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Home Page: https://github.com/marketplace/actions/unity-builder
License: MIT License
Build Unity projects for different platforms
Home Page: https://github.com/marketplace/actions/unity-builder
License: MIT License
Bug description
We're using private packages from github in the Unity Package Manager. Building does not work with this because Unity asks for my github credentials. On my local Windows machine, Github Crendetial Manager pops up and I can insert them. What do I have to do in an github action to add them?
- stderr: fatal: could not read Username for 'https://github.com': terminal prompts disabled
Project has invalid dependencies:
de.lefx.stepmanager: Error when executing git command. fatal: could not read Username for 'https://github.com': terminal prompts disabled
I've tried to add my github credentials with fusion-engineering/[email protected] but does not work either.
How to reproduce
Try building a project with UPM dependency from a private github URL.
Expected behavior
Project builds :)
Additional details
I've added my script and the logfiles
I build my project with Trimmer. Doing so on the command line is a little different; you don't need to specify the platform explicitly (because your Trimmer profile lists it in the file), but you do need to add a -profileName
argument in order to select a build profile. If the build profile supports multiple platforms but you only want to build for one of them, you need to say so with another argument as well.
After building my game using this Action, I can't play it when downloading the artifact. I can build it locally (and it works) but when downloading the generated artifact, it's unplayable: it just shows a black screen after the "Made with Unity" splashscreen.
Also, and maybe related, if I add an icon through Unity player settings, it doesn't work show in the downloaded artifact.
My config file is:
name: Actions
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildAndTestForSomePlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
-name-of-my-game
unityVersion:
- 2019.3.3f1 # same as my local Unity version
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows # Build a Windows standalone.
- StandaloneWindows64 # Build a Windows 64-bit standalone.
steps:
- name: Checkout
uses: actions/checkout@v2
with:
lfs: true
- name: Getting cache
uses: actions/[email protected]
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
- name: Build project
uses: webbertakken/[email protected]
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
- name: Uploading artifacts
uses: actions/upload-artifact@v1
with:
name: Build
path: build
I've tried using the [email protected]
and [email protected]
and still nothing. Is it something I'm doing wrong?
Bug description
version 1.2, 1.1 and 1.0 is failing with this errors:
Run webbertakken/[email protected]
with:
projectPath: Dual
unityVersion: 2019.4.8f1
targetPlatform: StandaloneOSX
kubeContainerMemory: 800M
kubeContainerCPU: 0.25
kubeVolumeSize: 5Gi
versioning: Semantic
androidAppBundle: false
env:
UNITY_LICENSE: ***
##[warning]
Library folder does not exist.
Consider setting up caching to speed up your workflow,
if this is not your first build.
##[warning]Fetch --unshallow caught: Error: Failed to run "git fetch --unshallow".
In-command error caught: Error: There was an error when attempting to execute the process '/usr/bin/git'. This may indicate the process failed to start. Error: spawn /usr/bin/git ENOENT
##[error]Failed to run "git fetch".
In-command error caught: Error: There was an error when attempting to execute the process '/usr/bin/git'. This may indicate the process failed to start. Error: spawn /usr/bin/git ENOENT
This doesn't happen if I use v0.15 (it build successfully) but this one generates an empty build (as reported on this issue). I've tried searching for this issue but I haven't found anything
Also to mention, this error happens for all my targetPlatforms
How to reproduce
This is my config file:
name: Actions
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildAndTestForSomePlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- MyGame
unityVersion:
- 2019.4.8f1
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows # Build a Windows standalone.
- StandaloneWindows64 # Build a Windows 64-bit standalone.
- WebGL # WebGL.
steps:
# Checkout
- name: Checkout
uses: actions/[email protected]
with:
lfs: true
# Cache
- name: Getting cache
uses: actions/[email protected]
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
Library-${{ matrix.projectPath }}-
Library-
# Build
- name: Build project
uses: webbertakken/[email protected]
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- name: Uploading artifacts
uses: actions/upload-artifact@v2
with:
name: Build
path: build
Context
In my CI setup I am building my project using unity-builder, then pushing a release to itch.io using butler. It is possible to tell itch.io the version of the game you are uploading, and it would be nice to use the same version that unity-builder generates for consistency.
Suggested solution
The simplest solution would be to expose the generated version as an action output.
Considered alternatives
The version could technically be parsed from the build log using grep, but that would be slow and would be easy to break.
Additional details
Currently working on a PR ๐
Simple question: can we build Windows UWP for Hololens apps?
Thx
Hi, I encountered this error when trying to build my project to android.
After import all assets build crash with error which I attached below
Is that a my mistake, or may be someone have any ideas or workarounds?
Scripts have compiler errors.
19793
(Filename: ./Runtime/Utilities/Argv.cpp Line: 376)
19794
19795
19796
Aborting batchmode due to failure:
19797
Scripts have compiler errors.
19798
19799
[Performance] Application.InitializeProject : 1 samples, Peak. 1.36 ks (1.0x), Avg. 1.36 ks, Total. 1.360 ks (99.9%)
19800
[Performance] Application.PackageManager.StartServer : 1 samples, Peak. 3.89 ms (1.0x), Avg. 3.89 ms, Total. 3.895 ms (0.0%)
19801
[Performance] Application.IsBrowserCacheEmpty : 1 samples, Peak. 710 us (1.0x), Avg. 710 us, Total. 709.6 us (0.0%)
19802
[Performance] Application.AcquireProjectLock : 1 samples, Peak. 2.37 ms (1.0x), Avg. 2.37 ms, Total. 2.371 ms (0.0%)
19803
[Performance] Application.InitializeEngineNoGraphics : 1 samples, Peak. 394 ms (1.0x), Avg. 394 ms, Total. 393.5 ms (0.0%)
19804
[Performance] Application.PackageManager.Initialize : 1 samples, Peak. 884 ms (1.0x), Avg. 884 ms, Total. 883.8 ms (0.1%)
19805
[Performance] CurlRequestCheck : 18 samples, Peak. 213 us (5.4x), Avg. 39.7 us, Total. 713.8 us (0.0%)
19806
[Performance] PackageManager::RunRequestSynchronously : 621 samples, Peak. 565 us (27.8x), Avg. 20.3 us, Total. 12.61 ms (0.0%)
19807
[Performance] Application.EngineGraphics.Initialize : 1 samples, Peak. 2.33 s (1.0x), Avg. 2.33 s, Total. 2.332 s (0.2%)
19808
[Performance] Application.GI.Initialize : 1 samples, Peak. 860 ms (1.0x), Avg. 860 ms, Total. 859.7 ms (0.1%)
19809
[Performance] Application.LoadAllDefaultResourcesFromEditor : 1 samples, Peak. 5.20 ms (1.0x), Avg. 5.20 ms, Total. 5.201 ms (0.0%)
19810
[Performance] Application.LoadMonoAssemblies : 1 samples, Peak. 3.67 s (1.0x), Avg. 3.67 s, Total. 3.674 s (0.3%)
19811
[Performance] ProcessService.EditorAfterLoadAllAssemblies : 3 samples, Peak. 57.9 ms (1.4x), Avg. 41.9 ms, Total. 125.8 ms (0.0%)
19812
[Performance] Application.ReadLicenseInfo : 1 samples, Peak. 10.1 ms (1.0x), Avg. 10.1 ms, Total. 10.06 ms (0.0%)
19813
[Performance] Application.InitialScriptRefresh : 1 samples, Peak. 318 s (1.0x), Avg. 318 s, Total. 318.4 s (23.4%)
19814
