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iOS build failed with existing build folder

Discussion in 'Unity Everyplay' started by efge, Mar 27, 2015.

  1. efge

    efge

    Joined:
    Dec 13, 2007
    Posts:
    59
    Steps to reproduce: New iOS project, import Everyplay from AssetStore, setup Everyplay (Client ID etc.), change build settings to "IL2CPP" and "ARMv7", build and run

    First time ok, next build failed with following error message:

    ArgumentNullException: Argument cannot be null.
    Parameter name: key

    System.Collections.Generic.Dictionary`2[System.String,UnityEditor.iOS.Xcode.PBXBuildFile].set_Item (System.String key, UnityEditor.iOS.Xcode.PBXBuildFile value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:155)
    UnityEditor.iOS.Xcode.PBXProject.RefreshBuildFilesMapForBuildFileGuidList (System.Collections.Generic.Dictionary`2 mapForTarget, UnityEditor.iOS.Xcode.FileGUIDListBase list)
    UnityEditor.iOS.Xcode.PBXProject.RefreshAuxMaps ()
    UnityEditor.iOS.Xcode.PBXProject.ReadFromStream (System.IO.TextReader sr)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromString (System.String src)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromFile (System.String path)
    UnityEditor.iOS.PostProcessiPhonePlayer.BuildXCodeProject (UnityEditor.iOS.ProjectPaths paths, UnityEditor.iOS.IncludedFileList includedFiles, System.Collections.Generic.List`1 frameworks, System.String sdkVersion, System.String targetOS, System.String productName, Boolean useIl2Cpp, Boolean installInBuildFolder, Boolean dontCopyToBuildDir)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.iOSBuildPostprocessor pp, BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String stagingAreaDataManaged, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
    UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    After deleting the build folder, Unity is able to finish the next build.

    Thanks,
    FF
     
  2. Carwashh

    Carwashh

    Joined:
    Jul 28, 2012
    Posts:
    587
    I get this too, I forget which plugin causes it for me (could be Everyplay...). You have to replace the build, instead of append.
     
  3. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
    Hi,

    Which version of Unity and the SDK are you guys using?

    Cheers
    Surath
     
  4. Carwashh

    Carwashh

    Joined:
    Jul 28, 2012
    Posts:
    587
    Unity 5.0.1
    Everyplay 1950-1310
     
unityunity