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nv_cache error on cloud build, local build is fine

Discussion in 'Unity Build Automation' started by Marald, Aug 10, 2017.

  1. Marald

    Marald

    Joined:
    Jan 16, 2015
    Posts:
    42
    I keep getting this error in a standard win 64 cloud build :

    "Player export failed. Reason: IOException: Failed to Copy File / Directory from 'Library/nv_cache.asset' "

    But haven't got a clue what it means and where to start looking for fixes. Has anyone an idea where to look?
    Local builds don't give errors and finish normally.
     
  2. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    785
    Looks to be related to the VRWorks plugin:

    Code (CSharp):
    1. 8852: [Unity] IOException: Failed to Copy File / Directory from 'Library/nv_cache.asset' to '/BUILD_PATH/anymotion-nl.studio-vr.default-windows-desktop-64-bit/temp.n3OciQ/Default Windows desktop 64-bit_Data/nv_cache.asset'.
    2. 8853: [Unity]   at (wrapper managed-to-native) UnityEditor.FileUtil:CopyFileOrDirectory (string,string)
    3. 8854: [Unity]   at NVIDIA.VRWorksBuildPostprocessor.OnPostprocessBuild (BuildTarget target, System.String pathToBuiltProject) [0x00025] in /BUILD_PATH/anymotion-nl.studio-vr.default-windows-desktop-64-bit/Assets/Plugins/VRWorks/Scripts/VRWorks.cs:23
    4. 8855: [Unity]   at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
    What version of the plugin are you using? I noticed some mentions of that error in the reviews of the asset store package that suggest upgrading.
     
  3. Marald

    Marald

    Joined:
    Jan 16, 2015
    Posts:
    42
    Thanks for the tip!

    I had VRworks imported (last version asset store) to test if performance over OpenVR would increase, but haven't got around to it.

    I'm currently not using VRworks at all, but every time I delete it from my project, it automatically gets added again. Don't know why or how it keeps coming back. I thought as I didn't use it, it shouldn't be a problem just sitting in the project dir.

    Any idea on how it gets re-added everytime?
     
  4. imyueli

    imyueli

    Joined:
    Feb 9, 2017
    Posts:
    1
    Hi, did you work it out? If yes, could you please share your solution?
     
  5. Marald

    Marald

    Joined:
    Jan 16, 2015
    Posts:
    42
    hard delete (shift delete) VR works dir in windows explorer and restart Unity. After loading scene directly sync to cloud. now it should be gone and stay gone. Good luck.
     
    dfarjoun likes this.
  6. vaughanb

    vaughanb

    Joined:
    Sep 14, 2017
    Posts:
    2
    Worked perfectly for me on a non-cloud, local build when I did the hard delete. Thanks for the solution.