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Cloud Build Failing for IOS and Android

Discussion in 'Unity Build Automation' started by c_andrews, Jul 28, 2021.

  1. c_andrews

    c_andrews

    Joined:
    Jan 26, 2015
    Posts:
    106
    Hi, we are currently having some issues with Cloud build for IOS and Android. Currently I am focusing on IOS and have tried changing the settings multiple times to get it to work.

    All I get is the below, I can't see any relevant error:

    Code (CSharp):
    1.  
    2. 29347: [Unity] Sprite Atlas Operation : " ## Generating Atlas Masks ## " took 0.219079 sec (current mem: 514 MB)
    3. 29348: [Unity] Processing Atlas : Loading
    4. 29349: [Unity] -     Page (  0) downsized to : ( 256 x  256).
    5. 29350: [Unity] Obtained 64 stack frames.
    6. 29351: [Unity] #0  0x007fff71f20197 in _pthread_cond_wait
    7. 29352: [Unity] #1  0x000001068fa94f in -[EditorApplication TickTimer]
    8. 29353: [Unity] #2  0x007fff3a3402ea in __NSFireTimer
    9. 29354: [Unity] #3  0x007fff37c424d8 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
    10. 29355: [Unity] #4  0x007fff37c4203e in __CFRunLoopDoTimer
    11. 29356: [Unity] #5  0x007fff37c41b29 in __CFRunLoopDoTimers
    12. 29357: [Unity] #6  0x007fff37c2677d in __CFRunLoopRun
    13. 29358: [Unity] #7  0x007fff37c259c3 in CFRunLoopRunSpecific
    14. 29359: [Unity] #8  0x007fff3a395790 in -[NSConcreteTask waitUntilExit]
    15. 29360: [Unity] #9  0x000001068ffa25 in LaunchExecutable(core::basic_string<char, core::StringStorageDefault<char> > const&, dynamic_array<core::basic_string<char, core::StringStorageDefault<char> >, 0ul> const&, core::basic_string<char, core::StringStorageDefault<char> > const&, core::basic_string<char, core::StringStorageDefault<char> >*, unsigned int*, core::basic_string<char, core::StringStorageDefault<char> >*)
    16. 29361: [Unity] #10 0x000001057196fd in CompressWithPVRTexTool(ExternalToolCompressionParams, ExternalToolCompressionError*)
    17. 29362: [Unity] #11 0x00000105717e7b in CompressSingleImageTexture(ImageReference&, TextureFormat, TextureUsageMode, int, bool, bool, unsigned char*, Texture const*)
    18. 29363: [Unity] #12 0x0000010571a794 in CompressTextureWithMultipleImages(Texture2D&, TextureFormat, int, bool)
    19. 29364: [Unity] #13 0x000001055f02ac in GenerateAtlasTextures(dynamic_array<AtlasBlockMask, 0ul> const&, dynamic_array<BlockMask, 0ul> const&, dynamic_array<std::__1::pair<unsigned long, unsigned long>, 0ul> const&, dynamic_array<ColorRGBA32*, 0ul> const&, unsigned int, unsigned int, TextureFilterMode, bool, bool, bool, bool, TextureFormat, core::basic_string<char, core::StringStorageDefault<char> > const&, dynamic_array<PPtr<Texture2D>, 0ul>&, dynamic_array<PPtr<Texture2D>, 0ul>&)
    20. 29365: [Unity] #14 0x000001055eec0d in GenerateTextureAndSpriteRectDataFromAtlasMask(BuildTargetPlatform const&, vector_set<SpriteToPack, SpriteAreaSorter, stl_allocator<SpriteToPack, (MemLabelIdentifier)88, 16> > const&, dynamic_array<AtlasBlockMask, 0ul> const&, dynamic_array<BlockMask, 0ul> const&, SpriteAtlas const*, core::basic_string<char, core::StringStorageDefault<char> > const&, dynamic_array<PPtr<Texture2D>, 0ul>&, dynamic_array<PPtr<Texture2D>, 0ul>&, dynamic_array<RectT<float>, 0ul>&, dynamic_array<Vector4f, 0ul>&)
