Search Unity

iOS PVRTC Compression failing on 2021.1.0f1

Discussion in 'Unity Build Automation' started by Starburst999, Mar 27, 2021.

  1. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    55
    iOS cloud build are failing on 2021.1.0f1 during PVRTC compression step of the first Texture Atlas

    Don't have this issue on previous unity version so I'll be building on 2020.x on iOS until then.

    All other platforms build successfully (android, mac, windows, webgl) but it's probably because iOS is the only one using PVRTC.

    I could switch to another compression scheme, but it's worth mentioning this is the default for this platform.

    I haven't tried a local build since I don't have access to a Mac atm but the project is relatively simple and the textures as well.

    The texture is using "Compression: High Quality" with all the other options using defaults.

    Code (CSharp):
    1. 1132: [Unity] Processing Atlas : ButtonsLight
    2. 1133: [Unity] -     Page (  0) downsized to : ( 512 x  512).
    3. 1134: [Unity] Obtained 61 stack frames.
    4. 1135: [Unity] #0  0x007fff6fdc5197 in _pthread_cond_wait
    5. 1136: [Unity] #1  0x0000010f701a7f in -[EditorApplication TickTimer]
    6. 1137: [Unity] #2  0x007fff381e52ea in __NSFireTimer
    7. 1138: [Unity] #3  0x007fff35ae74d8 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
    8. 1139: [Unity] #4  0x007fff35ae703e in __CFRunLoopDoTimer
    9. 1140: [Unity] #5  0x007fff35ae6b29 in __CFRunLoopDoTimers
    10. 1141: [Unity] #6  0x007fff35acb77d in __CFRunLoopRun
    11. 1142: [Unity] #7  0x007fff35aca9c3 in CFRunLoopRunSpecific
    12. 1143: [Unity] #8  0x007fff3823a790 in -[NSConcreteTask waitUntilExit]
    13. 1144: [Unity] #9  0x0000010f706b55 in LaunchExecutable(core::basic_string<char, core::StringStorageDefault<char> > const&, dynamic_array<core::basic_string<char, core::StringStorageDefault<char> >, 0ul> const&, core::basic_string<char, core::StringStorageDefault<char> > const&, core::basic_string<char, core::StringStorageDefault<char> >*, unsigned int*, core::basic_string<char, core::StringStorageDefault<char> >*)
    14. 1145: [Unity] #10 0x0000010e4bb92d in CompressWithPVRTexTool(ExternalToolCompressionParams, ExternalToolCompressionError*)
    15. 1146: [Unity] #11 0x0000010e4ba0ab in CompressSingleImageTexture(ImageReference&, TextureFormat, TextureUsageMode, int, bool, bool, unsigned char*, Texture const*)
    16. 1147: [Unity] #12 0x0000010e4bc9b4 in CompressTextureWithMultipleImages(Texture2D&, TextureFormat, int, bool)
    17. 1148: [Unity] #13 0x0000010e391b2c in GenerateAtlasTextures(dynamic_array<AtlasBlockMask, 0ul> const&, dynamic_array<BlockMask, 0ul> const&, dynamic_array<std::__1::pair<unsigned long, unsigned long>, 0ul> const&, dynamic_array<ColorRGBA32*, 0ul> const&, unsigned int, unsigned int, TextureFilterMode, bool, bool, bool, bool, TextureFormat, core::basic_string<char, core::StringStorageDefault<char> > const&, dynamic_array<PPtr<Texture2D>, 0ul>&, dynamic_array<PPtr<Texture2D>, 0ul>&)
    18. 1149: [Unity] #14 0x0000010e39048d in GenerateTextureAndSpriteRectDataFromAtlasMask(BuildTargetPlatform const&, vector_set<SpriteToPack, SpriteAreaSorter, stl_allocator<SpriteToPack, (MemLabelIdentifier)88, 16> > const&, dynamic_array<AtlasBlockMask, 0ul> const&, dynamic_array<BlockMask, 0ul> const&, SpriteAtlas const*, core::basic_string<char, core::StringStorageDefault<char> > const&, dynamic_array<PPtr<Texture2D>, 0ul>&, dynamic_array<PPtr<Texture2D>, 0ul>&, dynamic_array<RectT<float>, 0ul>&, dynamic_array<Vector4f, 0ul>&)
    19. 1150: [Unity] #15 0x0000010e3552bd in PackAtlases(BuildTargetPlatform const&, dynamic_array<SpriteAtlas*, 0ul>&, dynamic_array<dynamic_array<PPtr<Texture2D>, 0ul>, 0ul>&, dynamic_array<dynamic_array<PPtr<Texture2D>, 0ul>, 0ul>&, dynamic_array<core::hash_map<std::__1::pair<UnityGUID, long long>, SpriteRenderData, SpriteRenderDataKeyHash, std::__1::equal_to<std::__1::pair<UnityGUID, long long> > >, 0ul>&, bool)
    20. 1151: [Unity] #16 0x0000010e35346e in PackSpriteAtlases(dynamic_array<PPtr<SpriteAtlas>, 0ul> const&, BuildTargetPlatform, bool, bool, bool)
    21. 1152: [Unity] #17 0x0000010e358b74 in CollectAllSpriteAtlasesAndPack(BuildTargetPlatform, bool, bool)
    22. 1153: [Unity] #18 0x0000010f65980c in BuildPlayerData(BuildTargetPlatformGroup, BuildTargetPlatform, BuildPlayerOptions, BuildCompression const&, dynamic_array<core::basic_string<char, core::StringStorageDefault<char> >, 0ul>, AssetBundleBuildData*, std::__1::vector<EditorSceneBackup, stl_allocator<EditorSceneBackup, (MemLabelIdentifier)123, 16> >&, ScriptingObjectPtr, BuildReporting::BuildReport&, core::basic_string<char, core::StringStorageDefault<char> > const&, BuildReporting::BuiltAssetBundleInfo*, core::basic_string<char, core::StringStorageDefault<char> > const&)
