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Builds stalling on all platforms (most of the time)

Discussion in 'Unity Build Automation' started by jeremytm, Oct 13, 2017.

  1. jeremytm

    jeremytm

    Joined:
    Jun 6, 2016
    Posts:
    30
    Description of issue:
    Our builds are stalling, and then being cancelled after 2 hours. Except the odd desktop build which succeeds.




    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 may perform automatic post-build behaviors)
    Facebook SDK, Odin Inspector

    Project name:
    Blackout Rugby

    Build logs (relevant chunk unknown, that's why we've resorted to forums for help):
    Last line which it sits on for the last hour or more is usually this, except with Android:

    Code (CSharp):
    1. 210: [Unity] Begin MonoManager ReloadAssembly
    Here are links to full logs:
    Mac
    Windows
    iOS
    Android

    Does it build locally from a fresh checkout? (Instructions below):
    Yep. Although you could probably make it easier to download a fresh copy of the project via Collaborate. Minor suggestion ;)
     
  2. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    785
    We are currently investigating these issues when building with 2017.1 and .Net 4.6. Should already be fixed in 2017.2.0f3 though, so if possible try upgrading (or switch away from .Net 4.6). Hoping to find a workaround for 2017.1 builds, but dont have anything concrete at the moment.
     
  3. jeremytm

    jeremytm

    Joined:
    Jun 6, 2016
    Posts:
    30
    Thanks @dannyd. We'd love to upgrade to 2017.2 but there is a critical performance bug with UI which my colleague has posted about here. As soon as this is resolved, we'll upgrade in a second.

    In the meantime we may look at possibly downgrading from using C#4 but it would take some time, and there are some really valuable features we'd miss. But then again, it'd stop unity from crashing frequently so that's a pretty big reason.

    I'm curious though, our builds worked fine previously on 2017.1. Has something changed in the cloud build process?
     
  4. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    785
    No, there were changes in mono / Unity that cause Unity to hang on exit under some conditions. Just seems to be particularly impactful for Cloud Build.
     
  5. jeremytm

    jeremytm

    Joined:
    Jun 6, 2016
    Posts:
    30
    Not sure I follow.

    Just to clarify – our build history in UCB is quite stable in 2017.1. It's only recently started stalling, in the cloud only.