[Performance] BuildCatalog : 2 samples, Peak. 324 ms (1.2x), Avg. 272 ms, Total. 544.5 ms (0.0%)
19815
[Performance] Application.AssetDatabase.Refresh : 1 samples, Peak. 997 s (1.0x), Avg. 997 s, Total. 996.6 s (73.2%)
19816
[Performance] SceneDataContainer.TransformHierarchyChangedSetParentCallback : 34131 samples, Peak. 89.3 us (101.8x), Avg. 877 ns, Total. 29.95 ms (0.0%)
19817
[Performance] SceneVisibilityState.IsFlagSetInParents : 106275 samples, Peak. 88.5 us (178.3x), Avg. 496 ns, Total. 52.76 ms (0.0%)
19818
[Performance] Application.ImportAssetsWithMismatchingAssetImporterVersion : 1 samples, Peak. 552 ms (1.0x), Avg. 552 ms, Total. 552.1 ms (0.0%)
19819
[Performance] Application.SyncCurrentColorSpace : 1 samples, Peak. 179 ms (1.0x), Avg. 179 ms, Total. 178.9 ms (0.0%)
19820
[Performance] Application.OnUsbDevicesChanged : 1 samples, Peak. 10.2 us (1.0x), Avg. 10.2 us, Total. 10.20 us (0.0%)
19821
[Performance] Application.AssetDatabase.SaveAssets : 1 samples, Peak. 498 ms (1.0x), Avg. 498 ms, Total. 498.0 ms (0.0%)
19822
[Performance] Application.AssetInstanceCacheUpdate : 1 samples, Peak. 300 ns (1.0x), Avg. 300 ns, Total. 300.0 ns (0.0%)
19823
[Performance] Application.UnityExtensions.Initialize : 1 samples, Peak. 2.90 ms (1.0x), Avg. 2.90 ms, Total. 2.903 ms (0.0%)
19824
[Performance] Application.InitializeManagedCompilationPipeline : 1 samples, Peak. 195 ms (1.0x), Avg. 195 ms, Total. 195.0 ms (0.0%)
19825
[Performance] Application.ExecuteStartups : 1 samples, Peak. 236 ms (1.0x), Avg. 236 ms, Total. 235.7 ms (0.0%)
19826
[Performance] Application.RebuildOSMenu : 1 samples, Peak. 74.4 ms (1.0x), Avg. 74.4 ms, Total. 74.40 ms (0.0%)
19827
[Performance] UpdateAllMenus : 1 samples, Peak. 74.4 ms (1.0x), Avg. 74.4 ms, Total. 74.39 ms (0.0%)
19828
[Performance] Application.editorInitializingProject : 1 samples, Peak. 29.3 us (1.0x), Avg. 29.3 us, Total. 29.30 us (0.0%)
19829
[Performance] GUIView.RepaintAll.PlayerLoopController : 1 samples, Peak. 900 ns (1.0x), Avg. 900 ns, Total. 900.0 ns (0.0%)
19830
[Performance] Application.InvokeFinishedLoadingProject : 1 samples, Peak. 70.5 ms (1.0x), Avg. 70.5 ms, Total. 70.49 ms (0.0%)
19831
[Performance] ProcessService.OnProjectLoaded : 1 samples, Peak. 56.9 ms (1.0x), Avg. 56.9 ms, Total. 56.93 ms (0.0%)
19832
Cleanup mono
19833
debugger-agent: Unable to listen on 38
19834
geForIconForExtension
19835
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19836
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19837
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19838
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19839
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19840
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19841
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19842
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19843
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19844
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19845
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19846
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19847
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19848
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19849
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19850
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19851
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19852
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19853
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19854
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19855
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19856
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19857
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19858
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19859
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19860
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19861
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19862
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19863
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19864
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19865
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19866
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19867
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19868
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19869
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19870
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19871
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19872
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19873
Compressing using quality level 127
19874
./Editor/Platform/Linux/UsbDevices.cpp:UsbDevicesQuery
19875
Build failed, with exit code 1
19876
Bug description
unity-builder successfully generates an Xcode project dependent on ARKit Face Tracking, which can then be compiled successfully from the IDE;
However when compiling that Xcode project from the command line, a linker error is generated:
Undefined symbols for architecture arm64
I compared the Xcode project generated from my Unity editor to the one generated by unity-builder, and found that when running from the command line with the same parameters:
xcodebuild -scheme Unity-iPhone -project Unity-iPhone.xcodeproj -configuration Release -destination 'generic/platform=iOS'
The Xcode linking step Ld
passes a number of parameters:
My proj:
... -lUnityARKit -framework iosInternal -lUnityARKitFaceTracking ...
unity-builder:
... -lUnityARKit -framework iosInternal ...
LibrarylUnityARKitFaceTracking
is not linked in the unity-builder version, presumably causing the linker error.
Additional details
All tests running macOS 10.15.6, Xcode 12.0, Unity 2021.5f1, ARKit Face Tracking 4.1.0-preview.7
It seems that github.sha is not the commit actually triggering the workflow on a pull request, as described here
What that means is that the semantic versionning is then wrong : the number of commits and the commit SHA are both wrong.
This is not a major issue but it's kind of surprising if you use a "manual" local semantic versioning system, like we do. My editor tools tell me something and the builder something else.
I have working code (pretty simple) to read m_EditorVersion from ProjectSettings\ProjectVersion.txt. I'm using this as the input to with: unityVersion
. Something like this could be the default if unityVersion is not specified. Any thoughts on that? Seems to be in keeping with the goal of having things work out of the box, but maybe you want to avoid parsing this file? Maybe in production people want to use a constant version to build binaries, but you'd think they'd be developing with that version too, right? It looks like the ProjectVersion.txt file has been around for a while (at least 2015), and is automatically updated by Unity when you upgrade. What do you think?
It builds ok in windows manually, but when i try to build with this action:
How can i know what's happening?
I think its not building the scenes, because the build its 20mb and the one that i build in windows its > 60mb
/github/workspace/./ogirdor/game
-buildTarget
StandaloneWindows64
-customBuildTarget
StandaloneWindows64
-customBuildPath
/github/workspace/build/StandaloneWindows64/StandaloneWindows64.exe
-executeMethod
UnityBuilderAction.Builder.BuildProject
-versioning
Hi friends, sorry for the potentially naive question.
I think I was able to glean this from what your docs suggest, but I wanted to confirm, this action is not able to build without me first committing my projectRoot/Library
folder correct?
The reason I ask is that my team had been using the .gitignore file found here: https://github.com/github/gitignore/blob/master/Unity.gitignore which explicitly ignores the Library
folder.