    23. 1154: [Unity] #19 0x0000010f654543 in DoBuildPlayer_Build(BuildPlayerSetup const&, std::__1::vector<EditorSceneBackup, stl_allocator<EditorSceneBackup, (MemLabelIdentifier)123, 16> >&, BuildPlayerOptions, BuildTargetPlatformGroup, BuildTargetPlatform, dynamic_array<core::basic_string<char, core::StringStorageDefault<char> >, 0ul> const&, bool, ScriptingObjectPtr&, BuildReporting::BuildReport&, BuildReporting::BuiltAssetBundleInfo*, core::basic_string<char, core::StringStorageDefault<char> > const&)
    24. 1155: [Unity] #20 0x0000010f651ed1 in DoBuildPlayer(BuildPlayerSetup const&, std::__1::vector<EditorSceneBackup, stl_allocator<EditorSceneBackup, (MemLabelIdentifier)123, 16> >&, core::basic_string<char, core::StringStorageDefault<char> >, dynamic_array<core::basic_string<char, core::StringStorageDefault<char> >, 0ul>, bool, BuildReporting::BuildReport&, BuildReporting::BuiltAssetBundleInfo*, core::basic_string<char, core::StringStorageDefault<char> > const&)
    25. 1156: [Unity] #21 0x0000010f656d27 in BuildPlayer(BuildPlayerSetup const&, BuildReporting::BuildReport&)
    26. 1157: [Unity] #22 0x0000010ec54578 in BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck(ScriptingBackendNativeArrayPtrOpaque*, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeStringPtrOpaque*, BuildTargetPlatformGroup, BuildTargetPlatform, BuildPlayerOptions, ScriptingBackendNativeArrayPtrOpaque*, unsigned char)
    27. 1158: [Unity] #23 0x0000014e701c5b in  (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,string[],bool) {0x7fbddab01190} + 0x9b (0x14e701bc0 0x14e701ce5) [0x13b208960 - Unity Child Domain]
    28. 1159: [Unity] #24 0x0000014e7014e3 in  UnityEditor.BuildPipeline:BuildPlayerInternal (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,string[]) {0x7fbdd614cd58} + 0x83 (0x14e701460 0x14e70154b) [0x13b208960 - Unity Child Domain]
    29. 1160: [Unity] #25 0x0000014e700edb in  UnityEditor.BuildPipeline:BuildPlayer (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,string[]) {0x7fbdd614cc08} + 0x17b (0x14e700d60 0x14e70106b) [0x13b208960 - Unity Child Domain]
    30. 1161: [Unity] #26 0x0000014e700d4b in  UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions) {0x7fbdd614cbe0} + 0x3b (0x14e700d10 0x14e700d4d) [0x13b208960 - Unity Child Domain]
    31. 1162: [Unity] #27 0x0000014e700ceb in  UnityEditor.BuildPipeline:BuildPlayer (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions) {0x7fbdd614cbb8} + 0x13b (0x14e700bb0 0x14e700cf9) [0x13b208960 - Unity Child Domain]
    32. 1163: [Unity] #28 0x0000014d17a9fb in  UnityEditor.CloudBuild.Builder:Build () {0x7fbdd8a64f50} + 0xf8b (0x14d179a70 0x14d17ad43) [0x13b208960 - Unity Child Domain]
    33. 1164: [Unity] #29 0x0000013ab10c77 in mono_jit_runtime_invoke
    34. 1165: [Unity] #30 0x0000013acaec2b in do_runtime_invoke
    35. 1166: [Unity] #31 0x0000013acaeb85 in mono_runtime_invoke
    36. 1167: [Unity] #32 0x0000010dbbe5f7 in scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
    37. 1168: [Unity] #33 0x0000010dbb9bb6 in ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
    38. 1169: [Unity] #34 0x0000010e3f5d37 in Application::ParseARGVCommands()
    39. 1170: [Unity] #35 0x0000010e3f4d1e in Application::FinishLoadingProject()
    40. 1171: [Unity] #36 0x0000010f700b30 in -[EditorApplication applicationDidFinishLaunching:]
    41. 1172: [Unity] #37 0x007fff35ac22c9 in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__
    42. 1173: [Unity] #38 0x007fff35ac225d in ___CFXRegistrationPost1_block_invoke
    43. 1174: [Unity] #39 0x007fff35ac21d2 in _CFXRegistrationPost1
    44. 1175: [Unity] #40 0x007fff35ac1e3e in ___CFXNotificationPost_block_invoke
    45. 1176: [Unity] #41 0x007fff35a9202c in -[_CFXNotificationRegistrar find:object:observer:enumerator:]
    46. 1177: [Unity] #42 0x007fff35a913f5 in _CFXNotificationPost
    47. 1178: [Unity] #43 0x007fff3812f786 in -[NSNotificationCenter postNotificationName:object:userInfo:]
    48. 1179: [Unity] #44 0x007fff32d38ce3 in -[NSApplication _postDidFinishNotification]
    49. 1180: [Unity] #45 0x007fff32d38a22 in -[NSApplication _sendFinishLaunchingNotification]
    50. 1181: [Unity] #46 0x007fff32d35ae3 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:]
    51. 1182: [Unity] #47 0x007fff32d35728 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:]
    52. 1183: [Unity] #48 0x007fff3815aa26 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:]
    53. 1184: [Unity] #49 0x007fff3815a890 in _NSAppleEventManagerGenericHandler
    54. 1185: [Unity] #50 0x007fff36e61203 in _AppleEventsCheckInAppWithBlock
    55. 1186: [Unity] #51 0x007fff36e60929 in _AppleEventsCheckInAppWithBlock
    56. 1187: [Unity] #52 0x007fff36e58bd7 in aeProcessAppleEvent
    57. 1188: [Unity] #53 0x007fff346f97fa in AEProcessAppleEvent
    58. 1189: [Unity] #54 0x007fff32d2fac1 in _DPSNextEvent
    59. 1190: [Unity] #55 0x007fff32d2e070 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
    60. 1191: [Unity] #56 0x007fff32d1fd7e in -[NSApplication run]
    61. 1192: [Unity] #57 0x007fff32cf1b86 in NSApplicationMain
    62. 1193: [Unity] #58 0x0000010f71d610 in EditorMain(int, char const**)
    63. 1194: [Unity] #59 0x0000010f71d849 in main
    64. 1195: [Unity] #60 0x007fff6fbbccc9 in start
     
