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Resolved (Case 1412113)[BuildError] OSX 12.3 and Unity 2020.3 - constant build errors

Discussion in 'Web' started by matt_cauldron, Mar 20, 2022.

  1. loveunitydev

    loveunitydev

    Joined:
    Jul 6, 2022
    Posts:
    5
    Just a heads up, this works perfectly for my students. We are using 2020.3 because most of the tutorials on Unity Learn were created with this version. When our classroom updated to Apple OSX 12.6 Monterey, none of our students could publish to WebGL Unity Play without the "No such file or directory" compiler error.

    STEP 1: Install Python 2 from https://www.python.org/downloads/release/python-2718/ I didn't need to even shut down or restart Unity.

    STEP 2: Add the PreBuildProcessing.cs script to the root Asset folder in your project. I simply created a Unity package and sent it to all of my student's computers. This has to be done once for any new projects.

    I look forward to Unity 2020.3.40f1 so our students don't have to keep doing this. My only other wish is that Gzip would be the default compression as the Brotli compression seems to cause many "WebGL stuck loading at 90%" issues on Unity Play.
     
    sama-van likes this.
  2. owensavag8

    owensavag8

    Joined:
    Dec 16, 2022
    Posts:
    1
    how did you end up getting this to work?
     
  3. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,734
    Worked a charm following Step 1 & 2 ! :)
    (Unity 202.3.34f1, Mac OS Ventura 13.2, M1Pro)
     
  4. bottledgalaxy

    bottledgalaxy

    Joined:
    Jul 19, 2019
    Posts:
    85
    Hey, I'm still having this issue on 2020.3.48f1. Probably because I first tried `
    Environment.SetEnvironmentVariable` workaround and not it's still trying to use the one I tried instead of the one coming with this unity version. How can I rollback that setting?

    EDIT: if anyone runs into this, it was just a matter of setting the variable to an empty string. Works now

    Environment.SetEnvironmentVariable("EMSDK_PYTHON", "");
     
  5. rubenmueller

    rubenmueller

    Joined:
    Oct 15, 2015
    Posts:
    6
    I followed these steps (but with 2019.4.40f1, M3 Max, MacOS 14.1 Sonoma) but now i get another exception:
    Code (CSharp):
    1.  
    2. Failed running command /Library/Frameworks/Python.framework/Versions/2.7/bin/python -E "/Applications/Unity/Hub/Editor/2019.4.40f1/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/emcc" @"/Users/ruben/git/Projectname/Assets/../Temp/emcc_arguments.resp" (process exit code: 1)
    3. #0 GetStacktrace(int)
    4. #1 DebugStringToFile(DebugStringToFileData const&)
    5. #2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
    6. #3 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
    7. #4 (Mono JIT Code) [BuildPostprocessor.cs:445] UnityEditor.WebGL.WebGlBuildPostprocessor:EmscriptenLink (UnityEditor.Modules.BuildPostProcessArgs,bool,string,string)
    8. #5 (Mono JIT Code) [BuildPostprocessor.cs:495] UnityEditor.WebGL.WebGlBuildPostprocessor:LinkBuild (UnityEditor.Modules.BuildPostProcessArgs)
    9. #6 (Mono JIT Code) [BuildPostprocessor.cs:933] UnityEditor.WebGL.WebGlBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs)
    10. #7 (Mono JIT Code) [DefaultBuildPostprocessor.cs:29] UnityEditor.Modules.DefaultBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
    11. #8 (Mono JIT Code) [PostprocessBuildPlayer.cs:353] UnityEditor.PostprocessBuildPlayer:Postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,string,string,string,int,int,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
    12. #9 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_int_object_object_object_int_int_int_object_object (object,intptr,intptr,intptr)
    13. #10 mono_jit_runtime_invoke
    14. #11 do_runtime_invoke
    15. #12 mono_runtime_invoke
    16. #13 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
    17. #14 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
    18. #15 CallMono(char const*, char const*, char const*, ScriptingArguments const&)
    19. #16 DoBuildPlayer_PostBuild(core::basic_string<char, core::StringStorageDefault<char>>&, BuildPlayerOptions, ScriptingObjectPtr, BuildTargetPlatformGroup, BuildTargetPlatform, BuildReporting::BuildReport&)
    20. #17 DoBuildPlayer(BuildPlayerSetup const&, std::__1::vector<EditorSceneBackup, stl_allocator<EditorSceneBackup, (MemLabelIdentifier)118, 16>>&, core::basic_string<char, core::StringStorageDefault<char>>, std::__1::vector<core::basic_string<char, core::StringStorageDefault<char>>, std::__1::allocator<core::basic_string<char, core::StringStorageDefault<char>>>>, bool, BuildReporting::BuildReport&, BuildReporting::BuiltAssetBundleInfo*, core::basic_string<char, core::StringStorageDefault<char>> const&)
    21. #18 BuildPlayer(BuildPlayerSetup const&, BuildReporting::BuildReport&)
    22. #19 BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck(ScriptingBackendNativeArrayPtrOpaque*, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeStringPtrOpaque*, BuildTargetPlatformGroup, BuildTargetPlatform, BuildPlayerOptions, unsigned char)
    23. #20 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool)
    24. #21 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:170] UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
    25. #22 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:95] UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
    26. #23 (Mono JIT Code) [BuildPlayerWindow.cs:964] UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform)
    27.  
    28.  
    Does anybody have a clue or is it only fixed in 2020.3.X?