We're new to unity so there perhaps there is a best practice we're missing, but it seems like we would have to choose between committing the heavy Library folder so we can have a build pipeline, or keeping the repo light and building ourselves.
Thanks in advance!
Context
When using Unity Hub it manages the Unity version in ProjectSettings/ProjectVersion.txt
and automatically updates it when you change the version in Unity Hub.
I think it would be good to support this as an alternative to explicitly declaring the version in with.unityVersion
on the builder action.
Suggested solution
This should probably be opt-in. unityVersion
could accept a special value indicating to read {projectPath }/ProjectSettings/ProjectVersion.txt
for the Unity version in m_EditorVersion
.
The current versioning strategies successfully set the android versionName
but do not seem to impact the android versionCode
which is the more important number when publishing apks.
I've looked through https://docs.unity3d.com/Manual/CommandLineArguments.html but did not see any way to specify it. Although the -version
argument also isn't documented so maybe there's a way. Do you know how to specify the android versionCode
from the cli?
Hey thank you for the action!
I run into an issue when building for android :
##[warning]Unexpected input(s) 'androidAppBundle', 'androidKeystorePass', 'androidKeyaliasName', 'androidKeyaliasPass', valid inputs are ['unityVersion', 'targetPlatform', 'projectPath', 'buildName', 'buildsPath', 'buildMethod', 'versioning', 'version', 'androidVersionCode', 'customParameters']
And of course I get the following errors later :
UnityException: Can not sign the application
Unable to sign the application; please provide passwords!
###########################
# Build results #
###########################
Duration: 00:00:01.9352420
Warnings: 0
Errors: 2
Size: 0 bytes
Build failed!
Here's my workflow command:
- uses: webbertakken/[email protected]
with:
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
androidAppBundle: true
androidKeystorePass: ${{ secrets.ANDROID_KEYSTORE_PASS }}
androidKeyaliasName: ${{ secrets.ANDROID_KEYALIAS_NAME }}
androidKeyaliasPass: ${{ secrets.ANDROID_KEYALIAS_PASS }}
To me it seems like i'm using the wrong version, but it's using the 1.1 so it should be good...
To note, it works perfectly for an iOs build.
Any ideas?
The message from builder when the branch is dirty currently outputs this
##[error]Branch is dirty. Refusing to base semantic version on uncommitted changes
It would be better if it also includes an explanation of why a branch should usually not be dirty, and offer the possibility of the allowDirtyBuild
flag, referring to the readme.
Dirty
Dirty means that you have made changes after you have ran the checkout job.
If you don't mean to change files, it's better to check what is going on first, and fix that instead of using the allowDirtyBuild
flag.
Unity test runner
In version [email protected]
the artifacts folder is not yet deleted. For making it delete the artifacts folder there is game-ci/unity-test-runner#58 in test-runner
Hello guys,
I decided to give CI a go for the first time, and I've stumbled upon an issue that's stopping me from building.
Aborting batchmode due to failure:
Scripts have compiler errors.
/home/builduser/buildslave/unity/build/PlatformDependent/Linux/External/baselib/builds/Include/C/Baselib_ThreadLocalStorage.inl.h(12): Assertion failed (rc == 0)
Caught fatal signal - signo:5 code:128 errno:0 addr:(nil)
/home/builduser/buildslave/unity/build/PlatformDependent/Linux/External/baselib/builds/Include/C/Baselib_ThreadLocalStorage.inl.h(12): Assertion failed (rc == 0)
Caught fatal signal - signo:5 code:128 errno:0 addr:(nil)
Obtained 5 stack frames.
#0 0x00562bb4b30c46 in AudioManager::EngineThreadStarted(char const*)
#1 0x00562bb4b309a5 in AudioManager::systemCallback(FMOD_SYSTEM*, FMOD_SYSTEM_CALLBACKTYPE, void*, void*)
#2 0x00562bb89224b4 in FMOD::Thread::callback(void*)
#3 0x007f625f5bc6db in start_thread
#4 0x007f625f2e588f in clone
Aborted (core dumped)
Build failed, with exit code 134
I've quite a big project, and I've seen this issue posted on here before but, that would require me having to start my project again (which would be a real pain).
Hello. Every time my workflow tries running unity builder, docker keeps failing on exit code 139. According to google, docker throwing 139 is a segmentation fault.
For me, the issue is reproducible simply by running the action, so I am also linking my project repo and providing the workflow I was using.
name: Unity3D
on:
push:
branches:
- alpha
- beta
- master
workflow_dispatch:
branches:
- alpha
env:
PROJECT_PATH: ./MarloRunner
BUILD_NAME: MarloRunner
RELEASE_NAME: Marlo Runner
jobs:
build:
name: Build - ${{ matrix.targetPlatform }} - Unity ver. ${{ matrix.unityVersion }}
needs: initialize
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
unityVersion:
- 2020.1.0f1
targetPlatform:
- StandaloneLinux64
#- StandaloneWindows64
#- StandaloneWindows
#- StandaloneOSX
steps:
- name: Checkout
uses: actions/checkout@v2
with:
lfs: true
- name: Download Config
uses: actions/download-artifact@v2
with:
name: unity3d.config
- name: Get Version
id: version
uses: ashley-taylor/[email protected]
with:
path: unity3d.config
property: version
- name: Cache
uses: actions/cache@v2
with:
path: ${{ env.PROJECT_PATH }}/Library
key: Library-${{ env.PROJECT_PATH }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ env.PROJECT_PATH }}-
Library-
- name: Build
uses: webbertakken/[email protected]
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
buildsPath: bin
projectPath: ${{ env.PROJECT_PATH }}
buildName: ${{ env.BUILD_NAME }}
version: ${{ steps.version.outputs.value }}
versioning: Custom
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
- name: Archive
uses: actions/upload-artifact@v2
with:
name: ${{ env.BUILD_NAME }}-${{ matrix.targetPlatform }}-${{ matrix.unityVersion }}
path: bin/${{ env.BUILD_NAME }}
https://github.com/juliansangillo/marlo-runner
Thanks!
We're seeing this error consistently. We have successfully setup the unity-test-runner, but are struggling with the builder. This message below is the only thing we see in the logs, the unity-builder step takes 1s to complete, so I would assume there are no Unity logs.
Note that our project is made of 2 sibling repos: my-project-unity and my-project-server, both are folders in the root. We want to build my-project-unity, which inside contains the folders Assets, ProjectSettings and Packages.
Any idea what's going on? Thanks!
Run webbertakken/[email protected]
with:
projectPath: my-project-unity
unityVersion: 2019.2.11f1
targetPlatform: iOS
buildMethod: MyNamespace.MyStaticMethodToBuild
env:
UNITY_EMAIL: ***
UNITY_PASSWORD: ***
UNITY_SERIAL: ***
##[warning]Error: The process '/usr/bin/git' failed with exit code 128
##[error]The process '/usr/bin/git' failed with exit code 128
Hey! I'm using this action and it's awesome.
I'm trying an action for handling versions and changelogs, so I want to use custom versioning strategy in the Unity Builder.
