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mkdir error

Discussion in 'Unity Build Automation' started by TimSchroeder, Nov 24, 2014.

  1. TimSchroeder

    TimSchroeder

    Joined:
    Aug 27, 2014
    Posts:
    9
    Hi,

    I'm getting mkdir errors from the Unity Cloud. WebPlayer and sometimes Android having this problem, iOS can be built. The project can be built local for every platform without a problem. The settings hasn't changed for days.

    Full Build Log:

    1: FATAL: Failed to mkdirs: /BUILD_PATH/test-unity.xxx-web
    2: java.io.IOException: Failed to mkdirs: /BUILD_PATH/test-unity.xxx-web
    Status: FAILED

    (Replaced the number with 'xxx')

    Did anybody else get this error?

    Greetings

    Tim
     
  2. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    743
    Welcome to the forums!

    this is quite interesting, have you built the project several times to make sure it's not an intermediate occurrence?
     
  3. hypeNate

    hypeNate

    Unity Technologies

    Joined:
    Apr 4, 2014
    Posts:
    272
    Hi @TimSchroeder - this should be resolved, can you try again? If you encounter the error after trying, please submit a support ticket and we'll start digging into it. Thanks!
     
  4. TimSchroeder

    TimSchroeder

    Joined:
    Aug 27, 2014
    Posts:
    9
    Yep, building for all 3 platforms is working now.

    Thank you! :)
     
  5. AndrewCarrollGames

    AndrewCarrollGames

    Joined:
    Apr 4, 2013
    Posts:
    1
    I'm now seeing this error as well in my iOS builds, starting yesterday (December 3, 2014). Most fails happen in less than 1 minute on what is normally a 5 minute-ish build. Clean-build didn't seem to help.

    Web and android seem to be fine (so far), but iOS has failed more than 50% of the time today with the following error (see attachment.)
     

    Attached Files:

  6. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    743
    There were some high ups in the build system yesterday which were not detected properly and lead to some builds failing, but it should work again now! Thanks for your patience during the beta and reporting the problem!