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iOS cloud build fails

Discussion in 'Unity Build Automation' started by snlehton, Jan 15, 2016.

  1. snlehton

    snlehton

    Joined:
    Jun 11, 2010
    Posts:
    99
    Hi,

    I have a client that has assigned me to port their project from Unity 4 to Unity 5. When making a build on the Unity Cloud, we receive this error message and the build fails:

    Code (CSharp):
    1. 12261: [Unity] ----- Compute hash for Assets/__UnityCloud__/Resources/UnityCloudBuildManifest.json.txt.
    2. 12262: [Unity] Receiving unhandled NULL exception
    3. 12263: [Unity] Launching bug reporter
    4. 12264: [Unity] Obtained 44 stack frames.
    5. 12265: [Unity] #0  0x00000101275113 in FileAccessor::Write(unsigned long long, unsigned long long, void const*, unsigned long long*)
    6. 12266: [Unity] #1  0x00000101296b77 in File::Write(unsigned long long, void const*, unsigned long)
    7. 12267: [Unity] #2  0x00000100da09c3 in FileCacherWrite::CompleteWriting(unsigned long)
    8. 12268: [Unity] #3  0x00000100d9f29b in CachedWriter::CompleteWriting()
    9. 12269: [Unity] #4  0x000001011ffa36 in bool SerializedFile::WriteHeader<false>(dynamic_array<unsigned char, 1ul>&)
    10. 12270: [Unity] #5  0x000001011f8fac in SerializedFile::FinishWriting()
    11. 12271: [Unity] #6  0x000001011e66dd in PersistentManager::WriteFileInternal(std::string const&, int, WriteData const*, int, GlobalBuildData const&, bool (*)(Object*, BuildTargetPlatform), BuildTargetSelection, TransferInstructionFlags)
    12. 12272: [Unity] #7  0x0000010142196c in AssetDatabaseWriteFileInternalOperation::Execute()
    13. 12273: [Unity] #8  0x000001013f2898 in AssetDatabase::WriteCachedMetaDataAndPreviews(std::string const&, std::string const&, AssetImporter*, AssetMetaData*, Asset&, InstanceIDLocalIdentifierLookup&)
    14. 12274: [Unity] #9  0x000001013efbd1 in AssetDatabase::UpdateAsset(UnityGUID const&, UnityGUID const&, Hash128 const&, UpdateAssetOptions, Hash128, AssetImportingTimerStats*)
    15. 12275: [Unity] #10 0x000001014312ac in AssetInterface::ProcessAssetsImplementation(double&, AssetInterface::CancelBehaviour, UpdateAssetOptions)
    16. 12276: [Unity] #11 0x0000010143050f in AssetInterface::StopAssetEditing(AssetInterface::CancelBehaviour, UpdateAssetOptions)
    17. 12277: [Unity] #12 0x0000010142f2d4 in AssetInterface::ImportAtPath(std::string const&, UpdateAssetOptions)
    18. 12278: [Unity] #13 0x0000010239f759 in AssetDatabase_CUSTOM_ImportAsset(ICallString, UpdateAssetOptions)
    19. 12279: [Unity] #14 0x0000012dce203a in  (wrapper managed-to-native) UnityEditor.AssetDatabase:ImportAsset (string,UnityEditor.ImportAssetOptions) + 0x9a (0x12dce1fa0 0x12dce2069) [0x11617f660 - Unity Child Domain]
    20. 12280: [Unity] #15 0x0000012dce1f64 in  UnityEditor.AssetDatabase:ImportAsset (string) + 0x74 (0x12dce1ef0 0x12dce1f88) [0x11617f660 - Unity Child Domain]
    21. 12281: [Unity] #16 0x0000011b369680 in  UnityEditor.CloudBuild.Builder:SaveBuildManifestAssets (UnityEngine.CloudBuild.BuildManifestObject) + 0x2e0 (0x11b3693a0 0x11b3697c7) [0x11617f660 - Unity Child Domain]
    22. 12282: [Unity] #17 0x0000012dcf63cd in  UnityEditor.CloudBuild.Builder:Build () + 0xefd (0x12dcf54d0 0x12dcf7575) [0x11617f660 - Unity Child Domain]
    23. 12283: [Unity] #18 0x0000010aa2ab46 in  (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr) + 0xf6 (0x10aa2aa50 0x10aa2ac79) [0x11617f660 - Unity Child Domain]
    24. 12284: [Unity] #19 0x00000109b5110c in mono_get_runtime_build_info
    25. 12285: [Unity] #20 0x00000109c7f3f6 in mono_runtime_invoke
    26. 12286: [Unity] #21 0x000001019dc110 in Application::ParseARGVCommands()
    27. 12287: [Unity] #22 0x000001019db5b1 in Application::FinishLoadingProject()
    28. 12288: [Unity] #23 0x00000101c2cd6b in -[EditorApplication applicationDidFinishLaunching:]
    29. 12289: [Unity] #24 0x007fff82c1845c in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__
    30. 12290: [Unity] #25 0x007fff82b08634 in _CFXNotificationPost
    31. 12291: [Unity] #26 0x007fff86198aa1 in -[NSNotificationCenter postNotificationName:object:userInfo:]
    32. 12292: [Unity] #27 0x007fff87bbaa8b in -[NSApplication _postDidFinishNotification]
    33. 12293: [Unity] #28 0x007fff87bba7f6 in -[NSApplication _sendFinishLaunchingNotification]
    34. 12294: [Unity] #29 0x007fff87bb7946 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:]
    35. 12295: [Unity] #30 0x007fff87bb7385 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:]
    36. 12296: [Unity] #31 0x007fff861cb818 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:]
    37. 12297: [Unity] #32 0x007fff861cb689 in _NSAppleEventManagerGenericHandler
    38. 12298: [Unity] #33 0x007fff82aa243c in aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*)
    39. 12299: [Unity] #34 0x007fff82aa21b9 in dispatchEventAndSendReply(AEDesc const*, AEDesc*)
    40. 12300: [Unity] #35 0x007fff82aa20c3 in aeProcessAppleEvent
    41. 12301: [Unity] #36 0x007fff8c428c6e in AEProcessAppleEvent
    42. 12302: [Unity] #37 0x007fff87bb0da2 in _DPSNextEvent
    43. 12303: [Unity] #38 0x007fff87bafe58 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:]
    44. 12304: [Unity] #39 0x007fff87ba5af3 in -[NSApplication run]
    45. 12305: [Unity] #40 0x007fff87b22244 in NSApplicationMain
    46. 12306: [Unity] #41 0x00000101c43a3e in EditorMain(int, char const**)
    47. 12307: [Unity] #42 0x00000101c440f9 in main
    48. 12308: [Unity] #43 0x00000100002664 in start
    49. 12309:  ! Unity player export failed!
    50. 12310: ! build of 'default-ios' failed. compile failed
    51. 12311: /BUILD_PATH/.rvm/gems/ruby-2.1.1/gems/bvr-1.1.2/lib/bvr/project.rb:383:in `publish_build': Could not find .release.yaml in archive path. (RuntimeError)
    It seems that the build process itself is crashing.