Here's part of my setup:
# Generate changelog with conventional commits
- name: Conventional Changelog Action
id: changelog
uses: TriPSs/conventional-changelog-action@v3
with:
github-token: ${{ secrets.github_token }}
skip-commit: "true"
output-file: "false"
# Build APK
- name: Build APK with Unity
uses: webbertakken/[email protected]
with:
versioning: Custom
version: ${{ steps.changelog.outputs.tag }}
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
buildsPath: build
buildName: androidbuild
My questions are:
Is it possible to run builder action with this docker image?
Hi.
My unified license is not important.
Can I put it in the file.
And set the file path to an environment variable
Thanks.
It was working on
Virtual Environment
Environment: ubuntu-18.04
Version: 20200625.0
But now, it doesn't work on
Virtual Environment
Environment: ubuntu-18.04
Version: 20200717.1
Note, that I haven't changed anything in my ci.yml
. I just rerun the previously successful job. The exception I'm getting on the step:
Run webbertakken/[email protected]
with:
unityVersion: 2019.3.2f1
targetPlatform: Android
Detected outdated SDK Tools version 0.0 when the min version is 26.1.1
File /root/.android/repositories.cfg could not be loaded.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
UnityEditor.Android.AndroidSDKTools:DetectErrorsAndWarnings(String, String)
UnityEditor.Android.AndroidSDKTools:RunAndroidSdkTool(String, String, Boolean, String, String)
UnityEditor.Android.AndroidSDKTools:RunAndroidSdkTool(String, String, Boolean, String)
UnityEditor.Android.AndroidSDKTools:UpdateSDK()
UnityEditor.Android.PostProcessor.Tasks.SDKComponentDetector:Update(AndroidSDKTools, Version, ProgressHandler)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK:EnsureSDKComponentVersion(Version, SDKComponentDetector)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK:Execute(PostProcessorContext)
UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks(PostProcessorContext)
UnityEditor.Android.PostProcessAndroidPlayer:PrepareForBuild(BuildOptions, BuildTarget)
UnityEditor.Android.AndroidBuildPostprocessor:PrepareForBuild(BuildOptions, BuildTarget)
UnityEditor.PostprocessBuildPlayer:PrepareForBuild(BuildOptions, BuildTargetGroup, BuildTarget) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:149)
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:376)
UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:275)
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:258)
UnityEditor.BuildPipeline:BuildPlayer(EditorBuildSettingsScene[], String, BuildTarget, BuildOptions) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:241)
BuildScript:BuildPlayer(BuildOptions, String) (at Assets/Editor/BuildScript.cs:35)
BuildScript:ExportGradleProd() (at Assets/Editor/BuildScript.cs:29)
License OK.
Unity 2020.1.0b12 beta
Probably because too recent unity version ? Tried to retrograde to LTS 2019 but it break my scenes (unable to load scenes ...).
Any idea to get more details or a solution ?
###########################
Building platform
###########################
[Licensing::Module] Channel doesn't exist: "LicenseClient-root"
[Licensing::Module] Successfully launched the LicensingClient (PId: 74)
[Licensing::Module] Successfully connected to LicensingClient on channel: "LicenseClient-root"
[SignatureVerifier] Application signature verification not supported on this platform.
Entitlement-based licensing initiated
[LicensingClient] Licenses updated successfully
Segmentation fault (core dumped)
Build failed, with exit code 139
Problem Description:
When running unity builder from a PR in an organization repository, unity-builder action cannot find the origin remote.
Error Message:
##[warning]fatal: ambiguous argument 'origin/continuous-integration': unknown revision or path not in the working tree.
Use '--' to separate paths from revisions, like this:
'git <command> [<revision>...] -- [<file>...]'
##[error]Failed to run "git rev-list --count origin/continuous-integration".
In-command error caught: Error: The process '/usr/bin/git' failed with exit code 128
Entire job log:
##[warning]
Library folder does not exist.
Consider setting up caching to speed up your workflow,
if this is not your first build.
##[warning]From https://github.com/rubin-studios/card-game
* [new branch] develop -> origin/develop
* [new branch] master -> origin/master
/bin/sh
0
0
##[warning]fatal: ambiguous argument 'origin/continuous-integration': unknown revision or path not in the working tree.
Use '--' to separate paths from revisions, like this:
'git <command> [<revision>...] -- [<file>...]'
##[error]Failed to run "git rev-list --count origin/continuous-integration".
In-command error caught: Error: The process '/usr/bin/git' failed with exit code 128
Desired Behaviour:
The unity-builder action should be able to run from an organization repository, within a pull request from a fork.
Hello, big beginner here.
I try the following things and got this error:
##[error]The process '/usr/bin/docker' failed with exit code 1
I'm not sure why or how to fix it.
name: Actions ๐
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: "<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License id=\"Terms\">\n <MachineBindings>\n <Binding Key=\"1\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n <Binding Key=\"2\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n </MachineBindings>\n <MachineID Value=\"Xxo1ZKbdPu/IATrc0mPBYANJFF0=\"/>\n <SerialHash Value=\"1efd68fa935192b6090ac03c77d289a9f588c55a\"/>\n <Features>\n <Feature Value=\"33\"/>\n <Feature Value=\"1\"/>\n <Feature Value=\"12\"/>\n <Feature Value=\"2\"/>\n <Feature Value=\"24\"/>\n <Feature Value=\"3\"/>\n <Feature Value=\"36\"/>\n <Feature Value=\"17\"/>\n <Feature Value=\"19\"/>\n <Feature Value=\"62\"/>\n </Features>\n <DeveloperData Value=\"AQAAAEY0LUg2WFMtUE00NS1SM0M4LUUyWlotWkdWOA==\"/>\n <SerialMasked Value=\"F4-H6XS-PM45-R3C8-E2ZZ-XXXX\"/>\n <StartDate Value=\"2018-05-02T00:00:00\"/>\n <UpdateDate Value=\"2019-11-25T18:23:38\"/>\n <InitialActivationDate Value=\"2018-05-02T14:21:28\"/>\n <LicenseVersion Value=\"6.x\"/>\n <ClientProvidedVersion Value=\"2019.2.11f1\"/>\n <AlwaysOnline Value=\"false\"/>\n <Entitlements>\n <Entitlement Ns=\"unity_editor\" Tag=\"UnityPersonal\" Type=\"EDITOR\" ValidTo=\"9999-12-31T00:00:00\"/>\n </Entitlements>\n </License>\n<Signature xmlns=\"http://www.w3.org/2000/09/xmldsig#\"><SignedInfo><CanonicalizationMethod Algorithm=\"http://www.w3.org/TR/2001/REC-xml-c14n-20010315#WithComments\"/><SignatureMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#rsa-sha1\"/><Reference URI=\"#Terms\"><Transforms><Transform Algorithm=\"http://www.w3.org/2000/09/xmldsig#enveloped-signature\"/></Transforms><DigestMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#sha1\"/><DigestValue>JHdOBFmBNq2H8BrGFzir/StLoYo=</DigestValue></Reference></SignedInfo><SignatureValue>aENLHd37a51RtP2/g7YU0Pexf5mx0/ENXYGtrPzqwZ8NQt2AsSdxGnl0CUB45/GuNXfJVDt2HWot\ncNYZB2OylVBn1WHQbKZlPmm8gEAMz0MYbr4Isb5i5buryBrZlmbEOjnRI+pEg1CBwlgMo6xdtjjE\n/d7cC293QIUO91kdzRXftYou1dNaUyuPL9ZH65vdB2pDXGRNxgUVD+GnnqZA7b5L2HXqNQclcWAK\n5Yd1BeF3VzR1iLw9G/SmH5oOhnpXSmqbL4qk7LVP2/mgXpFk5kP4X8VC3z47obNhBIGq40dwWyEe\nUYk5/nRAOkZawDT+tcu96e06gPC9Cxk5PdbRbA==</SignatureValue></Signature></root>"
jobs:
readmeWorkflow:
name: Readme Workflow โจ
runs-on: ubuntu-latest
steps:
# Checkout
- name: Checkout repository
uses: actions/checkout@v2
with:
lfs: true
# Cache
- uses: actions/[email protected]
with:
path: ./Library
key: Library-test-project-StandaloneWindows
# Test
#- name: Run tests
# uses: webbertakken/[email protected]
#with:
#unityVersion: 2019.2.11f1
# Build
- name: Build project
uses: webbertakken/[email protected]
with:
unityVersion: 2019.2.11f1
targetPlatform: StandaloneWindows
# Output
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
Hi, I encountered this error when trying to build my project to android.
