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UCB Team - Build failures with no indicated errors in log

Discussion in 'Unity Build Automation' started by unitychrism, Oct 20, 2016.

  1. InglewoodTechnology

    InglewoodTechnology

    Joined:
    Mar 7, 2016
    Posts:
    40
    Unity 2018.3.0f2, using LWRP. Local builds succeed, cloud builds fail with:

    5804: Build step 'Execute shell' marked build as failure
    5805: postbuildstatus finished successfully.
    5806: postbuildsteps finished successfully
    5807: Finished: FAILURE

    Many shader warnings, no errors.

    Building for Win 674, Max OS, Android.
     
  2. bagelbaker

    bagelbaker

    Joined:
    Jun 5, 2017
    Posts:
    67
    Our builds suddenly started to fail with no indicated errors in log. All warnings/errors in the log were also present in the last successful build.

    However, after using "clean build", i see this error:
    ERROR: GetManagerFromContext: pointer to object of manager 'LightmapSettings' is NULL (table index 22)

    Could this lead to a build failure? What is the resolution?

    Local builds work fine.
    Cache is turned off.

    Thanks
     
  3. jonathan_timmerlid

    jonathan_timmerlid

    Joined:
    Feb 15, 2018
    Posts:
    7
    We can't build anything through the cloud service since one week back now.

    The cloud service is always complaining about not finding "Assets directory" but the git checkout is downloading it. The same commit could be built without problems before and nothing changed on our side.

     
  4. svarmony

    svarmony

    Joined:
    Jan 23, 2015
    Posts:
    11
    We are getting errors on Android builds recently, both when building clean or not. Using Unity 2019.1.14f1

    Last issue with clean build has toss this log:

     
    Last edited: Nov 22, 2019
  5. harvardpeter02

    harvardpeter02

    Joined:
    Dec 20, 2019
    Posts:
    1
    If yet the problem is not fixed, Kindly visit this site to get the proper details so that you can get the correct steps to follow, by which you can fix the issue. And then after you get the same error kindly mail me with those screenshots.
     
  6. StonedLover

    StonedLover

    Joined:
    Apr 16, 2014
    Posts:
    47
    My builds fail on the cloud build but locally everything is fine. any idea why thid fail?

    Code (CSharp):
    1. 286: [Unity] ERROR: Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath
    2. 287: [Unity] UnityEngine.Debug:LogPlayerBuildError(String, String, Int32, Int32)
    3. 288: [Unity] Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath
    4. 289: [Unity] ERROR: System.InvalidOperationException: Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath ---> System.ComponentModel.Win32Exception: ApplicationName='/BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe', CommandLine='-legacy -latest -format value  -property installationPath', CurrentDirectory='', Native error= Cannot find the specified file
    5. 290: [Unity] UnityEngine.Debug:LogPlayerBuildError(String, String, Int32, Int32)
    6. 291: [Unity] System.InvalidOperationException: Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath ---> System.ComponentModel.Win32Exception: ApplicationName='/BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe', CommandLine='-legacy -latest -format value  -property installationPath', CurrentDirectory='', Native error= Cannot find the specified file
    7. 292: [Unity] ERROR:    --- End of inner exception stack trace ---
    8. 293: [Unity] UnityEngine.Debug:LogPlayerBuildError(String, String, Int32, Int32)
    9. 294: [Unity] EXCEPTION: BuildFailedException: Burst compiler (1.1.1) failed running
    10. 295: [Unity] Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath
    11. 296: [Unity] System.InvalidOperationException: Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath ---> System.ComponentModel.Win32Exception: ApplicationName='/BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe', CommandLine='-legacy -latest -format value  -property installationPath', CurrentDirectory='', Native error= Cannot find the specified file
    12. 297: [Unity] BuildFailedException: Burst compiler (1.1.1) failed running
    13. 298: [Unity] Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath
    14. 299: [Unity] System.InvalidOperationException: Error while executing command: /BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe -legacy -latest -format value  -property installationPath ---> System.ComponentModel.Win32Exception: ApplicationName='/BUILD_PATH/socialanvilughaftungsbeschrnkt.patrol-guarlyys1zzm/Library/PackageCache/com.unity.burst@1.1.1/.Runtime/hostmac/vswhere.exe', CommandLine='-legacy -latest -format value  -property installationPath', CurrentDirectory='', Native error= Cannot find the specified file
    15. 300: [Unity] ERROR: Player export failed. Reason:    --- End of inner exception stack trace ---
    16. 301: publishing finished successfully.
    17. 302: Finished: FAILURE
     