    21. 29366: [Unity] #15 0x000001055b3a6d in PackAtlases(BuildTargetPlatform const&, dynamic_array<SpriteAtlas*, 0ul>&, dynamic_array<dynamic_array<PPtr<Texture2D>, 0ul>, 0ul>&, dynamic_array<dynamic_array<PPtr<Texture2D>, 0ul>, 0ul>&, dynamic_array<core::hash_map<std::__1::pair<UnityGUID, long long>, SpriteRenderData, SpriteRenderDataKeyHash, std::__1::equal_to<std::__1::pair<UnityGUID, long long> > >, 0ul>&, bool)
    22. 29367: [Unity] #16 0x000001055b1c1e in PackSpriteAtlases(dynamic_array<PPtr<SpriteAtlas>, 0ul> const&, BuildTargetPlatform, bool, bool, bool)
    23. 29368: [Unity] #17 0x000001055b7324 in CollectAllSpriteAtlasesAndPack(BuildTargetPlatform, bool, bool)
    24. 29369: [Unity] #18 0x000001d28f9715 in  (wrapper managed-to-native) UnityEditor.U2D.SpriteAtlasUtility:PackAllAtlases (UnityEditor.BuildTarget,bool) {0x7f81e0d487f8} + 0x65 (0x1d28f96b0 0x1d28f979d) [0x12ce02960 - Unity Child Domain]
    25. 29370: [Unity] #19 0x000001d28ec76b in  UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[]) {0x7f81fc956d18} + 0xa5b (0x1d28ebd10 0x1d28ecac1) [0x12ce02960 - Unity Child Domain]
    26. 29371: [Unity] #20 0x000001d28e45a3 in  UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:DoBuild<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext) {0x7f81e04d5660} + 0x6e3 (0x1d28e3ec0 0x1d28e6dc0) [0x12ce02960 - Unity Child Domain]
    27. 29372: [Unity] #21 0x000001d23ad8d2 in  UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) {0x7f81e28e5990} + 0x1d2 (0x1d23ad700 0x1d23ad948) [0x12ce02960 - Unity Child Domain]
    28. 29373: [Unity] #22 0x000001d23ab8bd in  UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) {0x7f81e2c55840} + 0x26d (0x1d23ab650 0x1d23aba1b) [0x12ce02960 - Unity Child Domain]
    29. 29374: [Unity] #23 0x000001d239015c in  UnityEditor.AddressableAssets.Build.ContentUpdateScript:BuildContentUpdate (UnityEditor.AddressableAssets.Settings.AddressableAssetSettings,string) {0x7f81fe3fdc30} + 0x15c (0x1d2390000 0x1d23901e6) [0x12ce02960 - Unity Child Domain]
    30. 29375: [Unity] #24 0x0000012ff10c4f in mono_jit_runtime_invoke
    31. 29376: [Unity] #25 0x000001300aec2b in do_runtime_invoke
    32. 29377: [Unity] #26 0x000001300b1fa6 in mono_runtime_try_invoke_array
    33. 29378: [Unity] #27 0x00000130064c4c in ves_icall_InternalInvoke
    34. 29379: [Unity] #28 0x000001388a0081 in  (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) {0x7f81faedd498} + 0x71 (0x1388a0010 0x1388a012b) [0x12ce02960 - Unity Child Domain]
    35. 29380: [Unity] #29 0x0000013889f91b in  System.Reflection.MethodBase:Invoke (object,object[]) {0x7f81faabcc80} + 0x2b (0x13889f8f0 0x13889f924) [0x12ce02960 - Unity Child Domain]
    36. 29381: [Unity] #30 0x000001d23877bb in  UnityEditor.CloudBuild.Builder:BuildAddressables (UnityEngine.CloudBuild.BuildManifestObject) {0x7f81fb6a1ff8} + 0x43b (0x1d2387380 0x1d2387b3d) [0x12ce02960 - Unity Child Domain]