After import all assets build crash with error which I attached below
Is that a my mistake, or may be someone have any ideas or workarounds?
Scripts have compiler errors.
19793
(Filename: ./Runtime/Utilities/Argv.cpp Line: 376)
19794
19795
19796
Aborting batchmode due to failure:
19797
Scripts have compiler errors.
19798
19799
[Performance] Application.InitializeProject : 1 samples, Peak. 1.36 ks (1.0x), Avg. 1.36 ks, Total. 1.360 ks (99.9%)
19800
[Performance] Application.PackageManager.StartServer : 1 samples, Peak. 3.89 ms (1.0x), Avg. 3.89 ms, Total. 3.895 ms (0.0%)
19801
[Performance] Application.IsBrowserCacheEmpty : 1 samples, Peak. 710 us (1.0x), Avg. 710 us, Total. 709.6 us (0.0%)
19802
[Performance] Application.AcquireProjectLock : 1 samples, Peak. 2.37 ms (1.0x), Avg. 2.37 ms, Total. 2.371 ms (0.0%)
19803
[Performance] Application.InitializeEngineNoGraphics : 1 samples, Peak. 394 ms (1.0x), Avg. 394 ms, Total. 393.5 ms (0.0%)
19804
[Performance] Application.PackageManager.Initialize : 1 samples, Peak. 884 ms (1.0x), Avg. 884 ms, Total. 883.8 ms (0.1%)
19805
[Performance] CurlRequestCheck : 18 samples, Peak. 213 us (5.4x), Avg. 39.7 us, Total. 713.8 us (0.0%)
19806
[Performance] PackageManager::RunRequestSynchronously : 621 samples, Peak. 565 us (27.8x), Avg. 20.3 us, Total. 12.61 ms (0.0%)
19807
[Performance] Application.EngineGraphics.Initialize : 1 samples, Peak. 2.33 s (1.0x), Avg. 2.33 s, Total. 2.332 s (0.2%)
19808
[Performance] Application.GI.Initialize : 1 samples, Peak. 860 ms (1.0x), Avg. 860 ms, Total. 859.7 ms (0.1%)
19809
[Performance] Application.LoadAllDefaultResourcesFromEditor : 1 samples, Peak. 5.20 ms (1.0x), Avg. 5.20 ms, Total. 5.201 ms (0.0%)
19810
[Performance] Application.LoadMonoAssemblies : 1 samples, Peak. 3.67 s (1.0x), Avg. 3.67 s, Total. 3.674 s (0.3%)
19811
[Performance] ProcessService.EditorAfterLoadAllAssemblies : 3 samples, Peak. 57.9 ms (1.4x), Avg. 41.9 ms, Total. 125.8 ms (0.0%)
19812
[Performance] Application.ReadLicenseInfo : 1 samples, Peak. 10.1 ms (1.0x), Avg. 10.1 ms, Total. 10.06 ms (0.0%)
19813
[Performance] Application.InitialScriptRefresh : 1 samples, Peak. 318 s (1.0x), Avg. 318 s, Total. 318.4 s (23.4%)
19814
[Performance] BuildCatalog : 2 samples, Peak. 324 ms (1.2x), Avg. 272 ms, Total. 544.5 ms (0.0%)
19815
[Performance] Application.AssetDatabase.Refresh : 1 samples, Peak. 997 s (1.0x), Avg. 997 s, Total. 996.6 s (73.2%)
19816
[Performance] SceneDataContainer.TransformHierarchyChangedSetParentCallback : 34131 samples, Peak. 89.3 us (101.8x), Avg. 877 ns, Total. 29.95 ms (0.0%)
19817
[Performance] SceneVisibilityState.IsFlagSetInParents : 106275 samples, Peak. 88.5 us (178.3x), Avg. 496 ns, Total. 52.76 ms (0.0%)
19818
[Performance] Application.ImportAssetsWithMismatchingAssetImporterVersion : 1 samples, Peak. 552 ms (1.0x), Avg. 552 ms, Total. 552.1 ms (0.0%)
19819
[Performance] Application.SyncCurrentColorSpace : 1 samples, Peak. 179 ms (1.0x), Avg. 179 ms, Total. 178.9 ms (0.0%)
19820
[Performance] Application.OnUsbDevicesChanged : 1 samples, Peak. 10.2 us (1.0x), Avg. 10.2 us, Total. 10.20 us (0.0%)
19821
[Performance] Application.AssetDatabase.SaveAssets : 1 samples, Peak. 498 ms (1.0x), Avg. 498 ms, Total. 498.0 ms (0.0%)
19822
[Performance] Application.AssetInstanceCacheUpdate : 1 samples, Peak. 300 ns (1.0x), Avg. 300 ns, Total. 300.0 ns (0.0%)
19823
[Performance] Application.UnityExtensions.Initialize : 1 samples, Peak. 2.90 ms (1.0x), Avg. 2.90 ms, Total. 2.903 ms (0.0%)
19824
[Performance] Application.InitializeManagedCompilationPipeline : 1 samples, Peak. 195 ms (1.0x), Avg. 195 ms, Total. 195.0 ms (0.0%)
19825
[Performance] Application.ExecuteStartups : 1 samples, Peak. 236 ms (1.0x), Avg. 236 ms, Total. 235.7 ms (0.0%)
19826
[Performance] Application.RebuildOSMenu : 1 samples, Peak. 74.4 ms (1.0x), Avg. 74.4 ms, Total. 74.40 ms (0.0%)
19827
[Performance] UpdateAllMenus : 1 samples, Peak. 74.4 ms (1.0x), Avg. 74.4 ms, Total. 74.39 ms (0.0%)
19828
[Performance] Application.editorInitializingProject : 1 samples, Peak. 29.3 us (1.0x), Avg. 29.3 us, Total. 29.30 us (0.0%)
19829
[Performance] GUIView.RepaintAll.PlayerLoopController : 1 samples, Peak. 900 ns (1.0x), Avg. 900 ns, Total. 900.0 ns (0.0%)
19830
[Performance] Application.InvokeFinishedLoadingProject : 1 samples, Peak. 70.5 ms (1.0x), Avg. 70.5 ms, Total. 70.49 ms (0.0%)
19831
[Performance] ProcessService.OnProjectLoaded : 1 samples, Peak. 56.9 ms (1.0x), Avg. 56.9 ms, Total. 56.93 ms (0.0%)
19832
Cleanup mono
19833
debugger-agent: Unable to listen on 38
19834
geForIconForExtension
19835
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19836
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19837
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19838
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19839
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19840
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19841
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19842
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19843
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19844
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19845
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19846
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19847
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19848
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19849
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19850
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19851
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19852
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19853
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19854
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19855
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19856
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19857
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19858
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19859
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19860
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19861
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19862
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19863
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19864
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19865
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19866
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19867
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19868
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19869
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19870
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19871
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19872
./Editor/Platform/Linux/TempStubs.cpp:PlatformImageForIconForExtension
19873
Compressing using quality level 127
19874
./Editor/Platform/Linux/UsbDevices.cpp:UsbDevicesQuery
19875
Build failed, with exit code 1
19876
Context
At the time of writing, some images from upstream are not working.
