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toolkit2d is not building on the Cloud

Discussion in 'Unity Build Automation' started by VeTaL, Jul 23, 2015.

  1. VeTaL

    VeTaL

    Joined:
    Jul 2, 2012
    Posts:
    125
    I'm building for Web, locally everything's fine, but Cloud seems to try to build Editor folder for some reason.
    What i get in log is

    20: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(14,25): error CS0103: The name `tk2dExternal' does not exist in the current context
    21: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(20,24): error CS0103: The name `tk2dExternal' does not exist in the current context
    22: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(24,24): error CS0103: The name `tk2dExternal' does not exist in the current context
    23: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(46,17): error CS0103: The name `tk2dExternal' does not exist in the current context
    24: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(14,25): error CS0103: The name `tk2dExternal' does not exist in the current context
    25: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(20,24): error CS0103: The name `tk2dExternal' does not exist in the current context
    26: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(24,24): error CS0103: The name `tk2dExternal' does not exist in the current context
    27: [Unity] Assets/Libs/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs(46,17): error CS0103: The name `tk2dExternal' does not exist in the current context
    28: [Unity] Scripts have compiler errors.
    29: [Unity] Scripts have compiler errors.
    30: ! build of 'default-web' failed. compile failed

    Any suggestions, on which side this problem is?
     
  2. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    743
    It looks like you miss a library, can you check your ignore file settings if you ignore libraries such as .dll or .a and check if they are committed properly?

    You might need to include the library manually as this is necessary for 3rd party plugins. This can be done with post process attributes and the XCode manipulation API. Some help topics working with post process attributes and the XCode manipulation API

    Read more about the XCode manipulation API here where you can also see how to add frameworks:

    https://bitbucket.org/Unity-Technologies/xcodeapi/downloads

    Maybe check also:

    Cheers,

    -db
     
  3. VeTaL

    VeTaL

    Joined:
    Jul 2, 2012
    Posts:
    125
  4. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    743
    That's interesting, thanks for sharing!

    unikronsoftware mentioned in the support thread
    It's also necessary to include tk2dExternal.dll to your repository. Unity Cloud Build is basically just a Unity Editor running on a different PC, everything you need in your project for a local build is necessary for UCB which also includes all Editor libraries, otherwise the Editor throws errors which it would also throw during a local build if you would not add the library to the project. :)

    If you have time you could let him know in the thread, maybe also link this thread, just in case someone else would find his thread and needs help. :cool:
     
  5. VeTaL

    VeTaL

    Joined:
    Jul 2, 2012
    Posts:
    125
    Okay, case is solved. I faced the same issue with Dotween and had figured out that by default, git is ignoring all dllis in global settings. File is stored at:
    Mac: '~/.gitignore_global'
    Win: "%USERPROFILE%\.gitignore_global"

    Removing or commenting (via '#') line ".dll" inside of that file does its job, now git is able to see all dll's and build is built successfully on the Cloud.
     
    Last edited: Aug 9, 2015
    David-Berger likes this.