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Cloud Builds fail with Unity 2018.2.10f1 and Unity.Entities 0.0.12-preview.16

Discussion in 'Entity Component System' started by GarthSmith, Oct 2, 2018.

  1. GarthSmith

    GarthSmith

    Joined:
    Apr 26, 2012
    Posts:
    1,240
    Hello!

    We are unable to make Android cloud builds with Unity 2018.2.10f1 and Entities 0.0.12-preview.16.
    • I am able to make local Android builds.
    • A fresh Unity 2018.2.10f1 project is able to make Android cloud builds.
    • Adding the Entities 0.0.12-preview.16 package breaks Android cloud builds.
    The end of the cloud build log shows a stack trace going through the Unity.Burst namespace. I've attached the build log as well as relevant screenshots. I will report a bug as well and add that the bug tracking number once I receive one. Edit: Case 1086733 .

    Has anyone else experienced this? Thanks!

    Code (csharp):
    1. 7500: [Unity] Begin MonoManager ReloadAssembly
    2. 7501: Symbol file LoadedFromMemory is not a mono symbol file
    3. 7502: [Unity] Refreshing native plugins compatible for Editor in 0.68 ms, found 4 plugins.
    4. 7503: [Unity] Preloading 1 native plugins for Editor in 4.65 ms.
    5. 7504: Stacktrace:
    6. 7505:   at <unknown> <0xffffffff>
    7. 7506:   at (wrapper managed-to-native) Burst.Backend.UnmanagedLibrary/MacOSUnmanagedLibrary.dlopen (string,int) [0x00014] in <2b1631d9fe8440c3a0f935066bea49c2>:0
    8. 7507:   at Burst.Backend.UnmanagedLibrary/MacOSUnmanagedLibrary.LoadLibrary (string) [0x00014] in <2b1631d9fe8440c3a0f935066bea49c2>:0
    9. 7508:   at Burst.Backend.UnmanagedLibrary.LoadLibrary (string) [0x00026] in <2b1631d9fe8440c3a0f935066bea49c2>:0
    10. 7509:   at Burst.Backend.StandardCompilerBackend..ctor (string) [0x0000f] in <2b1631d9fe8440c3a0f935066bea49c2>:0
    11. 7510:   at Burst.Compiler.IL.Jit.JitCompilerService..ctor () [0x0000b] in <d92c0b1c82064eb3973b213f80129040>:0
    12. 7511:   at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) [0x00020] in <f2e6809acb14476a81f399aeb800f8f2>:0
    13. 7512:   at <unknown> <0xffffffff>
    14. 7513:   at (wrapper managed-to-native) Unity.Burst.LowLevel.BurstCompilerService.InitializeInternal (string,Unity.Burst.LowLevel.BurstCompilerService/ExtractCompilerFlags) <0x000c5>
    15. 7514:   at Unity.Burst.LowLevel.BurstCompilerService.Initialize (string,Unity.Burst.LowLevel.BurstCompilerService/ExtractCompilerFlags) <0x00302>
    16. 7515:   at Unity.Burst.Editor.BurstLoader..cctor () <0x0032a>
    17. 7516:   at (wrapper runtime-invoke) object.runtime_invoke_void (object,intptr,intptr,intptr) <0x00164>
    18. 7517:   at <unknown> <0xffffffff>
    19. 7518:   at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (intptr) <0x000ae>
    20. 7519:   at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle) <0x001a2>
    21. 7520:   at UnityEditor.EditorAssemblies.ProcessEditorInitializeOnLoad (System.Type) <0x000fa>
    22. 7521:   at UnityEditor.EditorAssemblies.ProcessInitializeOnLoadAttributes () <0x0027a>
    23. 7522:   at (wrapper runtime-invoke) <Module>.runtime_invoke_object (object,intptr,intptr,intptr) <0x00164>
    24. 7523: Native stacktrace:
    25. 7524:     0   libmonobdwgc-2.0.dylib              0x00000001338aa2df mono_handle_native_crash + 242
    26. 7525:     1   libmonobdwgc-2.0.dylib              0x000000013380b678 mono_sigill_signal_handler + 46
    27. 7526:     2   libsystem_platform.dylib            0x00007fffd600cb3a _sigtramp + 26
    28. 7527:     3   ???                                 0x00000001142f7244 0x0 + 4633621060
    29. 7528:     4   ???                                 0x00000001142cecb2 0x0 + 4633455794
    30. 7529:     5   ???                                 0x00000001142d26c7 0x0 + 4633470663
    31. 7530:     6   ???                                 0x00000001142da54b 0x0 + 4633503051
    32. 7531:     7   libdyld.dylib                       0x00007fffd5dfa832 dlopen + 59
    33. 7532:     8   ???                                 0x0000000132627bd6 0x0 + 5140282326
    34. 7533: Debug info from gdb:
    35. 7534: (lldb) process attach --pid 12596
    36. 7535: error: attach failed: unable to attach
    37. 7536: =================================================================
    38. 7537: Got a SIGILL while executing native code. This usually indicates
    39. 7538: a fatal error in the mono runtime or one of the native libraries
    40. 7539: used by your application.
    41. 7540: =================================================================
    42. 7541: [Unity Package Manager (Upm)]
    43. 7542: Parent process [12596] was terminated
    44. 7543: [Unity] Refreshing native plugins compatible for Editor in 0.65 ms, found 4 plugins.
    45. 7544:        ! Unity player export failed!
    46. 7545: ! build of 'empty-test-build' failed. exit
    47. 7546: Publishing build 4 of tic-toc-games/secretpopproject for target 'empty-test-build'...
    48. 7547: publishing finished successfully.
    49. 7548: Build step 'Execute shell' marked build as failure
    50. 7549: Regenerating ruby-2.1.1 wrappers........
    51. 7550: postbuildstatus finished successfully.
    52. 7551: Finished: FAILURE
     

