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Question Warning "Cannot set deprecated build target 'OSXIntel'" with Default Build Script on Windows

Discussion in 'Addressables' started by R1PFake, Aug 5, 2022.

  1. R1PFake

    R1PFake

    Joined:
    Aug 7, 2015
    Posts:
    507
    Hello,
    I use Unity 2021.3 LTS with build target "Windows" and Addressables.

    When I press the Addressable build (NOT the Unity build) with the "Default Build Script" I always get the warning
    "Cannot set deprecated build target 'OSXIntel'"

    The bundle still works and loads properly, but I would like to remove the warning.

    I don't know where the build target OSXIntel is from, my project build settings are the default settings after I switch to "Windows", which are:
    Target: "Windows"
    Architecture "Intel 64-bit"
     
  2. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,843
    I was having a similar issue to this, and it turned out to be one of my addons that was the cause of it - the now deprecated PEEK addon. Since it was deprecated I removed the addon and the issues went away.

    That said, I'm not sure why the addon was causing this, but hopefully it's an avenue you can investigate.
     
  3. R1PFake

    R1PFake

    Joined:
    Aug 7, 2015
    Posts:
    507
    Hmm it also happens in a fresh, empty project without any addons other than Addressables, which is the newest version, using the 3d URP template.

    I will check if there is anything outdated in the template.
     
  4. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    346
    Hi @R1PFake I tried creating a new 2021.3 project using the 3d URP template and Addressables 1.20.5 (latest version), but couldn't reproduce the warning. Could you share the full warning log? It should say something like "Cannot set deprecated build target 'OSXIntel' for [file path]". I'm curious if the file it's complaining about is a bundle produced by your Addressables build.

    That being said, if you have a working reproduction project you could go ahead and create a bug report.
     
  5. R1PFake

    R1PFake

    Joined:
    Aug 7, 2015
    Posts:
    507
    Hello,
    I use Addressables version 1.19.19 but it shows as the newest for me, is the 1.20.5 not released to the public yet?

    I get the warning for the Addressable bundles, there are multiple warnings / bundles (I assume that every scene has a own bundle?) here is one example:

    Cannot set deprecated build target 'OSXIntel' for Assets/Exported/Default/defaultlocalgroup_assets_all_70726457b52e690f0bdd38012093e3b5.bundle
    UnityEditor.GenericMenu:CatchMenu (object,string[],int)


    Cannot set deprecated build target 'OSXIntel64' for Assets/Exported/Default/defaultlocalgroup_assets_all_70726457b52e690f0bdd38012093e3b5.bundle
    UnityEditor.GenericMenu:CatchMenu (object,string[],int)

    The Addressables Profile BuildTarget: [UnityEditor.EditorUserBuildSettings.activeBuildTarget] while the active build target is "Windows" (see above)

    Btw I also tried to change to Android and build the bundles for Android and the warning didn't show up there, is there any chance that my windows build settings are messed up? Are there any other settings beside the Windows build settings (see first post) which could cause the warning?
     
  6. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    346
    @R1PFake 1.20.5 is the newest but it's just not marked as verified, so it doesn't show up in the Package Manager. You can manually modify the Addressables version from your package manifest file.
    https://docs.unity3d.com/Packages/com.unity.addressables@1.20/changelog/CHANGELOG.html

    Thanks for sharing the warnings. Seems weird that the warning is logged twice for each bundle, but with different build targets (OSXIntel and OSX64).

    Sadly I still can't seem to reproduce the issue using 1.19.19. The warning comes from the engine code, so it's hard to tell without having the project to investigate. You may have an outdated plugin installed as mentioned earlier.

    Would you be able to submit a bug report?
     
  7. R1PFake

    R1PFake

    Joined:
    Aug 7, 2015
    Posts:
    507
    I made a bug report (directly inside the Unity Editor) last week, but I don't know where it went or how to track it. The bug report dialog said it was successful and I will receive a email but I didn't hear anything since then.
     
  8. pillakirsten

    pillakirsten

    Unity Technologies

    Joined:
    May 22, 2019
    Posts:
    346
    @R1PFake Hmm you should get a confirmation email with a tracker link: "When your bug is submitted, you will receive an automatic confirmation email. Each email will include a hyperlink to a web page that contains the current status of the issue."
    https://unity3d.com/unity/qa/bug-reporting
     
  9. R1PFake

    R1PFake

    Joined:
    Aug 7, 2015
    Posts:
    507
    A small update:
    I sent you the report link with a PM, but today I found something new.

    I use this for a "mod creator" project and made a custom profile which outputs the bundles in a custom path "BundleOutput" inside the Assets directory, so that it is easier to find for the user.

    Backstory:
    But this was a bit annoying because then the Editor would consider them as "assets" and did it's additional magic, like creating meta files. Then I found that I can add a "~" at the end, so Unity will ignore the folder, which makes sense in this case, because the user should only build and the copy the output to the "mod folder" which is inside the "main" game directory structur.

    Anyways:
    By "removing" the folder from the Assets directory (adding the "~" at the end), the warnings are also gone.

    So I assume that the warning did not get output by the bundle build but maybe during the assets "import" which happend directly after the bundle build was done, because the bundles were built inside the Assets directory.

    The default output location is outside the assets directory so, this would explain why it doesn't happen in a "default" setup.