    We tried to create a support ticket for this matter, but it seems the company doesn't have access to that (which seems weird). What is the proper way to report these kind of crashes and issues related to projects in the Unity Cloud?

    Also, what can be done to remedy this? We're using Unity 5.3.1p2

    Cheers,
    Sampsa Lehtonen
     
  2. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    785
    My guess is that it's probably crashing in a custom AssetPostprocessor. That would be the first thing I would look for in your project.

    If you need me to look into it more closely you can send me a private message with a link to the build or project.
     
  3. snlehton

    snlehton

    Joined:
    Jun 11, 2010
    Posts:
    99
    Thanks. I sent you a private message.
     
  4. snlehton

    snlehton

    Joined:
    Jun 11, 2010
    Posts:
    99
    Thanks Danny, the issue was fixed. We simply had too many sound assets set to streaming. Having just few fixed this issue.

    Here's Danny's reply for reference:

     
    Mycroft likes this.
  5. Ville

    Ville

    Joined:
    Oct 5, 2012
    Posts:
    19
    Would love to have the fix for 5.3. We're hitting the same issue, and we need to have a ton of sounds set to streaming.
     
  6. iivo_k

    iivo_k

    Joined:
    Jan 28, 2013
    Posts:
    314
    So, since 5.4 won't be usable for a while, is this going to be fixed for 5.3?
     
  7. Ryanc_unity

    Ryanc_unity

    Unity Technologies

    Joined:
    Jul 22, 2015
    Posts:
    332
    Let me talk to a few devs and see what we can do about getting that fix backported to 5.3. No guarantees.
     
  8. iivo_k

    iivo_k

    Joined:
    Jan 28, 2013
    Posts:
    314
    Any news on this?
     
  9. Ryanc_unity

    Ryanc_unity

    Unity Technologies

    Joined:
    Jul 22, 2015
    Posts:
    332
    Latest update: They are planning on backporting this audio fix and others to 5.3, the reason it's taking a bit is in part due to a regression they found in a third party library that's part of those fixes. I don't have any eta details beyond that.
     
    ncovington-nfusion and iivo_k like this.
  10. ncovington-nfusion

    ncovington-nfusion

    Joined:
    Nov 20, 2015
    Posts:
    1
    Hey everyone - I'm wondering if there's any further updates regarding this issue?

    Thanks!