BuildFailedException: Failed to generate image database. Output from arcoreimg:
stdout:
====
stderr:
No valid input image found.
====
UnityEditor.XR.ARCore.ARCorePreprocessBuild.BuildImageTrackingAssets () (at Library/PackageCache/com.unity.xr.arcore@4.1.7/Editor/ARCoreBuildProcessor.cs:308)
UnityEditor.XR.ARCore.ARCorePreprocessBuild.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.xr.arcore@4.1.7/Editor/ARCoreBuildProcessor.cs:57)
UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass15_0.<OnBuildPreProcess>b__1 (UnityEditor.Build.IPreprocessBuildWithReport bpp) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:426)
UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List`1[T] oneInterfaces, System.Action`1[T] invocationOne, System.Collections.Generic.List`1[T] twoInterfaces, System.Action`1[T] invocationTwo, System.Boolean exitOnFailure) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:406)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
Did a forum search and checked the usual suspects:
- No spaces in project paths.
- No decimal points in reference image widths.
- Uses jpgs not pngs.
- Checked the quality scores in arcoreimg tool and they range from 70-100.
- Same project runs fine on iOS.
What else can I check?
BTW, it really seems like the XR Reference Image Library inspector should be doing all those checks so we don’t have to search forums for fixes. It would also be great if it showed the trackable image score (calling the appropriate tools for ARCore/ArKit/osX/Windows). Right now you have to do a lot of digging and research to get this basic information.
EDIT: Unity2020.3.10f1, AR Foundation/ARKit/ARCore: 4.1.7 (Verified)