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Discussion in 'Unity Cloud Build' started by Deleted User, May 21, 2019.
I am seeing this in my iOS build log.
I am not sure how to resolve it.
Did you solve it?
I have the same problem on Unity Cloud Build. Please post solution if you manage to solve it. Good luck!
For me this solved it https://forum.unity.com/threads/ios...tlane-problem-not-sure-how-to-proceed.682201/
Selected 2019.1.0f2 and it builds now, it wasn't building with 2019.1.3f1. I had the same error log as you but that log didn't suggest it was the problem with version, luckily works now.
This is also and issue for 2018.4.1f1. It works fine for 2018.4.0f1 as these are both LTS versions
Sorry for not noticing your reply sooner.
Thank you Exotic for sharing that link, that is where we have been diagnosing this issue. It appears its related to selecting 2019.4.x as the build target.
Dropping down to 2019.2.x should work until issue is resolved.
I can confirm that this issue also persists for 2018.4.2f1.
This issue should be resolved in Cloud Build now and I can't see any project belonging to you in Cloud Build - are you experiencing this issue locally when building in batch mode? If so, you can fix it by supplying the -username and -password flags.
Ah, yes, forgot to specify that I'm using my own build pipeline (including fastlane, for the XCode part). I tried using -username and -password yesterday after noticing this thread: https://forum.unity.com/threads/upl...stics-when-building-from-command-line.604780/ Unfortunately I am still getting the same error.
I have the same problem with 2018.4.2f1 and I don't even use Cloud Builds. The username and password flags didn't fix this issue. The only solution I found for now is to downgrade to Unity 2018.4.0f1.
I'm also seeing this issue with 2018.4.2f1
We are not using Cloud Build (we automate Android and iOS builds on our servers) and after upgrading from 2019.1.0f2 to 2019.1.6f1, iOS project's archiving started to fail with the same error.
We tried downgrading to 2019.4.f1 but the error persists.
Everything works again after downgrading to 2019.1.0f2 again.
Fun fact: our framework (a separated Unity Project embedded in any of our games) builds just fine with every next version of Unity.
The problem appears just when building our game (which contains the framework).
I wonder then, if it has to do with any Plugin at this point (apart from Photon and Playfab we are not using that much in the game)?
Also any news on when this will be fixed and/or when 2019.2 will be official (I think I read that this is fixed there)?
I don't think this is fixed in 2019.2, I'm pretty sure you will still need to supply username and password there for batch mode builds. I have reported this to the teams responsible for this issue and they are working on it but I have no specific ETA. If you use the editor interface to report a bug then that will help you to get in contact with the support team responsible for these issues and help us to prioritize and understand this issue.
Is there a fix for this I can use without downgrading my Unity version? I don't know what batch mode is and I don't know what is meant by adding the username and password to the command line parameters. We have a build server that uses a butchered version of uTomate to build
Tried to upload a bug report but the bug reporter is failing at the end with a Bad Gateway error. I have a full build log with the issue if there is somewhere I can upload it
I'm also having the same issue with Unity 2019.1.8f1 (running my own script for building).
If I create a build using 'unity batchmode' it will then fail in xCode with the error: "Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable". If I create the build manually using the Unity GUI it will compile ok in xCode.
I've tried adding the username/password and someone also suggested passing 'serial' number as well but none of that has helped.
Actually, I just found that someone had posted a solution that will create a fake authorisation token: https://forum.unity.com/threads/ios...-not-sure-how-to-proceed.682201/#post-4701557
@dave_thrive , that may work for you too.
Here's the tracker for the underlying issue: https://issuetracker.unity3d.com/is...e-with-runtests-and-cloud-diagnostics-enabled.
As mentioned earlier this is resolved in UCB and the main thread for the fix (https://forum.unity.com/threads/ios...ed-and-unity-2019-1-4f1-now-available.687163/) also contains details on fixing this issue if you are encountering it in your local batch mode setup - the short version is that you need to start using -username and -password in your CLI script. If that doesn't work then yes, you can try defining USYM_UPLOAD_AUTH_TOKEN to be an arbitrary value but I really don't recommend that.
Thanks @victorw , I'd tried the username/password (& serial) combo but that didn't seem to fix it for me locally. Everything is working fine for cloud builds but I'm having to do local builds for tvOS so that's why I needed the fix. I mentioned it to UCB support before but it would be nice to have tvOS build support on UCB, even if it's only available for creating TestFlight builds for uploading.
Any chance of a solution that doesn't involve me putting my password into our CI config in plain text? Not exactly great security here
Depends on what you're using for CI or how it's being hosted, you could probably set up secure env variables and pipe those into your CLI script? Or of course you can switch to using Unity Cloud Build .
In general it's good practice to pass in username and password since there are a lot of features which are unavailable in Unity without logging in and this is unlikely to be the only time that your builds ever wind up breaking because of trying to access functionality which is incompatible with anonymous usage, but yeah I recognize that there's security implications. For the moment the best approach might just be to define an arbitrary value for USYM_UPLOAD_AUTH_TOKEN. If you're intending to make use of Cloud Diagnostics then there's no workaround though since there's no way to access account-bound services without a login.
Could the command line support, maybe an API key or something generated from id.unity3d.com instead? I know it doesn't at the moment but it would keep my credentials secure which is very important in our organisation.
I think that would be a feature request and I believe the Unity Hub team are responsible for that functionality so probably your best bet would be to try asking in their forum: https://forum.unity.com/forums/unity-hub.142/
I am using unity -batchmode to build my project through sh script, and got this error too. When I build from unity edtitor, all works fine
We have too with unity 2018.4F1, our CI pipeline is completely broken
Same thing with Unity 2019.2.6f1
I'm going to lock this thread at this point since this issue has long been fixed in Cloud Build and there are instructions already detailed in this thread for fixing it in your own local batchmode builds - if you have further concerns or want to know the status of the Editor-side fix for this issue then please direct your attention to the Cloud Diagnostics forum.