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Compile flags? Apple ARC

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I have a plugin that requires Apple ARC be disabled. In the plugin's documentation, they suggest adding the following compile flag to the file "-fno-objc-arc"

I did so in unity before attempting to build it in Unity Cloud Build but it caused the build to fail. Is there a way to work around this? Here is the build error:

45847: [xcode] clang: error: unknown argument: '-fno-ojc-arc'
45848: [xcode] ** BUILD FAILED **
45849: [xcode] The following build commands failed:...

Compile flags? Apple ARC

Using Gradle Build System with Cloud Build

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Hi,

We have a project and we were exceeding 65K method limit on Android, so we decided so set Gradle as Build System which sorted out the 65K limit issue.

When the project is getting build on Unity Cloud Build i think it is not using the gradle build system. Can somebody help in how to setup Gradle Build System for Cloud Build.

Can't build in cloud Android version of my game

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Hello dear community,
I have a trouble with cloud building of my project.But I have no troubles with building on my local machine.
Look at the logs, what I should to do
1: [Unity] Initialize engine version: 2017.1.1f1 (5d30cf096e79)
2: [Unity] UnityEngine.Debug:LogWarning(Object)
3: [Unity] UnityEngine.Debug:LogWarning(Object)
4: [Unity] UnityEngine.Debug:LogWarning(Object)
5: [Unity] UnityEngine.Debug:LogWarning(Object)
6: [Unity] Assets/Script/UI/PlayerPanel.cs(8,1):...

Can't build in cloud Android version of my game

Building iOS version with Vuforia

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I'm developing a mobile app for Android that eventually needs top run on iOS. We are nog testing the features on both Android and iOS. When we use Unity Cloud build we run into a problem.

We're currently running Unity 2017.2.0f2 and are building for the Android platform. When we build this on the cloud build platform this works like a charm, but when we add a target for iOS we get an error that the Vuforia namespace is missing.
Is it not yet possible to build 2017.2 projects with the new...

Building iOS version with Vuforia

Cloud Build fails with gradle & FacebookSDK

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I'm building apk for Android using Gradle, because of a lot of plugins and dex errors. Locally everything works fine. Even other similar projects builds fine on Cloud Build. On my current project i get 2 errors:

One with Facebook SDK:
11316: [Unity] error CS1704: An assembly with the same name `Facebook.Unity.Settings' has already been imported. Consider removing one of the references or sign the assembly

I found out this topic:...

Cloud Build fails with gradle & FacebookSDK

[Unity] Fatal error! Out of memory!

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I'm having problems with unity cloud build. I've had this before but it resolved itself. Any input would be greatly welcome.

Last portion of my log attached, if you need anything else let me know.

Code (CSharp):
  1. 45317: [Unity] Prime31.Xcode.XcodePostProcessor:log(String)
  2. 45318: [Unity] Prime31.Xcode.XcodePostProcessor:handlePlugin(String)
  3. 45319: [Unity] Prime31.Xcode.XcodePostProcessor:process()
  4. 45320: [Unity] Prime31.Xcode.XcodePostProcessor:processXcodeProject(String, Boolean, Boolean)...
[Unity] Fatal error! Out of memory!

Builds stalling on all platforms (most of the time)

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Description of issue:
Our builds are stalling, and then being cancelled after 2 hours. Except the odd desktop build which succeeds.

[​IMG]


Unity version: 2017.1.0p3
(We installed 0p3 which fixes iOS ILCPP errors)

XCode version:
N/A as stalling on multiple platforms.

Source control:
Collaborate

Local build platform:
Windows + Mac

Build target:
Windows, Mac, iOS, Android

Relevant plugins being used (i.e. Google Play Game Services, other plugins that...

Builds stalling on all platforms (most of the time)

Making Assets non-Downloadble for other uses in cloud build

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Hi guys,

I was wondering if there are any ways to make my purchased assets not downloadable for other users via cloud build.

I am teaming up with a contractor to develop a game for the first time (as in working with another dev) and was concerned that he/she could just copy and paste (aka steal) my purchased assets while developing together.

Whats the best way to prevent this?

Unity Cloud Build - Git + https

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Hey all! I'm investigating cloud building for a number of teams at my company and seem to be stuck at: There was an error:
Repo is not accessible. Please check your URL and repo settings.

The type of url we're trying to use is: https://ourgithost.com/ourrepo.git

I suppose my question is, is this type of repo setup supported? If so, any pointers on common mistakes or requirements I might have overlooked?

