Horrendous cloud service quality

As usual, we get ready for live updates…stressful times to begin with but then we are halted by Unity’s (paid) service. This is by far not the first time lately.

We see these errors constantly now:

1: [Unity] [LicensingClient] ERROR Failed to disconnect local IPC connection
2: [Unity] DisplayProgressbar: Unity license

Builds taking forever (see image at bottom)
11 hours ago service was fine, and now it looks like it simply never will finish.

Does anyone over there know what they are doing when dealing with extremely important services for their customers, or is it just tinkering and, oops, we broke things for everyone, “Better look into that later today probably after lunch”?

I am consistently trying to be positive and enjoy working on our projects, but Unity has tarnished any joy of game development lately with the assortment of issues and quality of service, with priorities being questioned by the vast majority of developers here.

I dread working on games ever since we migrated everything over to Unity from Flash. Truly unfortunate.

Edit
And our webGL build failed after waiting 2+ hours. (64-bit Windows is at 3+ hours now)

304: [Unity] [LicensingClient] ERROR Failed to disconnect local IPC connection
305: [Unity] DisplayProgressbar: Unity license
306:        ! warning: could not find index.html to package WebGL artifacts
307: publishing finished successfully.
308: Finished: FAILURE

So we see the warning at the top about May 11th and 12th, but the issue yet persists. It also seems like a flat lie that it has to do with more builds occurring because you have a queue system; which should not affect our actual build processes, nor does that have anything to do with the licensing error that intermittently occurs.

This below build failed (checking before publishing live), but isn’t ending. It only failed because of your licensing error, along with incredibly slow build process, which didn’t happen on our two other builds.

We’re stuck delaying an emergency patch to resolve major issues (caused by a Unity bug, by the way), as we relied on our infrastructure to tie into the cloud services for out distribution process.

Shame on us.

I had a look at your build issues, this appears to be caused by a bug in Unity Package Manager. We have a fix for this planned for backport and a workaround currently in testing. While waiting for the workaround or a newer Unity version with complete fix, try using an older version of Unity - 2019.3.4f1 and earlier are completely unaffected by this issue and this issue has been extremely infrequent outside of 2019.3.13f1.

Well, I was hoping to be thankful for a workaround but again, no. This is 2019.3.4f1:

1: [Unity] [LicensingClient] ERROR Failed to disconnect local IPC connection
2: [Unity] DisplayProgressbar: Unity license
3: [Unity] [LicensingClient] ERROR Failed to disconnect local IPC connection
4: [Unity] DisplayProgressbar: Unity license
5:        ! warning: could not find index.html to package WebGL artifacts
6: publishing finished successfully.
7: Finished: FAILURE

Edit: Further inside Full Log:

105: [Unity] [Package Manager] Could not establish a connection with the Unity Package Manager local server process. This is most likely due to a proxy or firewall configuration. Make sure the process [/UNITY_PATH/Unity/macos/published/Unity-2019_3_4f1/Unity.app/Contents/Resources/PackageManager/Server/UnityPackageManager] is reachable via HTTP on the IP address 127.0.0.1.
106:        ! Unity player export failed!

Builds are still failing on 2019.3.4, but fine locally.

Also, you mentioned extremely infrequent…yet it happened on .12 for us, and .5f for us. It seems fairly consistent, albeit very slightly less than .13

Yeah we actually just found out that the breaking change was introduced in 2019.3.4 rather than 2019.3.5 where we initially thought it was introduced. Turns out that 2019.3.3 is the safe version of Unity for a rollback, sorry about that. We’re rolling out a couple of fixes for this shortly - one fix in a few hours which will resolve an underlying issue that was also creating the queue congestion and another fix ETA tomorrow attempting to directly workaround this specific issue in Unity Package Manager.

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While we’re not the happiest about the situation in the first place. I understand this is not on you, and certainly do appreciate your recourse during this.

Will give .3 a try. Thanks