    Attached Files:

    Last edited: Oct 2, 2018
  2. UrsHanselmann

    UrsHanselmann

    Joined:
    Jan 28, 2014
    Posts:
    13
    I am having the same issue locally on macOS (editor instantly crashes when opening the project, with the same stack trace you posted in Editor.log)
    Seems to be related to 0.0.12-preview.16 and 0.0.12-preview.17, 0.0.12-preview.15 works fine.

    Does anyone know if there is a separate channel to report issues/crashes related to packages, or is the usual Bug Reporter the way to go?
     
  3. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    The failing line is trying to load a burst native dynamic library. We recompiled our native binaries for preview.31 to support a newer version of LLVM, but maybe something sneaked in into the compilation, and the native library may require a newer shared component/dependency installed (I'm not a pro with macos builds, so gonna try to double check the difference between the previous version)
     
  4. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    Out of curiosity, which MacOS & XCode version are you using?
     
  5. UrsHanselmann

    UrsHanselmann

    Joined:
    Jan 28, 2014
    Posts:
    13
    macOS 10.12.6 with Xcode 9.2
     
  6. BernsteinA

    BernsteinA

    Joined:
    Jun 26, 2013
    Posts:
    13
    What's the most recent version of burst that will compile for windows builds on a mac (i.e. Unity Cloud Build)?
     
  7. decobeirne

    decobeirne

    Joined:
    Jan 25, 2018
    Posts:
    1
    I was also seeing project load fail on OSX with latest Burst (preview.34) and latest Entities (preview.19), with the same log as noted above.
    Setting Burst to preview.30, as suggested, allows the project to load.
    *However*, Burst preview.30/earlier or Entities preview.18/earlier give runtime errors on PC, i.e. Burst 34 + Entities 19 is the only version that has worked.
    Is there an ETA on a fix for the (suspected) LLVM dependency issue?
     
  8. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    Our apologize, this issue has been delayed with UniteLA. we will try to have a look tomorrow. It is likely an issue with our LLVM backend that was recently re-compiled on macosx, and it looks like it is referencing some shared libraries that are not available on previous version of macos.
     
  9. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    We pushed a potential fix `preview.35` but I can't tell if it is really going to fix this issue as I was not able to reproduce it.
     
  10. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    We just pushed a new version 0.2.4-preview.37, This should hopefully fix this bug that was quite sneaky and more difficult than expected to track down
    This will be part of the upcoming entities package
     
    eizenhorn likes this.
  11. ReignOfDave

    ReignOfDave

    Joined:
    Oct 22, 2015
    Posts:
    51
    @xoofx I can confirm this issue as still existing as a project i am on uses entities and cloud build.

    This is tested with the latest entities (0.0.12-preview 21 and burst)


    2753: [Unity] ERROR: System.Exception: /BUILD_PATH/iLibrary/PackageCache/com.unity.burst@0.2.4-preview.37/.Runtime/bcl.exe did not run properly!

    2754: [Unity] System.Exception: /BUILD_PATH/Library/PackageCache/com.unity.burst@0.2.4-preview.37/.Runtime/bcl.exe did not run properly!


    Results in the build canceling
     
  12. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    @ReignOfDave this might be a different issue. Could you log an issue with the full log?
     
  13. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    Thanks. The original error message is:

    Code (CSharp):
    1.  
    2. [Unity] Compiling for the platform `Linux` using the following toolchain : GccLinuxToolChain
    3. [Unity] System.NotSupportedException: Burst compilation for standalone, is only supported with a suitable compiler tool chain. (C++ code builder is unable to build C++ code. In order to build C++ code for Linux, you must be running on Linux.).
    4. [Unity]   at Burst.Compiler.IL.Aot.AotLinker.Link (System.Collections.Generic.IEnumerable`1[T] objFiles, System.String outPath) [0x0006d] in &#60;9c22944a0d3942d0b3de41ca514e1ec6&#62;:0
    5. [Unity]   at Burst.Linker.Program.Main (System.String[] args) [0x0017b] in &#60;9c22944a0d3942d0b3de41ca514e1ec6&#62;:0
    6.  
    Burst has the same requirement than IL2CPP. It seems that it is trying to compile Linux platform from MacOs, not sure if you can force Unity Cloud to build on a Linux machine instead?