Search Unity

Unable to merge Android Manifest

Discussion in 'Unity Build Automation' started by Nikhil12, Oct 5, 2018.

  1. Nikhil12

    Nikhil12

    Joined:
    Jun 1, 2015
    Posts:
    29
    487: [Unity] Script attached to 'laserPrefab2' in scene '' is missing or no valid script is attached.
    488: [Unity] WARNING: RGB Compressed ETC UNorm format is not supported, decompressing texture
    489: [Unity] UnityEngine.Debug:LogWarning(Object)
    490: [Unity] ERROR: /BUILD_PATH/rajneesh_bajaj.explore-world.default-android/Temp/StagingArea/AndroidManifest-main.xml:4:90-122 Error:
    491: [Unity] UnityEditor.CloudBuild.BuildLogger:HighlightUnityErrors(String, String, LogType)
    492: [Unity] UnityEditor.Android.AndroidSDKTools:DetectErrorsAndWarnings(String, String)
    493: [Unity] /BUILD_PATH/rajneesh_bajaj.explore-world.default-android/Temp/StagingArea/AndroidManifest-main.xml:4:90-122 Error:
    494: [Unity] UnityEditor.Android.AndroidSDKTools:DetectErrorsAndWarnings(String, String)
    495: [Unity] EXCEPTION: AndroidSDKToolsException: Unable to merge android manifests.
    496: [Unity] UnityEditor.CloudBuild.BuildLogger:HighlightUnityErrors(String, String, LogType)
    497: [Unity] AndroidSDKToolsException: Unable to merge android manifests.
    498: [Unity] at UnityEditor.Android.AndroidSDKTools.DetectErrorsAndWarnings (System.String logMessages, System.String errorMsg) [0x00000] in <filename unknown>:0
    499: [Unity] at UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x00000] in <filename unknown>:0
    500: [Unity] at UnityEditor.Android.AndroidSDKTools.RunCommand (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg, Int32 memoryMB) [0x00000] in <filename unknown>:0
    501: [Unity] at UnityEditor.Android.AndroidSDKTools.RunCommand (UnityEditor.Android.AndroidJavaTools javaTools, System.String[] sdkToolCommand, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x00000] in <filename unknown>:0
    502: [Unity] Player export failed. Reason: AndroidSDKToolsException: Unable to merge android manifests.
    503: publishing finished successfully.
    504: Finished: FAILURE
     
  2. ollieblanks

    ollieblanks

    Unity Technologies

    Joined:
    Aug 21, 2017
    Posts:
    460
    Hi @Nikhil12,

    The log pasted above appears to be from the "Compact Log". If you are unable to diagnose the build failure reason from this log I suggest having a look at the "Full Log", which will likely have more information into why your Android Manifest cannot be merged.

    My guess would be that there is an incompatibility between two Android Manifest files within plugins in your Project, which would also likely happen when the Project is built locally.

    Hope that helps!
     
  3. Nikhil12

    Nikhil12

    Joined:
    Jun 1, 2015
    Posts:
    29
    Thanks for the reply.

    I already fixed the issue. Yes, it was due to incompatibility between two Android Manifest files within plugins but the interesting part was it was getting successfully built locally. That's why I tried to build it on the cloud and That's why I posted this query.
     
    ollieblanks likes this.
  4. WangXingZang

    WangXingZang

    Joined:
    Oct 1, 2018
    Posts:
    2
    Hi
    Locally means ?
     
  5. Nikhil12

    Nikhil12

    Joined:
    Jun 1, 2015
    Posts:
    29
    On my Pc