Any help is appreciated!

Build fails on xCode9. Any way to force xCode 8?

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Well, what the title says. Last week builds were working just fine. 4 low risk commits later, iOS builds are failing. Made sure to build from the same commit that worked last week and it failed too. Only change? xcode 9 on UCB, for local builds it's still xcode 8.3.1.
Unity 5.6.3p4
Thanks!

Cloud Build Creating Multiple Workspaces in Perforce

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We have Unity Cloud Build setup with Perforce including a workspace and user dedicated to UCB. However, whenever we go to build through UCB it creates an additional workspace.

Is this by design? If not, any ideas on how to prevent this from happening?

Shader error in Cloud build not apparent in local build (Windows target platform)

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Description of issue: Cloud build reports the following error that I don't get when I build the project locally:

3310: [Unity] Shader error in 'LowPolyWater/Advanced': Compiled shader code uses too many instruction slots (266). Max. allowed by the target (vs_2_0) is 256. at Assets/LowPolyWaterv2/Shaders/LPWLighting.cginc(56) (on d3d11_9x)

The android cloud build works without an error.

The shader is from Low Poly Water GPU asset store asset.

Unity version: 2017.2.0f3...

Shader error in Cloud build not apparent in local build (Windows target platform)

How to get path to apk file to pass it to fastlane?

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Hi,

I'm trying to write autorelease building for android with using fastlane in Unity Cloud.

The build is successful and has the link to 'Download .APK file' but I want to pass the path of the final apk file to fastlane while building it in Unity Cloud. The command EditorUserBuildSettings.GetBuildLocation(target) - returning empty string.

How to get the path of .apk file while building to use it in OnPostprocessBuild callback and pass as parameter in fastlane?

I see the next line in...

How to get path to apk file to pass it to fastlane?

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?

Fastlane configs for iOS

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Dear Team,

Could you write which scripts do you run in Unity Cloud after build finished for iOS to convert xcode project to .ipa file?

I want to reuse these scripts to write autodeploy scripts to testflight.

If you could share using fastfile, it would be great

6572: debugger-agent: Unable to listen on 27

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Whenever I try to build with the cloud build service I get this error in the log and the build failed:

6572: debugger-agent: Unable to listen on 27
6573: [usbmuxd] Stop listen thread
6574: [usbmuxd] Error:
6575: [usbmuxd] Listen thread exiting

What is the problem?

2017.2 - Android - SystemException: Error running gmcs: Cannot find the specified file

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Trying to build my game using the cloud build yields the following exception:

1331: [Unity] Initializing Unity.PackageManager (PackageManager) v2017.2.0 for Unity v2017.2.0f3
1332: [Unity] System.SystemException: Error running gmcs: Cannot find the specified file
1333: [Unity] at Mono.CSharp.CSharpCodeCompiler.CompileFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0
1334: [Unity]...


2017.2 - Android - SystemException: Error running gmcs: Cannot find the specified file

Fatal error in Unity CIL Linker 2017.2.0f3

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We just moved over to the latest Unity build, to take advantage of the soon to be required marketing image for iOS, and we ran a set of builds and WebGL crashes, if we build on 2017.1 everything works, however with 2017.2 we get the following error.

Code (CSharp):
  1.  
  2. Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/UnityLinker.exe --api=NET_2_0_Subset
  3. -out="E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\tempStrip" -l=none -c=link --link-symbols
  4. -x="C:\Program...
Fatal error in Unity CIL Linker 2017.2.0f3

Cloud Build for iOS fails with: panic: runtime error: invalid memory address or nil pointer derefere

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I'm in the process of setting up Cloud Builds, Android and Windows builds work fine after some initial setup, but my last four iOS builds have failed half way with this error:
Cloud Build for iOS fails with: panic: runtime error: invalid memory address or nil pointer derefere

FMOD builds, but files are missing

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Our team is using FMOD and Unity Cloud Build. We don't want to include the FMOD sound banks in StreamingAssets since it's duplicate content already in our FMOD Git submodule. We were hoping that FMOD's `EventManager.CopyToStreamingAssets` would copy all the sound bank files over. But it doesn't seem to be working. It definitely runs the build sound bank command without error in cloud. But it fails to populate anything in the `StreamingAssets` folder. Any clues as to why no sound banks would...

FMOD builds, but files are missing
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