  7. victorw

    victorw

    Joined:
    Sep 14, 2016
    Posts:
    459
    @StonedLover the version of Burst you are running cannot build Windows standalone targets in the UCB architecture, update to the latest preview and it will work.
     
  8. jcbadboy

    jcbadboy

    Joined:
    Mar 24, 2010
    Posts:
    58
    I have the "Build step 'Execute shell' marked build as failure" issue with no specific message.

    Weird logs can be seen in the middle of the cloud build process

    ================================
    [Unity] Launching external process: /UNITY_PATH/Unity/macos/published/Unity-2019_3_15f1/Unity.app/Contents/Frameworks/UnityLicensingClient.app/Contents/Resources/Unity.Licensing.Client
    [Unity] [Licensing::Module] Successfully launched the LicensingClient
    [Unity] [LicensingClient] Timed-out attempting to connect to the Licensing Client on pipe: LicenseClient-buildbot.
    [Unity] IPC channel to LicensingClient doesn't exist; falling back to Legacy licensing
    [Unity] [LicensingClient] ERROR Failed to disconnect local IPC connection
    ================================

    ================================
    [Unity] Error: Could not load signature of UnityEngine.Purchasing.UIFakeStore:GetOkayButton due to: Could not load file or assembly 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>
    ================================

    ================================
    [Unity] [API Updater] Update finished with error in 31581 ms (0/32 assemblie(s) updated).
    ================================

    Tons of shader fallback error:
    ================================
    [Unity] Start importing Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader using Guid(8d2bb70cbf9db8d4da26e15b26e74248) Importer(-1,00000000000000000000000000000000)
    [Unity] Shader 'Universal Render Pipeline/Simple Lit': fallback shader 'Hidden/Universal Render Pipeline/FallbackError' not found
    ================================

    ================================
    [Unity] Exiting batchmode successfully now!
    + Building Unity player (android)
    + Running UPM Server installed at /UNITY_PATH/Unity/macos/published/Unity-2019_3_15f1/Unity.app/Contents/Resources/PackageManager/Server/UnityPackageManager -p 10010
    Failed to start server: Error: listen EADDRINUSE: address already in use 127.0.0.1:10010
    [Unity Package Manager (Upm)]
    Application terminated due to an uncaught exception:
    Error: listen EADDRINUSE: address already in use 127.0.0.1:10010
    ================================


    Then:
    ================================
    [Unity] OPENGL LOG: Creating OpenGL 4.1 graphics device ; Context level <OpenGL 4.1> ; Context handle 873486848
    ! Unity player export failed!
    ! build of 'android-test-cloud-build' failed. exit
    Publishing build 1 of mars-1982-ltd/roundabout-match for target 'android-test-cloud-build'...
    publishing finished successfully.
    Zipping cache files from Library
    done.
    Build step 'Execute shell' marked build as failure
    Using /BUILD_PATH/.rvm/gems/ruby-2.4.2
    postbuildstatus finished successfully.
    postbuildsteps finished successfully
    Finished: FAILURE
    ================================

    Any help? Thanks!
     
  9. BrianSproutel

    BrianSproutel

    Joined:
    Mar 27, 2017
    Posts:
    3
    About a third of our builds are automatically cancelled with the error shown below after hanging for two hours. What's interesting is that if I restart the build without changing anything at all, it will usually succeed on the next attempt.

