017_1_0p3/Unity.app/Contents/CGIncludes/UnityCustomRenderTexture.cginc(189) (on gles)
looking here: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509573(v=vs.85).aspx

says Shader...

Custom Render Texture failing

Cloud Build for 2017.1.0P4

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Hello,
Just checking if it's ok to use the Unity version "Always Use Latest 2017.1" to build for 2017.1.0P4? The closest I see is P3

Windows Desktop 64 builds shaders for GLCore

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My cloud build keeps on failing even though by building on my machine it works.
Is there a way to avoid this?

I paste here some lines from log of cloud build:

Code (Boo):
  1. 547: [Unity] Shader error in 'Skin/FastFakeSkin': invalid subscript 'instanceID' 'UnitySetupInstanceID': no matching 1 parameter function at line 127 (on glcore)
  2. 548: [Unity] -------- GLSL link error: WARNING: Output of tessellation evaluation shader 'ds_TEXCOORD1' not read by geometry shader
  3. 549: [Unity] ERROR: Input of...
Windows Desktop 64 builds shaders for GLCore

UNITY_EDITOR defines set in Cloud Build

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From a full log in an Android build:

522: [Unity] -define:UNITY_EDITOR
523: [Unity] -define:UNITY_EDITOR_64
524: [Unity] -define:UNITY_EDITOR_OSX

These editor defines are set when building in UCB. This can't be right, can it?

PlayerSettings.applicationIdentifier is incorrect in a cloud build (bundleIdentifier used to work before 5.6) because it's apparently using the package ID from OSX. Not sure if this is related.

Build error: "Shader compiler: internal error compiling shader snippet type=0 platform=5"

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Build failed often on Unity Cloud Build with the following errors:

Often failed, and sometimes succeeded.

On Editor, alway succeeded.

Are there any solutions?

Cloud Build Api "Not authorized. The server does not recognize the client."

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I'm trying to create a script to use the Cloud Build API. Using the website was no issue, I then moved onto terminal and again with CURL I can get a valid response.

However I'm having issues using the swagger generated API in python.

Minor point: I'm not sure I installed it correctly, as rather than having a "real" name after installing it, it's called "swagger_client" - I've not used swagger before so it's possible I did something incorrectly. I did try downloading some of the swagger...

Cloud Build Api "Not authorized. The server does not recognize the client."

Sudden error Unable to merge android manifests.

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yesterday app was building successfully in cloud build.. now after it has error and I did not do any in like adding plugins just editing normal script..

Also I can build locally and works fine..im using windows pc..
unity 5.6.2f1..


20747: [Unity] /BUILD_PATH/samwit.banker-app-game.default-android/Temp/StagingArea/AndroidManifest-main.xml:5:16-49 Error:
20748: [Unity] Attribute application@icon value=(@drawable/app_icon) from AndroidManifest-main.xml:5:16-49
20749: [Unity] is also...

Sudden error Unable to merge android manifests.

Unable to find dependency com.google.firebase

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Yesterday my app was building successfully in cloud build , but Today suddenly failed my Android build.
If someone has solved this problem , I want to know solution.

[Unity] Initialize engine version: 5.5.4f1 (8ffd0efd98b1)
43: [Unity] ERROR: Unable to find dependency com.google.firebase firebase-analytics-impl [11.0.4] in ($SDK/extras/android/m2repository, $SDK/extras/google/m2repository, $SDK/extras/android/m2repository, $SDK/extras/google/m2repository)
44: [Unity]...

Unable to find dependency com.google.firebase

iOS Cloud Build Credentials page hangs

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I've tried several times to enter my iOS credentials, and each time I click "Next: Build ->" button, the top shows the blue "Saving..." but never moves on to the next step. Photo attached. What am I doing wrong?
[​IMG]

Android build always hangs and times-out.

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We're making builds of our game on Cloud Build, and for some time now, we've not been able to build for android. iOS build of the same project work fine though. It always hangs on the same line with the same messages:

Android build always hangs and times-out.

SVN setup not working?

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Hi

I'm trying to point to a new branch of our svn repository but today when I hit the "path" option it only shows "root" and none of the sub folders.

When I go to the SVN setup it shows the spinner after I set credentials and it doesn't show folders or let to save changes.

Can you check that please?

How do you use with Team Foundation Server GIT?

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Hey guys, I set up git using team foundation server with unity (since I'm using visual studio, it's was fairly easy to set up) and I'm having an issue with getting the cloud build up and running. I've searched the web a bit, and even the forums here a little and didn't find anything so I figured I'd ask. I found the git clone link and pasted it into the cloud build, and now it's asking me to enter an ssh key into the repo. I've looked all through the team foundation pages and couldn't find a...

How do you use with Team Foundation Server GIT?

Unity Cloud Build with Visual Studio Online

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I have all of my projects in Visual Studio Online(VSO), using GIT.
I have been trying to access them from Cloud Build, the server can be reached, the SSH key is generated, but I have no idea what to do with it, in VSO I see no place where I can indicate it I'm going to add an ssh key.

What I should do?
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