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Bug Error packaging up the application

Discussion in 'Unity Build Automation' started by Chris_Webb, Nov 18, 2021.

  1. Chris_Webb

    Chris_Webb

    Joined:
    Mar 18, 2014
    Posts:
    128
    Hello,

    For the last few weeks, I have been struggling to get any iOS build.

    Every time I build, the build itself completes, but I get an error during packaging.

    Code (CSharp):
    1. 12554: 2021-11-18 01:04:19.892 xcodebuild[5903:29889] -[NSNull path]: unrecognized selector sent to instance 0x7fff8085feb0
    2. 12555: ** INTERNAL ERROR: Uncaught exception **
    3. 12556: Uncaught Exception: -[NSNull path]: unrecognized selector sent to instance 0x7fff8085feb0
    4. 12557: Stack:
    5. 12558:   0   __exceptionPreprocess (in CoreFoundation)
    6. 12559:   1   objc_exception_throw (in libobjc.A.dylib)
    7. 12560:   2   -[NSObject(NSObject) __retain_OA] (in CoreFoundation)
    8. 12561:   3   ___forwarding___ (in CoreFoundation)
    9. 12562:   4   _CF_forwarding_prep_0 (in CoreFoundation)
    10. 12563:   5   -[IDEDistributionProcessingPipeline process:] (in IDEFoundation)
    11. 12564:   6   -[IDEDistributionPackagingStep loadFromExportOptions:error:] (in IDEFoundation)
    12. 12565:   7   -[IDEDistributionDriver runWithDestinationPath:error:] (in IDEFoundation)
    13. 12566:   8   -[Xcode3CommandLineBuildTool _distributeArchiveAndExit] (in Xcode3Core)
    14. 12567:   9   -[Xcode3CommandLineBuildTool run] (in Xcode3Core)
    15. 12568:  10   main (in xcodebuild)
    16. 12569:  11   start (in libdyld.dylib)
    This error seems to have come out of nowhere, and I have tried several different unity versions and xcode versions, and currently am trying to build a _completely_ empty project, with only a single empty scene.

    I have tried Unity versions:
    2021.2.2f1
    2021.2.0f1
    2021.2.0b9

    I have tried xcode versions:
    13.0.0
    12.4.0
    (I think I tried a few ones in between at random too)

    I am using Git.

    I have tried clean builds.

    Android builds work fine, as do local windows+android builds.

    I have reported the issue to support, but haven't had much luck.
    https://support.unity.com/hc/en-us/requests/1125927

    I'm at quite a loss for what to try now, since an empty project rules out most problems from my end.

    Any help resolving this would be awesome
    Chris
     
    Last edited: Nov 18, 2021
  2. Chris_Webb

    Chris_Webb

    Joined:
    Mar 18, 2014
    Posts:
    128
    Hello,

    I have done more testing and it appears that by removing URP, the project builds and packages fine.

    The project is using:
    "com.unity.render-pipelines.universal": "12.1.1",

    I have tried a few other URP versions, but all seem to give and error about being unable to find that package.

    Is anyone aware of any issues with URP and cloud build?
    Thanks
     
  3. jussilac

    jussilac

    Joined:
    Sep 30, 2021
    Posts:
    3
    I am having the exact same issue on iOS builds.
     
  4. rajivrao

    rajivrao

    Unity Technologies

    Joined:
    Feb 19, 2019
    Posts:
    111
    Hey @Chris_Webb, thanks for sharing this out. If possible, could you submit as a support ticket? The team can get this looked at in the backlog and dig a bit deeper into your logs that way to get you a response/fix faster.
     
  5. Chris_Webb

    Chris_Webb

    Joined:
    Mar 18, 2014
    Posts:
    128
    Hello,

    I made a support ticket several weeks ago but didn't have much luck getting help. I linked it in my original post.

    Thanks
     
  6. Chris_Webb

    Chris_Webb

    Joined:
    Mar 18, 2014
    Posts:
    128
    I can confirm builds work using Unity version 2020.3.23f1+ URP 10.7.0, but are still broken in later versions.
     
    toriakai likes this.
  7. justadaniel

    justadaniel

    Joined:
    Aug 19, 2015
    Posts:
    11
    Hey, any update on this? I can confirm it's still happening with 2021.2.3f1 and URP 12.1.1. I thought it was Amplify Shader Editor, but it looks like that's not the case.
     