    Code (CSharp):
    1. 910: [Unity] Reloading assemblies after script compilation.
    2. 911: [Unity] Begin MonoManager ReloadAssembly
    3. 912: [Unity] Symbol file LoadedFromMemory doesn't match image /BUILD_PATH/sproutel-inc.myspecialaflacduck1.android-2jf4qzj7q/Library/PackageCache/com.unity.ext.nunit@1.0.0/net35/unity-custom/nunit.framework.dll
    4. 913: [Unity] Native extension for AppleTV target not found
    5. 914: [Unity] Native extension for Lumin target not found
    6. 915: [Unity] Native extension for iOS target not found
    7. 916: [Unity] Native extension for Facebook target not found
    8. 917: [Unity] Native extension for Android target not found
    9. 918: [Unity] Native extension for LinuxStandalone target not found
    10. 919: [Unity] Native extension for OSXStandalone target not found
    11. 920: [Unity] Native extension for WebGL target not found
    12. 921: [Unity] Native extension for WindowsStandalone target not found
    13. 922: [Unity] Refreshing native plugins compatible for Editor in 1.29 ms, found 3 plugins.
    14. 923: [Unity] Preloading 0 native plugins for Editor in 0.00 ms.
    15. 924: Build was canceled
    16. 925: Build step 'Execute a set of scripts' marked build as failure
    17. 926: Finished: CANCELED
     
  10. Mefodey

    Mefodey

    Joined:
    Oct 7, 2016
    Posts:
    2
  11. starstablesimon

    starstablesimon

    Joined:
    Nov 24, 2016
    Posts:
    18
    Hi, we are having a problem with making iOS development builds.
    The same repository and settings works for iOS release builds.
    Both release and development works when building from a macbook pro with latest xcode installed.
    Also works when building a development build with fastlane with latest xcode.


    The only error I find is

    /opt/workspace/workspace/xxx/temp20201103-7392-3lb73q/Classes/Native/PlayFab2.cpp:19041:3: warning: declaration does not declare anything [-Wmissing-declarations]
    struct
    ^
    1 warning generated.
    clang: error: unable to execute command: Killed: 9
    clang: error: clang frontend command failed due to signal (use -v to see invocation)
    Apple clang version 11.0.3 (clang-1103.0.32.59)
    Target: arm64-apple-ios9.0
    Thread model: posix
    InstalledDir: /Applications/Xcode11_4_1.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
    clang: note: diagnostic msg: PLEASE submit a bug report to http://developer.apple.com/bugreporter/ and include the crash backtrace, preprocessed source, and associated run script.
    clang: note: diagnostic msg:
    ********************

    PLEASE ATTACH THE FOLLOWING FILES TO THE BUG REPORT:
    Preprocessed source(s) and associated run script(s) are located at:
    clang: note: diagnostic msg: /var/folders/7s/g6j96p017y1g_rxfxhtqt9cr0000j7/T/PlayFab2-86932c.cpp
    clang: note: diagnostic msg: /var/folders/7s/g6j96p017y1g_rxfxhtqt9cr0000j7/T/PlayFab2-86932c.sh
    clang: note: diagnostic msg: Crash backtrace is located in
    clang: note: diagnostic msg: /Users/buildbot/Library/Logs/DiagnosticReports/clang_<YYYY-MM-DD-HHMMSS>_<hostname>.crash
    clang: note: diagnostic msg: (choose the .crash file that corresponds to your crash)
    clang: note: diagnostic msg:

    ********************


    Unity 2019.2.21
    Latest XCode Available

    Thanks for the help!
    -Simon
     
    Last edited: Nov 3, 2020
  12. AmirBarak51

    AmirBarak51

    Joined:
    Jul 14, 2020
    Posts:
    9
    Target: IOS
    Unity Editor: 2020.3.18f1
    XCode: 12.4, 12.5.1, 13.0

    Alright, I've got no idea what's going on with my IOS build. Empty project with no packages, only one empty scene. And this is the output I'm getting:

    I've also attached the full log. Hopefully someone can give it a quick look and sort of explain what the issue could be because I really need to solve this.
     

    Attached Files:

  13. rajivrao

    rajivrao

    Unity Technologies

    Joined:
    Feb 19, 2019
    Posts:
    111
    I would advise sending support tickets for the above issues. The team will be able to take a look and turnaround suggestions/fixes quicker that way.