    37. 29382: [Unity] #31 0x000001d2209e4b in  UnityEditor.CloudBuild.Builder:Build () {0x7f81fb6a1f80} + 0x72b (0x1d2209720 0x1d220a9e3) [0x12ce02960 - Unity Child Domain]
    38. 29383: [Unity] #32 0x0000012ff10c4f in mono_jit_runtime_invoke
    39. 29384: [Unity] #33 0x000001300aec2b in do_runtime_invoke
    40. 29385: [Unity] #34 0x000001300aeb85 in mono_runtime_invoke
    41. 29386: [Unity] #35 0x00000104e16827 in scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
    42. 29387: [Unity] #36 0x00000104e11d96 in ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
    43. 29388: [Unity] #37 0x00000105654cb7 in Application::ParseARGVCommands()
    44. 29389: [Unity] #38 0x00000105653c9e in Application::FinishLoadingProject()
    45. 29390: [Unity] #39 0x000001068f9a02 in -[EditorApplication applicationDidFinishLaunching:]
    46. 29391: [Unity] #40 0x007fff37c1d2c9 in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__
    47. 29392: [Unity] #41 0x007fff37c1d25d in ___CFXRegistrationPost1_block_invoke
    48. 29393: [Unity] #42 0x007fff37c1d1d2 in _CFXRegistrationPost1
    49. 29394: [Unity] #43 0x007fff37c1ce3e in ___CFXNotificationPost_block_invoke
    50. 29395: [Unity] #44 0x007fff37bed02c in -[_CFXNotificationRegistrar find:object:observer:enumerator:]
    51. 29396: [Unity] #45 0x007fff37bec3f5 in _CFXNotificationPost
    52. 29397: [Unity] #46 0x007fff3a28a786 in -[NSNotificationCenter postNotificationName:object:userInfo:]
    53. 29398: [Unity] #47 0x007fff34e93ce3 in -[NSApplication _postDidFinishNotification]
    54. 29399: [Unity] #48 0x007fff34e93a22 in -[NSApplication _sendFinishLaunchingNotification]
    55. 29400: [Unity] #49 0x007fff34e90ae3 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:]
    56. 29401: [Unity] #50 0x007fff34e90728 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:]
    57. 29402: [Unity] #51 0x007fff3a2b5a26 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:]
    58. 29403: [Unity] #52 0x007fff3a2b5890 in _NSAppleEventManagerGenericHandler
    59. 29404: [Unity] #53 0x007fff38fbc203 in _AppleEventsCheckInAppWithBlock
    60. 29405: [Unity] #54 0x007fff38fbb929 in _AppleEventsCheckInAppWithBlock
    61. 29406: [Unity] #55 0x007fff38fb3bd7 in aeProcessAppleEvent
    62. 29407: [Unity] #56 0x007fff368547fa in AEProcessAppleEvent
    63. 29408: [Unity] #57 0x007fff34e8aac1 in _DPSNextEvent
    64. 29409: [Unity] #58 0x007fff34e89070 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
    65. 29410: [Unity] #59 0x007fff34e7ad7e in -[NSApplication run]
    66. 29411: [Unity] #60 0x007fff34e4cb86 in NSApplicationMain
    67. 29412: [Unity] #61 0x00000106916558 in EditorMain(int, char const**)
    68. 29413: [Unity] #62 0x00000106916799 in main
    69. 29414: [Unity] #63 0x007fff71d17cc9 in start
    70. 29415:        Unity ran in '1330.349791' seconds
    71. 29416:        ! Unity player export failed!
    72. 29417: ! build of 'ios' failed. exit
    73.  
    Is anyone able to shed some light on what is going on? I am using Addressables which are being updated in cloud build. It all builds fine locally, I currently don't have the credentials to publish to the App Store.

    Thanks in advance!