Hi I’m stuck with an issue in our build pipeline seems our builds are failing on strick-mode.
FMOD has an editor utility that executes a native plug-in when the build process is set on progress.
This seems to only happen on batchmode when running on a Docker Windows image.
The build can be done in none strict mode but then the audio banks do not load.
Happens in both
Unity 2021.3.15f1
Unity 2021.3.28f1
Burts Compiler 1.6.6
Burst Compiler 1.8.4
Window-IL2CPP on Windows Server 2019 LTS.
I’m using GameCI as base for my docker images.
Asset Pipeline Refresh: Total: 0.315 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
Summary:
Imports: total=3 (actual=3, local cache=0, cache server=0)
Asset DB Process Time: managed=0 ms, native=267 ms
Asset DB Callback time: managed=14 ms, native=32 ms
Scripting: domain reloads=0, domain reload time=0 ms, compile time=0 ms, other=0 ms
Project Asset Count: scripts=11877, non-scripts=7116
Asset File Changes: new=3, changed=3, moved=0, deleted=0
Scan Filter Count: 7
InvokeBeforeRefreshCallbacks: 1.356ms
ApplyChangesToAssetFolders: 0.114ms
Scan: 8.531ms
OnSourceAssetsModified: 0.130ms
InitializeImportedAssetsSnapshot: 108.663ms
GetAllGuidsForCategorization: 1.387ms
CategorizeAssets: 24.162ms
ImportOutOfDateAssets: 147.790ms (8.230ms without children)
ImportManagerImport: 130.697ms (120.333ms without children)
ImportInProcess: 10.304ms
UpdateCategorizedAssets: 0.061ms
ReloadImportedAssets: 0.003ms
EnsureUptoDateAssetsAreRegisteredWithGuidPM: 5.423ms
InitializingProgressBar: 0.013ms
PostProcessAllAssetNotificationsAddChangedAssets: 1.979ms
OnDemandSchedulerStart: 1.446ms
ReloadSourceAssets: 2.933ms
UnloadImportedAssets: 2.166ms
PostProcessAllAssets: 39.104ms
Hotreload: 6.931ms
GatherAllCurrentPrimaryArtifactRevisions: 1.059ms
UnloadStreamsBegin: 0.399ms
LoadedImportedAssetsSnapshotReleaseGCHandles: 6.821ms
GetLoadedSourceAssetsIDs: 8.129ms
GetLoadedSourceAssetsSnapshot: 3.657ms
PersistCurrentRevisions: 1.150ms
UnloadStreamsEnd: 0.122ms
GenerateScriptTypeHashes: 0.291ms
Untracked: -10.069ms
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.dll
Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2021.3.28f1/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
DllNotFoundException: fmodstudioL assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) FMOD.Memory.FMOD5_Memory_GetStats(int&,int&,bool)
at FMOD.Memory.GetStats (System.Int32& currentalloced, System.Int32& maxalloced, System.Boolean blocking) [0x00000] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\fmod.cs:991
at FMODUnity.RuntimeUtils.EnforceLibraryOrder () [0x00000] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\RuntimeUtils.cs:543
at FMODUnity.EditorUtils.CreateSystem () [0x0000a] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EditorUtils.cs:510
at FMODUnity.EditorUtils.get_System () [0x0000c] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EditorUtils.cs:597
at FMODUnity.EventManager.UpdateCache () [0x00269] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EventManager.cs:179
at FMODUnity.EventManager.RefreshBanks () [0x00000] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EventManager.cs:33
at FMODUnity.EventManager.BuildTargetChanged () [0x00000] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EventManager.cs:1045
at FMODUnity.EventManager+<>c.<.cctor>b__16_0 () [0x00000] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EventManager.cs:571
at FMODUnity.BuildStatusWatcher.SetBuildInProgress (System.Boolean inProgress) [0x0003c] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EditorUtils.cs:1669
at FMODUnity.BuildStatusWatcher+BuildProcessor.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) [0x00000] in C:\builds\polygon\rsml\project\Assets\Assemblies\Thirdparty\FMOD\src\Editor\EditorUtils.cs:1695
at UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass16_0.<OnBuildPreProcess>b__1 (UnityEditor.Build.IPreprocessBuildWithReport bpp) [0x00000] in <308d48a21a3e462ba091bd758b25b1e6>:0
at 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) [0x000ff] in <308d48a21a3e462ba091bd758b25b1e6>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair(List`1, Action`1, List`1, Action`1, Boolean)
UnityEditor.Build.BuildPipelineInterfaces:OnBuildPreProcess(BuildReport)
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, Int32, BuildOptions, String[], Boolean)
UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, Int32, BuildOptions, String[])
UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, Int32, BuildOptions, String[])
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
polygon.Utility_Editor.BuildPipeline.BuildLauncher:BuildPlayer(Boolean, Boolean, Boolean) (at Assets\Assemblies\polygon\Utility Editor\BuildPipeline\BuildLauncher.cs:176)
polygon.Utility_Editor.BuildPipeline.<BuildStepsAsync>d__11:MoveNext() (at Assets\Assemblies\polygon\Utility Editor\BuildPipeline\BuildLauncher.cs:116)
polygon.Utility_Editor.BuildPipeline.BuildLauncher:BuildStepsAsync(Boolean, Boolean, Boolean, Boolean, Boolean)
polygon.Utility_Editor.BuildPipeline.<BuildPlayerCleanAsync>d__8:MoveNext() (at Assets\Assemblies\polygon\Utility Editor\BuildPipeline\BuildLauncher.cs:68)
polygon.Utility_Editor.BuildPipeline.BuildLauncher:BuildPlayerCleanAsync(Boolean, Boolean)
polygon.Utility_Editor.BuildPipeline.<Build>d__0:MoveNext() (at Assets\Assemblies\polygon\Utility Editor\BuildPipeline\Builder.cs:16)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(<Build>d__0&)
polygon.Utility_Editor.BuildPipeline.Builder:Build()
(Filename: Assets/Assemblies/Thirdparty/FMOD/src/fmod.cs Line: 991)
DisplayProgressNotification: Build Failed
Error building Player: DllNotFoundException: fmodstudioL assembly:<unknown assembly> type:<unknown type> member:(null)
Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
Unloading 278 unused Assets / (1.2 MB). Loaded Objects now: 9725.
Memory consumption went from 239.6 MB to 238.4 MB.
Total: 37.535500 ms (FindLiveObjects: 1.709000 ms CreateObjectMapping: 1.909700 ms MarkObjects: 32.791900 ms DeleteObjects: 1.122500 ms)
Build Finished, Result: Failure.
Cancelling DisplayDialog: Build Result Build Failed
Time: 0 hours 0 minutes
Errors: 2
Warnings: 0