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0.6.6 and case sensitive filesystem

Discussion in 'Addressables' started by hegi25, Mar 7, 2019.

  1. hegi25

    hegi25

    Joined:
    Jan 24, 2014
    Posts:
    3
    Hello!

    After upgrading to 0.6.6 version i cannot longer build with a case sensitive filesystem.

    DirectoryNotFoundException: Could not find a part of the path "/builds/company/Project/library/atlascache/df/df2a3a659b28cd610804bef39d7135f5".
    at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean isAsync, System.Boolean anonymous) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess)
    at UnityEditor.Build.Pipeline.Utilities.HashingMethods.CalculateFile (System.String filePath) [0x00001] in /builds/company/Project/Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Utilities/HashingMethods.cs:294
    at UnityEditor.Build.Pipeline.Utilities.BuildCache.GetCacheEntry (System.String path, System.Int32 version) [0x0006e] in /builds/company/Project/Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Utilities/BuildCache.cs:120
    at UnityEditor.Build.Pipeline.Utilities.BuildCache.GetCacheEntry (UnityEditor.Build.Content.ObjectIdentifier objectID, System.Int32 version) [0x00014] in /builds/company/Project/Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Utilities/BuildCache.cs:131
    at UnityEditor.Build.Pipeline.Tasks.CalculateAssetDependencyData.GetCachedInfo (UnityEditor.GUID asset, UnityEditor.Build.Content.AssetLoadInfo assetInfo, UnityEditor.Build.Content.BuildUsageTagSet usageTags, UnityEditor.Build.Pipeline.Interfaces.SpriteImporterData importerData, UnityEditor.Build.Pipeline.Interfaces.ExtendedAssetData assetData) [0x0003d] in /builds/company/Project/Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Tasks/CalculateAssetDependencyData.cs:44
    at UnityEditor.Build.Pipeline.Tasks.CalculateAssetDependencyData.Run () [0x0035c] in /builds/company/Project/Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Tasks/CalculateAssetDependencyData.cs:138
    at UnityEditor.Build.Pipeline.BuildTasksRunner.Run (System.Collections.Generic.IList`1[T] pipeline, UnityEditor.Build.Pipeline.Interfaces.IBuildContext context) [0x000a2] in /builds/company/Project/Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Shared/BuildTasksRunner.cs:50
    UnityEngine.DebugLogHandler:Internal_LogException()
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    UnityEditor.Build.Pipeline.Utilities.BuildLogger:LogException(Exception) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Utilities/BuildLogger.cs:77)
    UnityEditor.Build.Pipeline.BuildTasksRunner:Run(IList`1, IBuildContext) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/Shared/BuildTasksRunner.cs:57)
    UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles(IBundleBuildParameters, IBundleBuildContent, IBundleBuildResults&, IList`1, IContextObject[]) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.3.5-preview/Editor/ContentPipeline.cs:112)
    UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildData(IDataBuilderContext) (at Library/PackageCache/com.unity.addressables@0.6.6-preview/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:170)
    UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent() (at Library/PackageCache/com.unity.addressables@0.6.6-preview/Editor/Settings/AddressableAssetSettings.cs:1416)

    As you can see the problem is with the case with Library and AtlasCache words in "/builds/company/Project/library/atlascache/df/df2a3a659b28cd610804bef39d7135f5".

    Im not sure about its and addressables or a scriptablebuildpipeline 1.3.5 issue.

    Thanks.
     
  2. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    To clarify, are you explicitly asking for that path somewhere? Or is that just our code doing it? And what OS are you using, and what platform are you building for?

    Thanks,
    Bill
     
  3. hegi25

    hegi25

    Joined:
    Jan 24, 2014
    Posts:
    3
    Hello,

    I'm not asking for this path, addressables (or scriptablebuildpipeline) doing this somewhere around CalculateAssetDependencyData. This is happening on Linux (Ubuntu) with iOS Build target. On macOS this is not an issue, because the default macOS filesystem is not case sensitive. But linux cannot find the AtlasCache folder because

    /builds/company/Project/library/atlascache/df/df2a3a659b28cd610804bef39d7135f5 and /builds/company/Project/Library/AtlasCache/df/df2a3a659b28cd610804bef39d7135f5

    are different paths.

    Thanks
     
  4. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Got it, that makes sense. I'll add it to our system to explore

    Thanks,
    Bill
     
    MNNoxMortem likes this.