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Build failed when reimporting sprite

Discussion in 'Unity Build Automation' started by stasbal, Jul 28, 2015.

  1. stasbal

    stasbal

    Joined:
    Mar 5, 2015
    Posts:
    13
    I'm doing an automatic rezise/reimport of texture/sprite in the cloud build.

    For some reason, the build fails when handling sprites (textures work fine).

    If I run the code in my editor everything works.
    Only fails in the cloud.
    The clouds builds with Unity 4.6.7f1 (out project has not been migrated to 5 yet)

    here is the log:
    http://pastebin.com/zuBNBCAx
     
    Last edited: Jul 28, 2015
  2. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    745
    It looks like you crash during GenerateSpriteOutline() in Assets/Editor/BundleTools/OneClickBuilder.cs What does this do? Does it work on a earlier version? Did it ever work and just failed recently?
     
  3. stasbal

    stasbal

    Joined:
    Mar 5, 2015
    Posts:
    13
    GenerateSpriteOutline is not my method, its something internally used by Unity.
    It never worked in the cloud but works locally.
     
  4. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    745
    :oops: ok, what does Assets/Editor/BundleTools/OneClickBuilder.cs do? It does not really look like out of memory, but could you check the peak of the memory during building your project locally, just to make sure you do not run out of memory which would produce a crash?
     
  5. stasbal

    stasbal

    Joined:
    Mar 5, 2015
    Posts:
    13
    Basically what I do is this:
    1. Collecting all image assets in project.
    2. Changing their ImportSettings to isReadable = true.
    3. Resizing the image files (also changing sprite rects to fit the new size)
    4. Create bundles using the resized files.

    The peak memory i never above 1GB.

    As far as I know, Unity4 (32-bit) has a limit of 4GB.
    Does cloud build have a different memory limit?