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Unity's version control component has been upgraded to Plastic SCM.

CollabProxyException: request failed with status code: 404

Discussion in 'Unity Collaborate' started by hollysephiroth, Jul 10, 2019.

  1. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    Hello after trying to fix problems with colab 1.2.x like ubale to merge scenes with other users I downloaded 2.17 colab and tried to work with that , after many errors I decided to archive the project and upload it again .

    Now I cant upload it , all the time Im getting that error :


    CollabProxyException: request failed with status code: 404
    UnityEngine.Debug:LogError(Object)
    CollabProxy.Client.CollabVersionControl:LogExceptionDetails(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:445)
    CollabProxy.Client.CollabVersionControl:OnUpdateHeadException(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:224)
    CollabProxy.Client.<>c__DisplayClass18_0`1:<RegisterListener>b__0(PacketHeader, Connection, String) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabProxyClient.cs:286)
    NetworkCommsDotNet.Tools.PacketTypeHandlerDelegateWrapper`1:process(PacketHeader, Connection, Object)
    NetworkCommsDotNet.Connections.Connection:TriggerSpecificPacketHandlers(PacketHeader, Object)
    NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions, Boolean)
    NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions)
    NetworkCommsDotNet.NetworkComms:CompleteIncomingItemTask(Object)
    NetworkCommsDotNet.Tools.CommsThreadPool:ThreadWorker(Object)
    System.Threading.ThreadHelper:ThreadStart(Object)


    Thank you
     
    Last edited: Jul 10, 2019
  2. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    Also getting this as the first error
    CollabProxyException: The given key was not present in the dictionary.
    UnityEngine.Debug:LogError(Object)
    CollabProxy.Client.CollabVersionControl:LogExceptionDetails(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:445)
    CollabProxy.Client.CollabVersionControl:OnUpdateCachedChangesException(Exception) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:260)
    CollabProxy.Client.<>c__DisplayClass18_0`1:<RegisterListener>b__0(PacketHeader, Connection, String) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabProxyClient.cs:286)
    NetworkCommsDotNet.Tools.PacketTypeHandlerDelegateWrapper`1:process(PacketHeader, Connection, Object)
    NetworkCommsDotNet.Connections.Connection:TriggerSpecificPacketHandlers(PacketHeader, Object)
    NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions, Boolean)
    NetworkCommsDotNet.NetworkComms:TriggerAllPacketHandlers(PacketHeader, Connection, MemoryStream, SendReceiveOptions)
    NetworkCommsDotNet.NetworkComms:CompleteIncomingItemTask(Object)
    NetworkCommsDotNet.Tools.CommsThreadPool:ThreadWorker(Object)
     
  3. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    Hi @hollysephiroth, I'm sorry to hear that you're not able to publish. Just to be clear, you updated Collab in your project from 1.17 to 2.0-preview. After you archived your original project you then created a brand new link to your services and tried to publish. But each attempt to upload your project fails and you are getting the above errors, correct?
     
  4. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    Yes , right now I created new colab project from one backed up on my disc , updated colaborate to 2.017 and what Im getting this
    Exception: Can’t connect: try entering / exiting play mode
    CollabProxy.Client.CollabProxyClient.ReconnectToServer () (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabProxyClient.cs:65)
    CollabProxy.Client.CollabProxyClient.CallAsynchronous (System.String methodName, System.Object[] objectsToSend) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabProxyClient.cs:196)
    CollabProxy.GitProxy.SetCurrentHeadAsync (System.String revisionId, System.String accessToken) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/GitProxy.cs:50)
    CollabProxy.Client.CollabVersionControl.UpdateHeadRevision (System.String tip) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:356)
    CollabProxy.Client.CollabVersionControl.OnCollabStateChanged (UnityEditor.Collaboration.CollabInfo info) (at Library/PackageCache/com.unity.collab-proxy@2.0.0-preview.17/Editor/Client/CollabVersionControl.cs:175)
    UnityEditor.Collaboration.Collab.OnStateChanged () (at C:/buildslave/unity/build/Editor/Mono/Collab/Collab.cs:412)
    UnityEditor.Connect.UnityConnect:OnStateChanged()


    Restarting or entering play mode dosnt help
     
  5. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    Reverted back to 1.2.6 and it seems fine , have to check if I'll have merging errors like before .

    Unfortunately I wantet to switch to 2.0 cause my project is big , and its impossible cause of the above error and crashes

    Additional info : Unity version is 2018.3.11
     
    Last edited: Jul 11, 2019
  6. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    I have one more question , almost every time I make update in 1.2.16 build_info is getting merge error , is that normal , what should I do when that happens
     
  7. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    I'm sorry to hear that v2.0 wasn't working for you. We'd appreciate getting a look at your project to help us debug what went wrong. Would you be ok with sharing your project with us? You can open a support ticket from the Developer Dashboard site under the Support tab and reference this forum post with your permission to make a copy of your project if you choose to do that.
     
  8. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    It would be kinda hard as project is over 50 gb :(
     
  9. Ryan-Unity

    Ryan-Unity

    Joined:
    Mar 23, 2016
    Posts:
    1,993
    That wouldn't be a problem for us. We have the backed that can handle making a copy of any sized project and I have the space on my machine to download and try running it to see if I can get the same errors. If I can reproduce it then I can send it along to the dev team to debug and diagnose the issue. But it's totally up to you.
     
  10. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    sure I can do that
     
    Ryan-Unity likes this.
  11. hollysephiroth

    hollysephiroth

    Joined:
    Mar 25, 2014
    Posts:
    19
    I have submited a ticket #690866 and agreed to making a copy of my project . If you need any more info please ask

    Thank you
     
    Ryan-Unity likes this.