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"Failed to ad separator" errors during building asset bundles

Discussion in 'Editor & General Support' started by Peter77, Apr 9, 2019.

  1. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,444
    While building asset bundles, Unity 2018.3.11 (but earlier versions too) sometimes displays hundreds of the following errors. The weird part is that it displays those errors sometimes only and I'm not able to reproduce this issue on purpose. The created Player seems to work just fine as well.

    Any idea what could be the cause of this?

    Code (CSharp):
    1. Failed to ad separator
    2.  
    3. (Unity) StackWalker::GetCurrentCallstack
    4. (Unity) StackWalker::ShowCallstack
    5. (Unity) GetStacktrace
    6. (Unity) DebugStringToFile
    7. (Unity) AppendSeparator
    8. (Unity) AddSubMenuItems
    9. (Unity) AddSubMenuItems
    10. (Unity) RebuildOSMainMenu
    11. (Unity) GraphicsEmulationMenu::BuildEmulationMenu
    12. (Unity) ApplyBuildTargetSwitchInternal
    13. (Unity) SwitchActiveBuildTargetForBuild
    14. (Unity) DoBuildPlayer_Build
    15. (Unity) DoBuildPlayer
    16. (Unity) BuildStreamedSceneBundle
    17. (Unity) BuildAssetBundlesInternal
    18. (Unity) BuildAssetBundles
    19. (Unity) BuildPipeline::BuildAssetBundlesInternal
    20. (Unity) BuildPipeline_CUSTOM_BuildAssetBundlesInternal
    21. (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildAssetBundlesInternal (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)
    22. (Mono JIT Code) [BuildPipeline.bindings.cs:449] UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)
    23. (Mono JIT Code) [BuildPipeline.bindings.cs:438] UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
    Code (CSharp):
    1. Failed to insert item. Name: Custom Font, Command: 63
    2.  
    3. (Unity) StackWalker::GetCurrentCallstack
    4. (Unity) StackWalker::ShowCallstack
    5. (Unity) GetStacktrace
    6. (Unity) DebugStringToFile
    7. (Unity) DoInsertMenu
    8. (Unity) AddSubMenuItems
    9. (Unity) AddSubMenuItems
    10. (Unity) RebuildOSMainMenu
    11. (Unity) GraphicsEmulationMenu::BuildEmulationMenu
    12. (Unity) ApplyBuildTargetSwitchInternal
    13. (Unity) SwitchActiveBuildTargetForBuild
    14. (Unity) DoBuildPlayer_Build
    15. (Unity) DoBuildPlayer
    16. (Unity) BuildStreamedSceneBundle
    17. (Unity) BuildAssetBundlesInternal
    18. (Unity) BuildAssetBundles
    19. (Unity) BuildPipeline::BuildAssetBundlesInternal
    20. (Unity) BuildPipeline_CUSTOM_BuildAssetBundlesInternal
    21. (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildAssetBundlesInternal (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)
    22. (Mono JIT Code) [BuildPipeline.bindings.cs:449] UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)
    23. (Mono JIT Code) [BuildPipeline.bindings.cs:438] UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
     
    weizgit likes this.
  2. weizgit

    weizgit

    Joined:
    Jul 25, 2021
    Posts:
    14
    Having this issue myself on a fresh installed Unity Hub and Unity 2021.3 LTS

    To trigger it, all I have to do is start a new project and, for the most part... wait. Opening up the package manager seems to trigger it quickly, especially if resorting lists.

    I get everything from "failed to ad separator" to something where Unity seems create a window for every currently running app, or at least a lot of the ones with UIs.

    I've completely reinstalled after wiping anything Unity-related from my /AppData, and still having these issues. Is there anything Unity may be using on my machine that I need to double check on? I've recently update Node, Java, and everything related to Visual Studio, Windows update, etc... but still no luck.

    Any help or things to try out would be greatly appreciated.
    (Did a full uninstall with AppData wipe after first issues, and then reinstalled. Even with a brand new project, I'm still receiving the same errors)

    I may try running things from another user account in case that has anything to do with it, but would rather not jump through those hoops if there is a solid solution.
     
  3. AlperOZCAN

    AlperOZCAN

    Joined:
    May 31, 2021
    Posts:
    2
    What version of Windows are you using? (Windows 11 or Insider version?)
    Also, have you got Intel GPU which is latest generation? (For now 11th or 12th gen)