Search Unity

13 failed builds to ios :/

Discussion in 'Unity Build Automation' started by Darkoo, Apr 27, 2016.

  1. Darkoo

    Darkoo

    Joined:
    Feb 4, 2013
    Posts:
    96
    Last build had no errors but failed anyway :')

    here is the end of the last build log
    Code (CSharp):
    1. 81: [Unity]   at UnityEditor.CloudBuild.Builder.Build () [0x00000] in <filename unknown>:0
    2. 3382: [Unity] (Filename:  Line: -1)
    3. 3383: [Unity] executeMethod method UnityEditor.CloudBuild.Builder.Build threw exception.
    4. 3384: [Unity] Aborting batchmode due to failure:
    5. 3385: [Unity] executeMethod method UnityEditor.CloudBuild.Builder.Build threw exception.
    6. 3386: [Unity] ***Thread 'UnityLookForNewInputDevices' is still running!***
    7. 3387: [Unity] ***Thread was not cleaned up!***
    8. 3388: [Unity] empty()
    9. 3389: [Unity] (Filename: ./Runtime/Utilities/LinkedList.h Line: 180)
    10. 3390:  ! Unity player export failed!
    11. 3391: ! build of 'default-ios' failed. compile failed
    12. 3392: Publishing build 13 of darkoo/porodevbuild for target 'default-ios'...
    13. 3393: publishing finished successfully.
    14. 3394: uninstalling iOS credentials for darkoo/porodevbuild - default-ios
    15. 3395: MAC verified OK
    16. 3396: Removing certificate...
    17. 3397: Storing CACHE_PATH to cache key library_latest5
    18. 3398: done.
    19. 3399: Build step 'Execute shell' marked build as failure
    20. 3400: postbuildstatus finished successfully.
    21. 3401: Deleting project workspace...
    22. 3402: Finished: FAILURE
     
  2. Darkoo

    Darkoo

    Joined:
    Feb 4, 2013
    Posts:
    96
    PS. also almost all the builds that failed in I cloud did build locally on the mac mini.. :/

    what douse one need to do to get unity cloud build work!!
     
  3. AshyB

    AshyB

    Joined:
    Aug 9, 2012
    Posts:
    191
    Try an android build in the cloud and see if it works. If it does then youll know it has to be just the ios side of things causing an issue.

    I remember it took me a while to get ios to build. Had to add some linker flags and then disable bitcode i think it was.

    Even now android builds first go after like 7 mins but the ios build takes about 30 mins. Fails. Then restarts and after another 20 mins completes. It seems to be getting better. It almost feels like its based on user usage. Like certain times of the day it works first go and other times it fails a lot.

    All in all im quite happy with it though.