Failed to add the asset file size for b24777957ec9d44649061dab714daf90 Failed to add the asset file size for sharedassets0.resource Failed to add the asset file size for sharedassets10.resource
What does this mean and what causes these warnings?
Unity 5.2.0f3 doesn’t show them.
For me it happens when building for Android. And when I run the app on the android device there is no audio (loaded from resources).
I’m testing it in Unity 5.2.1f1
Same here. In my case, the shown guid points to FacebookSettings.cs @mark71 : whare can I find your bug report? I could not find 730075 in the issue tracker.
(there must be some kind of moderation over the issue tracker - i cant see 730075 nor 730952) @neonblue : i just did a grep. having asset serialization set to text probably helps
There is something definitely wrong here…This happens on Android builds for any of my projects.
These are the build warnings:
Build Warnings
Failed to add the asset file size for 0000000000000000e000000000000000
UnityEditor.HostView:OnGUI()
Failed to add the asset file size for 26fb561ad9edbbb4dab574bfc05a34bc
UnityEditor.HostView:OnGUI()
Failed to add the asset file size for 2e1707c781be2c343913342b5363a7ce
UnityEditor.HostView:OnGUI()
Failed to add the asset file size for 921ed4b4b9f60dc43b3d03984c444ba1
UnityEditor.HostView:OnGUI()
Failed to add the asset file size for a811bde74b26b53498b4f6d872b09b6d
UnityEditor.HostView:OnGUI()
Failed to add the asset file size for e24c71bfe7d1b28489e1c7ec73667c53
UnityEditor.HostView:OnGUI()
The first warning shows up on every project. Sometimes I get Failed to add the asset file size for sharedassets0.resource.
My builds are also behaving as though some scripts are missing. Can anyone else confirm strange behavior on builds? My serialized dictionaries seem to be affected in builds only.
@ekt I believe that bugs have to be reviewed before they are posted to the tracker.
I haven’t noticed any strange behaviour, to me it seems to be working as before.
Happens on Android builds, not on winclient
building from the command line, there’s a stack trace, might be usefull for unity devs
Failed to add the asset file size for 25d16bd96ce334bc4b521072c4441caa
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, BuildTarget, BuildOptions, Boolean, UInt32&)
UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, BuildTarget, BuildOptions, UInt32&) (at C:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:198)
UnityEditor.BuildPipeline:BuildPlayer(String[], String, BuildTarget, BuildOptions) (at C:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:145)
ContinuousIntegration:BuildAndroidApk() (at Assets\Editor\ContinuousIntegration.cs:23)
[C:/buildslave/unity/build/Editor/Src/Utility/FilesizeInfo.cpp line 89]
(Filename: Assets/Editor/ContinuousIntegration.cs Line: 23)
In my case it’s already set to text. Didn’t help. Also I’ve tried several different sound settings (in my case I don’t hear sounds living in resources on android). Didn’t help either.
Ok, this explains why I’m seeing issues on my display after deployment… Some resources that are key for layout are not getting included. This is a huge deal…
Yes, I have resources missing from builds as well @ekt How were you able to build from the command line? I would like to take a look at the stack traces
The warning messages you’re seeing is part of a change we introduced in the latest patch in order to include the contents of the Resources folder in the output stats logfile, which is a feature that has been requested by some of our customers. I’ll analyze the case reports you have submitted and find out why are the warning messages being printed in the first place, because that shouldn’t really be the case under normal circumstances.
Notice that this new feature doesn’t have any impact whatsoever in the build process itself; it only affects the output stats calculation. So if you’re having issues when building your projects, the problem might be something else.