    fbittner and rulk like this.
  2. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    55
    Anyone else having this issue? The sprite atlas is using the default with no override on IOS. Still having the issue with latest 2021.1.6f1
     
  3. Soulside

    Soulside

    Joined:
    Nov 1, 2018
    Posts:
    30
    Hello! We have the same build failures on Unity Cloud build for iOS with Unity 2021.1.2f1 version. The Android build target builds successful. Have you solved the issue? @Starburst999
     
  4. Starburst999

    Starburst999

    Joined:
    May 8, 2017
    Posts:
    55
    @Soulside Nope, what I did was set the texture to no compression.
     
  5. Soulside

    Soulside

    Joined:
    Nov 1, 2018
    Posts:
    30
    Hello, we changed the atlas compression to RGBA ETC2 8 bits, it works for us.
     
    Starburst999 likes this.
  6. Stream

    Stream

    Joined:
    Oct 28, 2013
    Posts:
    37
    Same problem on 2021.1.15f with ASTC atlas. Unity devs, hello!
     
    Last edited: Jul 31, 2021
  7. TangentInteractive

    TangentInteractive

    Joined:
    Oct 30, 2019
    Posts:
    4
  8. ehudcandivore

    ehudcandivore

    Joined:
    Jul 18, 2018
    Posts:
    12
    Anyone? Unity?
     
  9. francesco-included

    francesco-included

    Joined:
    Oct 29, 2021
    Posts:
    11
    I've encountered the same error when building for iOS on Cloud Build using version 2021.1.15f1.
     
  10. francesco-included

    francesco-included

    Joined:
    Oct 29, 2021
    Posts:
    11
    I managed to build successfully on Cloud Build by overriding the compression for iOS and setting it to ASTC. I was advised by a Unity customer support representative to make sure that all the textures in the atlas had dimensions that were power of 2. I haven't tested it personally, but it might be an option for you if you don't want to override the compression.
     
  11. TheVirtualMunk

    TheVirtualMunk

    Joined:
    Sep 6, 2019
    Posts:
    150
  12. rajivrao

    rajivrao

    Unity Technologies

    Joined:
    Feb 19, 2019
    Posts:
    111
    @TheVirtualMunk -- have you submitted a ticket with your issue? That would be the easiest way for the team to take a look.
     
  13. TheVirtualMunk

    TheVirtualMunk

    Joined:
    Sep 6, 2019
    Posts:
    150
    no, I upgraded to Unity 2021.2 (as that is the version that introduces the feature to overwrite iOS texture compression project-wide), and set it to ASTC which solved it.
     
    Last edited: Jan 20, 2022
    rajivrao likes this.
  14. TheVirtualMunk

    TheVirtualMunk

    Joined:
    Sep 6, 2019
    Posts:
    150
    Also, just a small feedback note; it's very weird that for android, this setting is changed in build settings while on iOS it's changed in player settings.
     
    rajivrao likes this.