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Editor build vs batchmode

Discussion in 'General Discussion' started by KeithW, Feb 15, 2020.

  1. KeithW

    KeithW

    Joined:
    Dec 15, 2017
    Posts:
    9
    I have added Post Processing V2 and OverCloud to my VR project
    2019.2 and 2019.3 did not build, so I am trying 2018.4, but it all might be the same problem.

    I can not get it to build in batchmode, but building from the Editor works perfectly.

    Building in batchmode used to work.

    Editor build:
    E:\Unity\2018.4.17f1\Editor\Unity.exe
    -projectpath
    E:/code/LMViewer/lm viewer vr - 2018.4.17f1
    -useHub
    -hubIPC
    -cloudEnvironment
    production
    -hubSessionId
    59d15ba0-5006-11ea-b1d7-3fa3b3e8bb9f
    -accessToken
    w_LFit7fAaX4B6FLh2jGO83P5hahPWm9pIeEVxPZZq0002f

    Completes successfully.

    Batchmode build:
    E:\Unity\2018.4.17f1\Editor\Unity.exe
    -batchmode
    -nographics
    -projectPath
    E:/code/LMViewer/lm viewer vr - 2018.4.17f1
    -executeMethod
    Build.Windows64VR

    Lots of errors with this error message:

    [C:\buildslave\unity\build\Runtime/Graphics/RenderTexture.cpp line 433]
    (Filename: Assets/Editor/Build.cs Line: 24)

    RenderTexture.Create failed: format unsupported - RGBA16 SFloat (2).
    UnityEngine.Experimental.Rendering.BuiltinRuntimeReflectionSystem:BuiltinUpdate()
    UnityEngine.Experimental.Rendering.BuiltinRuntimeReflectionSystem:TickRealtimeProbes() (at C:\buildslave\unity\build\Runtime\Export\Camera\BuiltinRuntimeReflectionSystem.bindings.cs:11)
    UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystemWrapper:Internal_ScriptableRuntimeReflectionSystemWrapper_TickRealtimeProbes(IntPtr) (at C:\buildslave\unity\build\Runtime\Export\Camera\ScriptableRuntimeReflectionSystemWrapper.cs:15)
    UnityEditor.Experimental.Rendering.BuiltinBakedReflectionSystem:Internal_Tick_Injected(SceneStateHash&)
    UnityEditor.Experimental.Rendering.BuiltinBakedReflectionSystem:Internal_Tick(SceneStateHash)
    UnityEditor.Experimental.Rendering.BuiltinBakedReflectionSystem:Tick(SceneStateHash, IScriptableBakedReflectionSystemStageNotifier) (at C:\buildslave\unity\build\Editor\Mono\Camera\BuiltinBakedReflectionSystem.bindings.cs:44)
    UnityEditor.Experimental.Rendering.ScriptableBakedReflectionSystemWrapper:Internal_ScriptableBakedReflectionSystemWrapper_Tick(SceneStateHash) (at C:\buildslave\unity\build\Editor\Mono\Camera\ScriptableBakedReflectionSystemWrapper.bindings.cs:84)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline.bindings.cs:358)
    UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline.bindings.cs:257)
    UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline.bindings.cs:240)
    Build:Windows64VR() (at Assets\Editor\Build.cs:24)
     
  2. DrHerringbone

    DrHerringbone

    Joined:
    Jan 3, 2021
    Posts:
    13
    I am currently having a very similar problem did you ever resolve this?