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Unity Cloud build exception for IOS

Discussion in 'Unity Build Automation' started by atchik, Feb 5, 2015.

  1. atchik

    atchik

    Joined:
    Nov 7, 2014
    Posts:
    5
    13389: [Unity] UnityCloud.UnityCloudBuilder:DumpAppIcon() (at Assets/__UnityCloud__/Scripts/Editor/UnityCloudBuilder.cs:397)
    13390: [Unity] UnityCloud.UnityCloudBuilder:Build() (at Assets/__UnityCloud__/Scripts/Editor/UnityCloudBuilder.cs:349)
    13391: [Unity] (Filename: Assets/__UnityCloud__/Scripts/Editor/UnityCloudBuilder.cs Line: 106)
    13392: [Unity] ----- Total AssetImport time: 0.591553s, AssetImport time: 0.290157s, Asset hashing: 0.000000s [0 B, 0.000000 mb/s]
    13393: [Unity] Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.047855 seconds
    13394: [Unity] Updating Assets/Editor/mod_pbxproj.pyc - GUID: d56950a8c27ce491a8b74e45eb673d50...
    13395: [Unity] done. [Time: 603.448730 ms]
    13396: [Unity] Updating Assets/Extensions/IOSDeploy/Scripts/Editor/mod_pbxproj.pyc - GUID: f484c257ec1ca4e589dde2d2bcc99dad...
    13397: [Unity] done. [Time: 7.701013 ms]
    13398: [Unity] ----- Total AssetImport time: 0.794115s, AssetImport time: 0.766273s, Asset hashing: 0.000000s [0 B, 0.000000 mb/s]
    13399: [Unity] Exception: Invalid PBX project (parsing line 676)
    13400: [Unity] at UnityCloud.iOS.Xcode.Lexer.ScanOne (UnityCloud.iOS.Xcode.Token tok) [0x00000] in <filename unknown>:0
    13401: [Unity] at UnityCloud.iOS.Xcode.Lexer.ScanAll () [0x00000] in <filename unknown>:0
    13402: [Unity] at UnityCloud.iOS.Xcode.Lexer.Tokenize (System.String text) [0x00000] in <filename unknown>:0
    13403: [Unity] at UnityCloud.iOS.Xcode.PBXProject.ParseContent (System.String content) [0x00000] in <filename unknown>:0
    13404: [Unity] at UnityCloud.iOS.Xcode.PBXProject.ReadFromStream (System.IO.TextReader sr) [0x00000] in <filename unknown>:0
    13405: [Unity] at UnityCloud.iOS.Xcode.PBXProject.ReadFromString (System.String src) [0x00000] in <filename unknown>:0
    13406: [Unity] at UnityCloud.UnityCloudBuilder.Build () [0x004bd] in /BUILD_PATH/BVR_TEMP_DIR/d20150205-54087-f8xqsh/Assets/__UnityCloud__/Scripts/Editor/UnityCloudBuilder.cs:377
    13407: [Unity] (Filename: Assets/__UnityCloud__/Scripts/Editor/UnityCloudBuilder.cs Line: 377)
    13408: [Unity] executeMethod method UnityCloud.UnityCloudBuilder.Build threw exception.
    13409: [Unity] (Filename: /APPLICATION_PATH/buildAgent/work/d63dfc6385190b60/Runtime/Utilities/Argv.cpp Line: 117)
    13410: [Unity] Aborting batchmode due to failure:
    13411: [Unity] executeMethod method UnityCloud.UnityCloudBuilder.Build threw exception.
    13412: [Unity] ***Thread 'UnityLookForNewInputDevices' is still running!***
    13413: [Unity] (Filename: /APPLICATION_PATH/buildAgent/work/d63dfc6385190b60/Runtime/Threads/Thread.cpp Line: 68)
    13414: [Unity] ***Thread was not cleaned up!***
    13415: [Unity] (Filename: /APPLICATION_PATH/buildAgent/work/d63dfc6385190b60/Runtime/Threads/Posix/PlatformThread.cpp Line: 45)
    13416: ! Unity player export failed!
     
  2. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
    Thank you for your post. We updated the system today which causes some issues on some projects. :oops: We work on the fix for the problem which should be applied to the live system soon! We will let you know once the update is live! :)
     
  3. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
    We applied some fixes, could you please Clean Build All your project and let us know if it works now properly again?
     
  4. fischer_ag

    fischer_ag

    Joined:
    Nov 19, 2014
    Posts:
    23
    I also had this error, but from some moment everything is ok.
     
  5. engineeringsystems

    engineeringsystems

    Joined:
    Mar 6, 2015
    Posts:
    2
    Same here, I am having this error with the lastest 4.X version of unity. I did a fresh clone of the repository
     
  6. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
  7. ayyappa

    ayyappa

    Joined:
    Jan 4, 2014
    Posts:
    27
    Hi @David Berger
    We still face this issue. Please check the log. We are on Unity 5.0.0.f4 version.

