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Bug Building Assetbundles hangs indefinitely while building on a mac with the -batchmode option set

Discussion in 'Testing & Automation' started by MagicDesignEmerick, Aug 14, 2019 at 3:37 PM.

  1. MagicDesignEmerick

    MagicDesignEmerick

    Joined:
    Oct 4, 2017
    Posts:
    9
    We're trying to setup a mac mini to use as a secondary buildstation. Our current jenkins setup works on windows, but after our adjustements for mac environment, we've had jobs being stuck on the bundle building process.
    While trying to inspect where this behavior comes from, we tried to remove the -batchmode option, but with that unset the builds never hang anymore.

    Unfortunately, while that fixes our builds, it's not a viable solution as we can always have some popup blocking execution. Is this a known issue?
     
  2. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,222
    Do you have any editor logs? do you know which part of the process hangs?
     
  3. MagicDesignEmerick

    MagicDesignEmerick

    Joined:
    Oct 4, 2017
    Posts:
    9
    Yeah, all our build logs end like this :
    Code (CSharp):
    1.  
    2. Script Compilation Pipeline Post Process Assets time: 0.000011s
    3. Assembly Updater Post Process Assets time: 0.000013s
    4.  
    5. Hashing assets (1 files)... 0.000 seconds
    6.   file read: 0.000 seconds (0.001 MB)
    7.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    8.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    9.   hash: 0.000 seconds
    10. Connect to CacheServer unity-cache.mds.com:8126
    11. Script Compilation Pipeline Post Process Assets time: 0.000007s
    12. Assembly Updater Post Process Assets time: 0.000017s
    13. Unloading 907 Unused Serialized files (Serialized files now loaded: 0)
    14. System memory in use before: 0.61 GB.
    15. System memory in use after: 0.61 GB.
    16.  
    17. Unloading 1354 unused Assets to reduce memory usage. Loaded Objects now: 13123.
    18. Total: 20.412698 ms (FindLiveObjects: 1.578099 ms CreateObjectMapping: 0.828326 ms MarkObjects: 17.017840 ms  DeleteObjects: 0.987366 ms)
    19.  
    20. Disconnect from CacheServer
    21. Refreshing native plugins compatible for Editor in 20.14 ms, found 3 plugins.
    22. Preloading 1 native plugins for Editor in 0.95 ms.
    23. DisplayProgressbar: Switch To Build Platform
    24. DisplayProgressbar: Rebuild Sprite Atlas Cache
    25. - Collect Sprites to Pack : (SequentialAtlasing : 0)
    26. [    153 MB ]- Grouping sprites using the selected SpritePackerPolicy.
    27. [    337 MB ]-     Atlas "Credits" with 48 sprites assigned.
    28. [    338 MB ]-     Atlas "FMLogos" with 9 sprites assigned.
    29. [    338 MB ]-     Atlas "MobileHUD" with 26 sprites assigned.
    30. [    338 MB ]-     Atlas "MobileLevel" with 10 sprites assigned.
    31. [    338 MB ]-     Atlas "OptionsButtons" with 13 sprites assigned.
    32. [    338 MB ]-     Atlas "PauseButtons" with 1 sprites assigned.
    33. [    338 MB ]-     Atlas "PhotoMode" with 3 sprites assigned.
    34. [    338 MB ]-     Atlas "RewiredControlMapper" with 6 sprites assigned.
    35. [    338 MB ]-     Atlas "RewiredTouchControls" with 19 sprites assigned.
    36. [    338 MB ]-     Atlas "SCLogos" with 5 sprites assigned.
    37. [    338 MB ]-     Atlas "TTLogos" with 9 sprites assigned.
    38. [    338 MB ]-     Atlas "UWLogos" with 5 sprites assigned.
    39. [    338 MB ]- Completed grouping sprites to Atlas.
    40. [    337 MB ]- Build Sprite Atlas.
    41. [    338 MB ]- Packing 12 atlases.
    42. [    338 MB ]- Atlas (Credits) file (9d4ef739a61812b025c5ef88a8f0ef1a) found. Mapping.
    43. [    338 MB ]- Atlas (FMLogos) file (3b290c2ddc903581b6d9002ea451b0a9) found. Mapping.
    44. [    338 MB ]- Atlas (MobileHUD) file (f33d20fe0d1eec2021a6fa8c30815a10) found. Mapping.
    45. [    338 MB ]- Atlas (MobileLevel) file (1ce2b69f119a2a729361eb84673beb65) found. Mapping.
    46. [    338 MB ]- Atlas (OptionsButtons) file (0e20c3669114f610264ea5f3415bf1b2) found. Mapping.
    47. [    338 MB ]- Atlas (PauseButtons) file (961576b59ab91aa39a01a4105c14b823) found. Mapping.
    48. [    338 MB ]- Atlas (PhotoMode) file (7b3a43539a31e9ed5b60be43811be271) found. Mapping.
    49. [    338 MB ]- Atlas (RewiredControlMapper) file (5432541406f533b2540dd8e2c8d900a9) found. Mapping.
    50. [    338 MB ]- Atlas (RewiredTouchControls) file (4999311b2d168d19c811666a5cea57cc) found. Mapping.
    51. [    338 MB ]- Atlas (SCLogos) file (28ea1d1268b114efc64bba5ba5751300) found. Mapping.
    52. [    338 MB ]- Atlas (TTLogos) file (fb12a045c559fc3df3b329d050b301a0) found. Mapping.
    53. [    338 MB ]- Atlas (UWLogos) file (66bdefea8a90296756e4f0a91c33d044) found. Mapping.
    54. [    338 MB ]- Packing completed.
    55. [    337 MB ]- Update Sprites and Cleanup.
    56. [    337 MB ]DisplayProgressbar: Build Player Scripts
    57. - Starting compile Library/ScriptAssemblies/Unity.ResourceManager.dll
    58. - Starting compile Library/ScriptAssemblies/Unity.Analytics.DataPrivacy.dll
    59. - Starting compile Library/ScriptAssemblies/Unity.MemoryProfiler.dll
    60. - Starting compile Library/ScriptAssemblies/Unity.ScriptableBuildPipeline.dll
    61. - Starting compile Library/ScriptAssemblies/Unity.PackageManagerUI.Editor.dll
    62. - Starting compile Library/ScriptAssemblies/UnityEditor.CacheServer.dll
    63. - Starting compile Library/ScriptAssemblies/Unity.EditorCoroutines.Editor.dll
    64.  
    This is when the assetbundle are starting their actual building, as far as I know (last message we have is from Addressables working on creating the content catalog).

    So it never finish to compile any dll, but it manages to do actual builds if we make it skip the bundle part.