  8. justadaniel

    justadaniel

    Joined:
    Aug 19, 2015
    Posts:
    11
    UPDATE: I tried building on my personal Mac (M1 Mac Mini, Xcode 13, macOS Monterey) and it seems to fail there as well. It has to do with Undefined Symbols in the UnityFramework.


    Undefined symbols for architecture arm64:
    "_OBJC_CLASS_$_UNNotificationRequest", referenced from:
    objc-class-ref in UnityNotificationManager.o
    "_OBJC_CLASS_$_UNNotificationSound", referenced from:
    objc-class-ref in UnityNotificationManager.o
    "_OBJC_CLASS_$_UNMutableNotificationContent", referenced from:
    objc-class-ref in UnityNotificationManager.o
    "_OBJC_CLASS_$_UNCalendarNotificationTrigger", referenced from:
    objc-class-ref in UnityNotificationData.o
    objc-class-ref in UnityNotificationManager.o
    "_OBJC_CLASS_$_UNPushNotificationTrigger", referenced from:
    objc-class-ref in UnityNotificationData.o
    objc-class-ref in UnityNotificationManager.o
    "_OBJC_CLASS_$_UNLocationNotificationTrigger", referenced from:
    objc-class-ref in UnityNotificationData.o
    "_OBJC_CLASS_$_UNTimeIntervalNotificationTrigger", referenced from:
    objc-class-ref in UnityNotificationData.o
    objc-class-ref in UnityNotificationManager.o
    "_OBJC_CLASS_$_UNUserNotificationCenter", referenced from:
    objc-class-ref in UnityNotificationWrapper.o
    objc-class-ref in UnityAppController+Notifications.o
    objc-class-ref in UnityNotificationManager.o
    ld: symbol(s) not found for architecture arm64
    clang: error: linker command failed with exit code 1 (use -v to see invocation)
     

    Attached Files:

  9. rajivrao

    rajivrao

    Unity Technologies

    Joined:
    Feb 19, 2019
    Posts:
    111
    Ah, apologies, I missed that. Let me follow up with the team.
     
  10. Chris_Webb

    Chris_Webb

    Joined:
    Mar 18, 2014
    Posts:
    128
    No problem at all. Thanks for the help.
     
  11. rajivrao

    rajivrao

    Unity Technologies

    Joined:
    Feb 19, 2019
    Posts:
    111
    Hi @Chris_Webb -- after investigating it looks like this is a bug with the Editor. We've reported it to that team and am waiting for more follow up on if they've had a chance to fix. Appreciate your patience.
     
  12. emkusa

    emkusa

    Joined:
    Sep 16, 2016
    Posts:
    3
    Updating Burst to 1.6.3 fixed iOS cloud build failures when using URP and 2021.2.6f1 for me.
     
  13. widogame

    widogame

    Joined:
    Jul 20, 2020
    Posts:
    12
    I got the same issue without URP installed. I've created a ticket for this one.
     
  14. widogame

    widogame

    Joined:
    Jul 20, 2020
    Posts:
    12
    Please try to setting up like this:

    Code (CSharp):
    1. pbxProject.SetBuildProperty(targetGUID, "ENABLE_BITCODE", "NO");
    targetGUID is the guid of UnityFramework target.

    Let me know if something magical happens!
     
  15. ValeryNikulina

    ValeryNikulina

    Unity Technologies

    Joined:
    Oct 26, 2020
    Posts:
    138
    Hi everyone!

    Have you been able to resolve the issue? We've had reports about this and in most cases upgrading Burst package to 1.6.3 has resolved the issue. Please let me know if this is not the case for you and I'll have look into it more :)
     
  16. justadaniel

    justadaniel

    Joined:
    Aug 19, 2015
    Posts:
    11
    I can confirm using Burst v1.6.4 has indeed fixed the problems on my end. Cloud Build now successfully builds for iOS. I didn’t realize that it was installed as a dependency for other packages so it didn’t show up as installed nor did it show that there is a later version ready to update too. Now I’m forever going to have “Show Dependencies” ticked. Thanks for letting us know about that!
     
  17. ValeryNikulina

    ValeryNikulina

    Unity Technologies

    Joined:
    Oct 26, 2020
    Posts:
    138
    Hi,

    I'm very happy to hear this helped! Good luck with your development! :)