    Here is the log.
    Exception: Invalid PBX project (parsing line 195)
    UnityEditor.iOS.Xcode.Lexer.ScanOne (UnityEditor.iOS.Xcode.Token tok)
    UnityEditor.iOS.Xcode.Lexer.ScanAll ()
    UnityEditor.iOS.Xcode.Lexer.Tokenize (System.String text)
    UnityEditor.iOS.Xcode.PBXProject.ParseContent (System.String content)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromStream (System.IO.TextReader sr)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromString (System.String src)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromFile (System.String path)
    UnityEditor.iOS.PostProcessiPhonePlayer.BuildXCodeProject (UnityEditor.iOS.ProjectPaths paths, UnityEditor.iOS.IncludedFileList includedFiles, System.Collections.Generic.List`1 frameworks, System.String sdkVersion, System.String targetOS, System.String productName, Boolean useIl2Cpp, Boolean installInBuildFolder, Boolean dontCopyToBuildDir)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.iOSBuildPostprocessor pp, BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String stagingAreaDataManaged, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
    UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    UnityEditor.HostView:OnGUI()


    Please let us know if you have any solution on this.

    Thanks,
    Ayyappa.
     
    Last edited: Mar 10, 2015
  8. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
    Do you use post processing with your app? That's only available in the studio plan! Could you please let me know which project name you have the problem?
     
  9. u0204909

    u0204909

    Joined:
    Jun 25, 2012
    Posts:
    21
    Hi I believe I am suffering from a similar problem since upgrading to Unity 5. I cant build to an iOS device properly.

    Here is the log after deleting the build and building a new one.

    Exception: Invalid PBX project (parsing line 132)
    UnityEditor.iOS.Xcode.Lexer.ScanOne (UnityEditor.iOS.Xcode.Token tok)
    UnityEditor.iOS.Xcode.Lexer.ScanAll ()
    UnityEditor.iOS.Xcode.Lexer.Tokenize (System.String text)
    UnityEditor.iOS.Xcode.PBXProject.ParseContent (System.String content)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromStream (System.IO.TextReader sr)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromString (System.String src)
    UnityEditor.iOS.Xcode.PBXProject.ReadFromFile (System.String path)
    UnityEditor.iOS.PostProcessiPhonePlayer.BuildXCodeProject (UnityEditor.iOS.ProjectPaths paths, UnityEditor.iOS.IncludedFileList includedFiles, System.Collections.Generic.List`1 frameworks, System.String sdkVersion, System.String targetOS, System.String productName, Boolean useIl2Cpp, Boolean installInBuildFolder, Boolean dontCopyToBuildDir)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.iOSBuildPostprocessor pp, BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String stagingAreaDataManaged, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
    UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
     
  10. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
  11. ayyappa

    ayyappa

    Joined:
    Jan 4, 2014
    Posts:
    27
    Hi David,
    FYI, My issue is not on cloud build. its a export from editor.
    However project name is "NativePlugins".

    These are some observations.

    If i Build and save its working fine.
    Issue happens only when i use "Build & Run" option and some times on Append instead of replace.

    Thanks,
    Ayyappa.
     
  12. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
    I can only support Unity Cloud Build related questions here which means your project needs to built properly on your local machine. If this is not the case you might go to the according platform forums and ask there again if you can not find a solution online. However, if it only fails with Build & Run but Build works properly it means the problem is during the Run step obviously maybe due to a damaged XCode project.
     
  13. Perun

    Perun

    Joined:
    May 23, 2014
    Posts:
    6
    The ***Thread 'UnityLookForNewInputDevices' is still running!*** issue is actually long time bothering me. It somehow randomly pops up in our builder system. It is usually gone right the next build. But it slows down people in development. One iOS build takes around 30-40 minutes. If testers have to wait twice that time, its really annoying.
    I have never seen any solution to this at all and this thread is only one where somebody actually responds. It would be great if somebody atleast tried to explain why this happens.

    part of log:
    Ignoring 'Assets/Plugins/3rdParty/UniWebView/Scripts/UniWebViewWP.dll' because we're compiling for Editor
    Ignoring 'Assets/Plugins/3rdParty/UniWebView/WP8/UniWebViewWP.dll' because we're compiling for Editor
    Opening scene 'Assets/Levels/Game/InitGame.unity'
    Unloading 253 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 82.4 MB.
    System memory in use after: 82.5 MB.

    Unloading 257 unused Assets to reduce memory usage. Loaded Objects now: 2740.
    Total: 12.464172 ms (FindLiveObjects: 0.200589 ms CreateObjectMapping: 0.098492 ms MarkObjects: 12.031047 ms DeleteObjects: 0.132485 ms)

    Load scene 'Assets/Levels/Game/InitGame.unity' time: 246.303238 ms
    executeMethod class 'BuildManager' could not be found.
    Argument was -executeMethod Madfinger.Tools.BuildTools.BuildManager.BatchApplySettings

    (Filename: /Users/builduser/buildslave/unity/build/Runtime/Utilities/Argv.cpp Line: 152)


    Aborting batchmode due to failure:
    executeMethod class 'BuildManager' could not be found.
    Argument was -executeMethod Madfinger.Tools.BuildTools.BuildManager.BatchApplySettings

    ***Thread 'UnityLookForNewInputDevices' is still running!***

    (Filename: /Users/builduser/buildslave/unity/build/Runtime/Threads/Thread.cpp Line: 68)

    ***Thread was not cleaned up!***

    (Filename: /Users/builduser/buildslave/unity/build/Runtime/Threads/Posix/PlatformThread.cpp Line: 39)

    empty()

    (Filename: ./Runtime/Utilities/LinkedList.h Line: 180)

    FATAL: Unity3d command line execution failed with status 1
    Build step 'Invoke Unity3d Editor' marked build as failure
     
  14. patrickc

    patrickc

    Unity Technologies

    Joined:
    Jan 23, 2015
    Posts:
    67
    Perun, is that an issue you're having on Cloud Build, or when building locally on your computer?

    Cheers,
    Patrick