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Problems with firebase in Unity Cloud Build iOS (Not a directory)

Discussion in 'Unity Build Automation' started by wwidelec1, Mar 5, 2020.

  1. wwidelec1

    wwidelec1

    Joined:
    Dec 9, 2017
    Posts:
    6
    Hi! Im using Unity 2018.2.21 with the newest plugins: -Google Play Services -Firebase analytisc, messaging, remoteConfig -AdMob -Unity IAP

    iOS in CloudBuild was built successfully, but with many errors like this:

    Code (CSharp):
    1. 1212: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/FirebaseCoreDiagnosticsInterop/FIRCoreDiagnosticsData.h
    2.      1213: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/FirebaseCoreDiagnosticsInterop/FIRCoreDiagnosticsInterop.h
    3.      1214: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/FirebaseCore/FIRConfiguration.h
    4.      1215: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/FirebaseCore/FIROptions.h
    5.      1216: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/FirebaseCore/FIRApp.h
    6.      1217: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/FirebaseCore/FIRLoggerLevel.h
    7.      1218: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/FirebaseCore/FirebaseCore.h
    8.      1219: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/PromisesObjC/FBLPromise+Testing.h
    9.      1220: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/PromisesObjC/FBLPromise+Reduce.h
    10.      1221: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/<proj_name>/temp20200305-6499-1prwjgz/Pods/Headers/Public/PromisesObjC/FBLPromise+Catch.h
    And then:
    Code (CSharp):
    1. 1721:  + Building with Xcode 11.2.1
    2. 1722: ▸ Compiling FBLPromiseError.m
    3. 1723: ▸ Compiling FBLPromiseError.m
    4. 1724: ▸ Compiling FIRInstallationsHTTPError.m
    5. 1725: ▸ Compiling FIRInstallationsErrorUtil.m
    6. 1726: ▸ Compiling FIRInstallationsHTTPError.m
    7. 1727: ▸ Compiling FIRInstallationsErrorUtil.m
    I tried to change xCode version from latest to 11.0, add GameKit and SafariServices in firebases dependencies, but it didnt work. Hope someone can help!
     
  2. rtrypuchuuuge

    rtrypuchuuuge

    Joined:
    May 14, 2019
    Posts:
    9
    I have same issue with Unity 2019.4 only on Unity Cloud Build iOS - local version is building without any problems
     
    pragmascript likes this.
  3. pragmascript

    pragmascript

    Joined:
    Dec 31, 2010
    Posts:
    103
    We have the same issue
     
  4. pragmascript

    pragmascript

    Joined:
    Dec 31, 2010
    Posts:
    103
    Anyone knows how to solve this?
     
  5. rtrypuchuuuge

    rtrypuchuuuge

    Joined:
    May 14, 2019
    Posts:
    9
    Did not touch anything and it is building without any problems now.

    Remember that new unity (2019.3+) on UCB is automatically adding Unity ads - I needed to write script that during preprocess will remove it. - it have conflict with Admob and Ironsource packages if you are using Unity ads there.
     
  6. pragmascript

    pragmascript

    Joined:
    Dec 31, 2010
    Posts:
    103
    If you don't mind maybe you can share how you remove Unity ads with a script?
     
  7. rtrypuchuuuge

    rtrypuchuuuge

    Joined:
    May 14, 2019
    Posts:
    9
    Code (CSharp):
    1. [UsedImplicitly]
    2.     public class BuildFixer : IPreprocessBuildWithReport
    3.     {
    4.         public int callbackOrder => 0;
    5.  
    6.         public void OnPreprocessBuild( BuildReport report )
    7.         {
    8.             UnityEditor.PackageManager.Client.Remove( "com.unity.ads" );
    9.         }
    10. }
     
    pragmascript likes this.
  8. rtrypuchuuuge

    rtrypuchuuuge

    Joined:
    May 14, 2019
    Posts:
    9
    One thing that I did notice is that it is a problem only on one project, and this project on UCB have set Cache Library - and it is possible that this is the issue
     
    pragmascript likes this.
  9. domdev

    domdev

    Joined:
    Feb 2, 2015
    Posts:
    375
    having this issue too any solution?
     
  10. forteller

    forteller

    Joined:
    Jun 15, 2019
    Posts:
    52
    +

    Code (Boo):
    1.  
    2. 1767: [Unity] Finished exporting player successfully.
    3. 1768: + Building with Xcode 12.4
    4. 1769: ▸ Compiling FBLPromiseError.m
    5. 1770: ▸ Compiling tsi_error.cc
    6. 1771: ▸ Compiling error_utils.cc
    7. 1772: ▸ Compiling error_cfstream.cc
    8. 1773: ▸ Compiling error.cc
    9. 1774: ▸ Compiling FIRInstallationsHTTPError.m
    10. 1775: ▸ Compiling FIRInstallationsErrorUtil.m
    11. 1776: ▸ Compiling FIRAuthErrorUtils.m
    12. 1777: ▸ Compiling error_apple.mm
     
  11. pragmascript

    pragmascript

    Joined:
    Dec 31, 2010
    Posts:
    103
    We have the same issue. Anyone got a solution?
     
  12. forteller

    forteller

    Joined:
    Jun 15, 2019
    Posts:
    52
    I abandoned using unity's deployment services and looked to other less tightly coupled providers. You have to manage more yourself, but at least it's possible.
     
    pragmascript likes this.
  13. rbitard

    rbitard

    Joined:
    Jan 11, 2022
    Posts:
    190
    it's late but what did you use ?
     
  14. forteller

    forteller

    Joined:
    Jun 15, 2019
    Posts:
    52
    I've personally enjoyed using "TeamCity" as a build manager, it's a friendly, less arcane, but non-open-source alternative to Jenkins.
     
  15. rbitard

    rbitard

    Joined:
    Jan 11, 2022
    Posts:
    190
    Oh nice I'll check it out, they have a free tier which is odd. Was it hard to make a unity mac build with it ?
    If one day you have the time to make a video or tutorial that'd be amazing for the community :) (it's thanks to another guy video on how to publish on mac without a mac that I was able to port my games !)
     
  16. forteller

    forteller

    Joined:
    Jun 15, 2019
    Posts:
    52
    The initial build itself is pretty straightforward, all you're doing really is calling a build script (you can test this all locally first). The signing and releasing I always find is an absolute nightmare on apple for a gamedev who doesn't have any IT/cyber-security background.
     
    rbitard likes this.