Suggested solution
Add a parameter to Unity Builder called customImage
that accepts any docker image (and thus overrides unityVersion
behaviour), so that custom hashes can be used.
This would solve the faulty android images problem short term, and add a valuable feature for the long term as well.
Considered alternatives
We've been trying to get these android images going again by republishing the correct NDK, SDK etc. Follow main thread and separate PoC to help in our current attempts.
I tried several different versions of unity, but I am getting the same error in each versions.
Here is the complete log
name: Build and Release CGS
on:
push:
branches:
- master
- dev/*
jobs:
buildForAllPlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
strategy:
fail-fast: false
matrix:
unityVersion:
- 2019.3.7f1
targetPlatform:
- Android # Build an Android .apk standalone app.
- iOS # Build an iOS player.
# - StandaloneOSX # Build a macOS standalone (Intel 64-bit).
# - StandaloneWindows # Build a Windows standalone.
# - StandaloneWindows64 # Build a Windows 64-bit standalone.
# - StandaloneLinux64 # Build a Linux 64-bit standalone.
# - WebGL # WebGL.
steps:
- uses: actions/checkout@v2
with:
lfs: true
- uses: actions/[email protected]
with:
path: Library
key: Library-${{ matrix.targetPlatform }}
- uses: webbertakken/unity-builder@196fe8fc5b9d335768f6c0c051f285d0080c267e
with:
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
buildsPath: builds
androidAppBundle: true
androidKeystoreName: user.keystore
androidKeystorePass: ${{ secrets.ANDROID_KEYSTORE_PASS }}
androidKeyaliasName: ${{ secrets.ANDROID_KEYALIAS_NAME }}
androidKeyaliasPass: ${{ secrets.ANDROID_KEYALIAS_PASS }}
- uses: actions/upload-artifact@v1
with:
name: cgs-builds
path: builds
2020-07-27T23:54:49.2953145Z Targeting platform: Android
2020-07-27T23:54:49.2971043Z Refreshing native plugins compatible for Editor in 0.01 ms, found 0 plugins.
2020-07-27T23:54:49.2976002Z Preloading 0 native plugins for Editor in 0.00 ms.
Register platform support module: /opt/Unity/Editor/Data/PlaybackEngines/LinuxStandaloneSupport/UnityEditor.LinuxStandalone.Extensions.dll
Register platform support module: /opt/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll
Registered in 0.004537 seconds.
Native extension for Android target not found
Native extension for LinuxStandalone target not found
Updating from v1.2 to v1.3 or v1.4 causes this error in WebGL builds.
The version of Unity I'm using for the build is 2020.1.5f1.
Error scanning for extension ivy.xml files: System.UnauthorizedAccessException: Access to the path '/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten_Linux/node' is denied.
at System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) [0x00129] in <fb001e01371b4adca20013e0ac763896>:0
at System.IO.FileSystemEnumerableIterator`1[TSource].HandleError (System.Int32 hr, System.String path) [0x00006] in <fb001e01371b4adca20013e0ac763896>:0
at System.IO.FileSystemEnumerableIterator`1[TSource].AddSearchableDirsToStack (System.IO.Directory+SearchData localSearchData) [0x00053] in <fb001e01371b4adca20013e0ac763896>:0
at System.IO.FileSystemEnumerableIterator`1[TSource].MoveNext () [0x0008e] in <fb001e01371b4adca20013e0ac763896>:0
at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <fb001e01371b4adca20013e0ac763896>:0
at System.IO.Directory.InternalGetFileDirectoryNames (System.String path, System.String userPathOriginal, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) [0x0000f] in <fb001e01371b4adca20013e0ac763896>:0
at System.IO.Directory.InternalGetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0
at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) [0x00038] in <fb001e01371b4adca20013e0ac763896>:0
at UnityEditor.Modules.ModuleManager.LoadLegacyExtensionsFromIvyFiles () [0x000a5] in /home/bokken/buildslave/unity/build/Editor/Mono/Modules/ModuleManager.cs:253
Win32Exception: ApplicationName='/opt/Unity/Editor/Data/il2cpp/build/deploy/netcoreapp3.0/il2cpp', CommandLine='--convert-to-cpp --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="WebGL" --architecture="EmscriptenJavaScript" --configuration="Release" --outputpath="/github/workspace/Assets /../Temp/StagingArea/Data/Native/build.bc" --cachedirectory="/github/workspace/Assets/../Library/il2cpp_cache" --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --baselib-directory="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/Variations/nondevelopment" --avoid-dynamic-library-copy --emit-method-map --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_AIModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_AccessibilityModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_AndroidJNIModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_AnimationModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_AssetBundleModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_AudioModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_ClothModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_CoreModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_CrashReportingModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_DSPGraphModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_DirectorModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_GameCenterModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_GridModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_HotReloadModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_IMGUIModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_ImageConversionModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_InputLegacyModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_InputModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_JSONSerializeModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_LocalizationModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_ParticleSystemModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_PerformanceReportingModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_Physics2DModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_PhysicsModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_ProfilerModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_ScreenCaptureModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_SharedInternalsModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_SpriteMaskModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_SpriteShapeModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_StreamingModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_SubstanceModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_SubsystemsModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_TLSModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_TerrainModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_TerrainPhysicsModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_TextCoreModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_TextRenderingModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_TilemapModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UIElementsModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UIElementsNativeModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UIModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UNETModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UmbraModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityAnalyticsModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityConnectModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityTestProtocolModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityWebRequestAssetBundleModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityWebRequestAudioModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityWebRequestModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityWebRequestTextureModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_UnityWebRequestWWWModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_VFXModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_VRModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_VehiclesModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_VideoModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_WebGLModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_WindModule_Dynamic.bc" --additional-libraries="/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/WebGLSupport_XRModule_Dynamic.bc" --profiler-report --map-file-parser="/opt/Unity/Editor/Data/Tools/MapFileParser/MapFileParser" --directory="/github/workspace/Temp/StagingArea/Data/Managed" --generatedcppdir="/github/workspace/Temp/StagingArea/Data/il2cppOutput" ', CurrentDirectory='/github/workspace/Temp/StagingArea/Data/Managed', Native error= mono-io-layer-error (5)
at System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) [0x002dc] in <c8c8707b2adc41b09ae682df75fe1fd0>:0
at System.Diagnostics.Process.Start () [0x0003a] in <c8c8707b2adc41b09ae682df75fe1fd0>:0
at (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
at UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) [0x0006d] in /home/bokken/buildslave/unity/build/Editor/Mono/Utils/Program.cs:46
at UnityEditor.Utils.Program.Start () [0x00001] in /home/bokken/buildslave/unity/build/Editor/Mono/Utils/Program.cs:30
at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0001e] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:124
at UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x0005d] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:97
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x0007a] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:690
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x0031a] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:672
at UnityEditorInternal.IL2CPPBuilder.Run () [0x000ce] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:505
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:235
at UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (UnityEditor.Modules.BuildPostProcessArgs args) [0x00108] in /Users/bokken/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:373
at UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x0029c] in /Users/bokken/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:911
at UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in /home/bokken/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27
at UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x000dc] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:324
Builds for other platforms are building fine.
