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Unity Buildstep fails although failure condition is disabled #92

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btsslawa opened this issue May 24, 2024 · 1 comment
Closed

Unity Buildstep fails although failure condition is disabled #92

btsslawa opened this issue May 24, 2024 · 1 comment

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@btsslawa
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Hey folks, so today I got this problem with one of my Unity projects building throw TeamCity with our local buildmachine. When I build it locally on the Dev-Station everything builds without a problem, but when triggered remotely, the first buildstep, which is just the checkout and the unity build this issue pops up:

[Script Updater] Failed to resolve 'None' expression : Library/PackageCache/com.unity.2d.pixel-perfect/Editor/Converter/U2DToURPPixelPerfectConverter.cs (57,76). This may cause expected updates to not be applied. [18:28:19] : [Step 1/2] [ApiUpdater] Total time: 4951ms, Parse response file: 205ms, Collect updater configs: 2323ms, Update: 2413ms, Save: 10ms Files: 2 modified / 2 visited / 5 total (Library/Bee/artifacts/1900b0aEDbg.dag/Unity.2D.PixelPerfect.Editor.dll). [18:28:19] : [Step 1/2] STDERR: [18:28:21]E: [Step 1/2] [Script Updater] Library/PackageCache/com.unity.2d.pixel-perfect/Editor/Converter/U2DToURPPixelPerfectConverter.cs(26,65): error CS0234: Der Typ- oder Namespacename "PixelPerfectCamera" ist im Namespace "UnityEngine.Experimental.Rendering.Universal" nicht vorhanden. (Möglicherweise fehlt ein Assemblyverweis.) [18:28:21]E: [Step 1/2] [Script Updater] Library/PackageCache/com.unity.2d.pixel-perfect/Editor/Converter/U2DToURPPixelPerfectConverter.cs(36,39): error CS0234: Der Typ- oder Namespacename "PixelPerfectCamera" ist im Namespace "UnityEngine.Experimental.Rendering.Universal" nicht vorhanden. (Möglicherweise fehlt ein Assemblyverweis.) [18:28:21]E: [Step 1/2] [Script Updater] Library/PackageCache/com.unity.2d.pixel-perfect/Editor/Converter/U2DToURPPixelPerfectConverter.cs(38,39): error CS0234: Der Typ- oder Namespacename "PixelPerfectCamera" ist im Namespace "UnityEngine.Experimental.Rendering.Universal" nicht vorhanden. (Möglicherweise fehlt ein Assemblyverweis.)

This text: Der Typ- oder Namespacename "PixelPerfectCamera" ist im Namespace "UnityEngine.Experimental.Rendering.Universal" nicht vorhanden. (Möglicherweise fehlt ein Assemblyverweis.)
is german and just means: a type or namespace PixelPerfectCamera is not available in "UnityEngine.Experimental.Rendering.Universal" (maybe an assemblyreference is missing)

Now the funny thing is: the build itself is actually successful. I can access the build and start the .exe without issues, but the following buildsteps are skipped since this buildstep is rendered as failed bc of this issue in TeamCity apparently.
I did some investigation and for the love of all deities I cant fix that issue above, but it seems that I dont even need to fix it, bc the build in unity itself gets executed.
What I also did is opening the cloned project on the buildmachine manually and doing a manual build there. The build of the game itself gets created, it's just this one error log apparently renders the TeamCity buildstep as failed for some reason. Apparently Unity throws the error but somehow fixes it along the further import process I guess.

Then I went to the FailureConditions and uncecked all potential failure conditions except the memory crash:
FailureConditions

But the build still fails and I am not sure I understand why this is happening and how I can prevent that.
Would appreciate any pointers/help with that.

@lesley29
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Hey @btsslawa,

Yes, the part of the log you mentioned is causing the build to fail. There is a list of patterns the plugin uses to decide whether to consider a line as normal output, a warning, or an error. The problematic output is the line with the CS0234 C# compilation error. Unfortunately, at the moment, there is no way to change this behavior (except for extending this list).

While I'm not sure if the situation you're experiencing is valid at all, it’s probably worth trying to change the package version (if you use this plugin at all) and clean up Unity caches. From the TeamCity side of things, I'd suggest you try muting the reported build problem if you're sure the resulting build is fine.

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