It was building fine before the update.
Is there any solution to this problem?
I'm getting a problem related to the project. maybe you may have an idea why.
the only thing i can rescue inside the logs:
'' is an incorrect path for a scene file. BuildPlayer expects paths relative to the project folder.
I found this thread google/play-instant-unity-plugin#26 but i dont know if its related.
With an empty new project works, i didnt try to do it in a subfolder like im doing(ill try today at night )
Greetings,
After changing to the newest [email protected]
I was able to download the right Unity version (2019.2.14f1) for my project. The build itself still did not work, however, so I figured out how the underlying Docker images worked, and ran it locally on my Mac. I had a similar problem that was due to LFS not working, which made me wonder if LFS was being used on the checkouts. It turns out that's a newer feature of the checkout action, so I turned on LFS for my builds, and it worked.
This is my working build file (after removing the manual-activation step, as it's not necessary after I've set the UNITY_LICENSE
secret).
name: Unity - Builder
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildForSomePlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- .
unityVersion:
- 2019.2.14f1
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows64 # Build a Windows 64-bit standalone.
steps:
- uses: actions/checkout@v2
with:
lfs: true
- uses: webbertakken/unity-builder@master
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
buildName: PowerOffense-${{ matrix.targetPlatform }}
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
I hope it helps as an example of what can work.
A few details; it uses buildName
to put the apps name in the resultant build's executable. It uses LFS, which...SO FAR appears to be 'free' when running on GitHub's own servers. It does NOT cache the Library yet; I'll try that in a day or so. It uses checkout@v2
. It uses .
as the project path, since the repo has the project in the root directory.
Anyway, thanks VERY MUCH for these tools, and your help getting it working!
So this is really probably not related to Unity Builder, but since this doesn't happen on my nor teammates' computers, I figured I'd anyway open an issue here in case it was related to Unity Builder or if in future someone else has the same problem, then they can maybe find a solution here.
When building, I get a bunch of compiler errors like so:
Shader error in 'RaytracingShadow.compute': failed to open source file: 'Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRayTracingManager.cs.hlsl' at kernel OutputShadowTexture at Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl(1) (on d3d11)
Not really sure what causes that, since I can build fine on my own computer. Maybe outdated packages? Some package not being installed in a similar way on the Ubuntu image as on Windows?
Is there a way to pass the keystore file in the parameters ? And also the password ? (using github secrets)
Should it be in the customParameters
?
Hello Webbertakken!
I love you are building Unity CI plugins. I am working on trying to get my build process to work on my game but I've come across this problem. I hope this is the right place to ask for help. There is nothing in the game repo yet btw...
On the build log I'm getting this. Which seems like it can not activate the license properly.
Successfully tagged unity-builder:2020.1.3f1-mac
/usr/bin/docker run --workdir /github/workspace --rm --env UNITY_LICENSE --env UNITY_LICENSE_FILE --env UNITY_EMAIL --env UNITY_PASSWORD --env UNITY_SERIAL --env UNITY_VERSION=2020.1.3f1 --env PROJECT_PATH=. --env BUILD_TARGET=StandaloneOSX --env BUILD_NAME=StandaloneOSX --env BUILD_PATH=build/StandaloneOSX --env BUILD_FILE=StandaloneOSX --env BUILD_METHOD= --env VERSION=0.0.16 --env ANDROID_VERSION_CODE=16 --env ANDROID_KEYSTORE_NAME= --env ANDROID_KEYSTORE_BASE64= --env ANDROID_KEYSTORE_PASS= --env ANDROID_KEYALIAS_NAME= --env ANDROID_KEYALIAS_PASS= --env CUSTOM_PARAMETERS= --env HOME=/github/home --env GITHUB_REF --env GITHUB_SHA --env GITHUB_REPOSITORY --env GITHUB_ACTOR --env GITHUB_WORKFLOW --env GITHUB_HEAD_REF --env GITHUB_BASE_REF --env GITHUB_EVENT_NAME --env GITHUB_WORKSPACE=/github/workspace --env GITHUB_ACTION --env GITHUB_EVENT_PATH --env RUNNER_OS --env RUNNER_TOOL_CACHE --env RUNNER_TEMP --env RUNNER_WORKSPACE --volume /var/run/docker.sock:/var/run/docker.sock --volume /home/runner/work/_temp/_github_home:/github/home --volume /home/runner/work/_temp/_github_workflow:/github/workflow --volume /home/runner/work/Outlight/Outlight:/github/workspace unity-builder:2020.1.3f1-mac
Requesting activation (personal license)
Unclassified error occured while trying to activate license.
Exit code was: 1
Error: The process '/usr/bin/docker' failed with exit code 1
My Github Action script is here: https://github.com/bautrey37/Outlight/blob/main/.github/workflows/main.yml
For the UNITY_LICENSE, I am using my serial key on my organization in Unity. I have a Unity Pro license from being a student. I hope that this CI workflow is applicable to this license type. I'm not completely sure if this is the right license to use for the secret.
Hello,
So for some reason when my team runs the builds that come from the Github action, we find that some of our 3D models do not render but they create shadows, are able to be collided into and there are no errors thrown. This issue does not happen when we do a local build.
Any suggestions for how to fix this would be appreciated and happy to provide more details for further clarification. Here is a reference image for the issue I described above. Thanks :D
Bug description
When using a tag that does not 100% respect a classic semver version, unity-builder
fails with the following error message:
Error: Failed to parse git describe output: "v0.1.0a-26-g6817b33
How to reproduce
v0.1.0a
to trigger the pipelineIt should build, but it fails.
I'm trying to follow the guide here for running the build but I'm encountering this problem
LICENSE SYSTEM [2020613 19:26:52] <hash> != <hash>
I have tried multiple versions of unity and this is my yaml
name: Build
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildForSomePlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
# projectPath:
# - .
unityVersion:
- 2019.4.0f1
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows # Build a Windows standalone.
- StandaloneWindows64 # Build a Windows 64-bit standalone.
- StandaloneLinux64 # Build a Linux 64-bit standalone.
#- iOS # Build an iOS player.
#- Android # Build an Android .apk standalone app.
- WebGL # WebGL.
#- WSAPlayer # Build an Windows Store Apps player.
#- PS4 # Build a PS4 Standalone.
#- XboxOne # Build a Xbox One Standalone.
#- tvOS # Build to Apple's tvOS platform.
#- Switch # Build a Nintendo Switch player.
steps:
- uses: actions/checkout@v2
with:
lfs: true
# - uses: actions/[email protected]
# with:
# path: ${{ matrix.projectPath }}/Library
# key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
# restore-keys: |
# Library-${{ matrix.projectPath }}-
# Library-
- uses: webbertakken/[email protected]
with:
# projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
Current LTS and the previous 3 versions all have this error. Am I doing anything wrong?
Bug description
When building with this action for Android, the build fails due to being unable to execute the Android SDK
Win32Exception: ApplicationName='/opt/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/tools/bin/sdkmanager', CommandLine='--list', CurrentDirectory='/github/workspace/cafe-map/client/unity', Native error= Access denied
How to reproduce
GitHub Action Run: https://github.com/curioswitch/curiostack/runs/1304213993?check_suite_focus=true
Workflow: https://github.com/curioswitch/curiostack/blob/master/.github/workflows/unity-build-cafemap.yml
Code: https://github.com/curioswitch/curiostack/tree/master/cafe-map/client/unity
Expected behavior
The build succeeds and an APK is created
Additional details
I tried running the command in docker locally
docker run -it --rm gableroux/unity3d:2019.4.12f1-android
/opt/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/tools/bin/sdkmanager --list
and it works fine so surprised to see an access denied on the CI.
Hello,
I believe the doc has an error for buildMethod
, the doc examples says as follow : buildMethod: EditorNamespace.BuilderClassName.StaticBulidMethod
, but you should write buildMethod: BuilderClassName.StaticBulidMethod
without the EditorNameSpace
.
It wasn't working with it or with UnityEditor
, but having the class inside Assets/Editor/
folder and calling just the class and static method is enough.
Cheers
Context
Seems that linux docker images with IL2CPP are ready => https://gitlab.com/gableroux/unity3d/-/issues/66
It would be nice to be able to use them.
Suggested solution
Considering IL2CPP + Windows target is not possible ATM, an action parameter could be tricky. However I don't see any better solution.
After upgrading my Unity version (with no other changes to my use of unity-actions
), now build output looks like this:
###########################
# Building platform #
###########################
2019.4.8f1 (60781d942082)
Build succeeded
###########################
# Build directory #
###########################
total 8.0K
drwxr-xr-x 2 root root 4.0K Aug 15 13:25 .
drwxr-xr-x 3 root root 4.0K Aug 15 13:25 ..
I encountered this by using unityVersion: 2019.4.8f1
, but you can reproduce the underlying issue more directly by trying the -version
flag at the command line:
$ docker pull gableroux/unity3d:2019.4.8f1-linux-il2cpp
$ docker run -it --rm gableroux/unity3d:2019.4.8f1-linux-il2cpp
# /opt/Unity/Editor/Unity -batchmode -version "v1.0" -logfile /dev/stdout
2019.4.8f1 (60781d942082)
It appears that -version
is interpreted by the Unity CLI to print its own version, rather than provide a version for the build.
When it's not provided, Unity continues to start up as normal:
# /opt/Unity/Editor/Unity -batchmode -logfile /dev/stdout
[LicensingClient] ERROR Failed to connect to local IPC
[Licensing::Module] Failed to connect to channel: LicenseClient-root
[Licensing::Module] Successfully launched the LicensingClient
[SignatureVerifier] Application signature verification not supported on this platform.
[Licensing::Module] Successfully connected to LicensingClient on channel: LicenseClient-root
[Licensing::Module] Successfully launched and connected to LicensingClient
Entitlement-based licensing initiated
[LicensingClient] Licenses Updated successfully in LicensingClient
Error opening default X display
(Filename: ./Editor/Platform/Linux/X11Quarantine.cpp Line: 33)
(This failure is expected, as I didn't set up an X server for this test.)
I couldn't find any mention of a -version
flag even in the 2019.3 docs, so I'm not sure what the best solution is here.
Many thanks for this project! It's been exceptionally handy for a game side project. ๐
Hi, I have been trying out the actions and got a workflow functional with allowDirtyBuild: true. Really cool stuff, thank you for making these actions. I had to add /[Aa]rtifacts/ to .gitignore and fix an issue that was my fault based on inconsistent filename case to reduce the amount of dirty changes in the repo. But it's still showing ProjectSettings/ProjectSettings.asset
as changed.
M ProjectSettings/ProjectSettings.asset
##[error]Branch is dirty. Refusing to base semantic version on uncommitted changes
I'm happy to get any help for determining why ProjectSettings is changing, but maybe in general it would be nice to have an option like showDiffOnDirty: true
to show what changes have happened since checkout.
I know there could potentially be many files changed in a dirty repository scenario, but just knowing the filenames isn't quite enough information for me to diagnose the issue.
Related: #95
Edit: This can be achieved with nice output by issuing git status --verbose --verbose
or git --no-pager diff
(conditionally if this option is enabled)
I am creating a new issue to discuss the problem of Unity license activation not working across forked repositories. As @webbertakken has mentioned, this may be due to nuanced interaction of secrets and protected branches, and it may be worth documenting that this is a known issue and to find any workarounds.
I wondered if it could be useful to have the version number returned from the build action, perhaps to append to the name of the artifact file?
# Build
- name: Build project
uses: webbertakken/[email protected]
id: buildRunner
with:
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v1
with:
name: Build-${{ steps.buildRunner.outputs.version}}
path: build
Currently 2020.1.x
builds may not be working, producing empty builds without throwing an error or other issues.
Please refer to https://github.com/webbertakken/unity-actions/issues/84 for more information and possible solutions.
Feel free to discuss builder specific issues in here also.
Hi there!
I want to add compression build option for iOS Build (https://docs.unity3d.com/ScriptReference/BuildOptions.CompressWithLz4HC.html) is this possible?
Hi, is HDRP supported? I switched my test project to HDRP and I am getting this message: "Build failed, with exit code 101".
Thanks :)
When building for StandaloneOSX, the resultant file uploaded to artifacts isn't runnable.
If you add executable permissions to the artifact the project can then be run.
chmod +x [PATH-TO-ARTIFACT]/StandaloneOSX/StandaloneOSX.app/Contents/MacOS/*
I'm not entirely sure where this would be added in the build pipeline, but I imagine these permissions should be added prior to artifact upload.
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