IOException: Disk full.

Hi,
I’m having a bit of a hassle with cloud build. It was working fine until 5.5.x, but we had to take a break from the project and when I came back, I gladly upgraded project to 2017.x
However, I’m not able to take builds from UCB. All local builds are working, but I wasn’t able to take a single build yet.

Here’s the template filled:

Unity version: 2017.1.1p4 on local and 2017.1.1p3 on Cloud Build
XCode version: I’m using Rider on my workstation
Source control: Git, project is hosted on GitLab, currently not using LFS
Local build platform: Windows 64-bit
Build target: Windows 64-bit
Plugins: Only asset store plugins are being used.
Project name: Neon Town
Build log (relevant chunk):

28618: [Unity] Compiled shader 'Hidden/VideoDecode' in 2.16s
28619: [Unity]     d3d9 (total internal programs: 60, unique: 12)
28620: [Unity]     d3d11 (total internal programs: 60, unique: 12)
28621: [Unity] IOException: Disk full. Path Temp/StagingArea/Neon Town 64-bit_Data/sharedassets3.assets.resS" or "/BUILD_PATH/tanselaltinel.neon-town.windows-64-bit/temp.KBVvbp/Neon Town 64-bit_Data/sharedassets3.assets.resS
28622: [Unity]   at UnityEditor.WindowsStandalone.WindowsDesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x00009] in C:\buildslave\unity\build\PlatformDependent\WinPlayer\Extensions\Managed\WindowsDesktopStandalonePostProcessor.cs:178
28623: [Unity] UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
28624: /BUILD_PATH/.mason/buildpacks/unity/bin/compile: line 30:  3944 Abort trap: 6           "${unity_args[@]}"
28625:  ! Unity player export failed!
28626: ! build of 'windows-64-bit' failed. compile failed

Does it build locally from a fresh checkout? (Instructions below):

  • Clone/checkout your project into a new directory from source control.
    Yes
  • Open the Unity project in the same version of the editor that you are trying to build with in Cloud Build.
    I’ve taken builds with 2017.1.1p3 too, switched to p4 yesterday.
  • Build a version of your project for the same platform you are targeting in Cloud Build.
    Fails
  • Verify that the errors received in your Cloud Build log are not apparent during this local build.
    Obviously not.

Same issue here, waiting for response from the support since a few days now.

Any news? Waiting for response. I have same error on some android devices

IOException: Disk full. Path /storage/emulated/0/Android/data/com.xxx.yyy/files/LoginInfo.json

System.IO.FileStream.FlushBuffer () (at <00000000000000000000000000000000>:0)
System.IO.FileStream.Dispose (System.Boolean disposing) (at <00000000000000000000000000000000>:0)
System.IO.Stream.Close () (at <00000000000000000000000000000000>:0)
System.IO.StreamWriter.Dispose (System.Boolean disposing) (at <00000000000000000000000000000000>:0)
System.IO.TextWriter.Dispose () (at <00000000000000000000000000000000>:0)
System.IO.File.WriteAllText (System.String path, System.String contents, System.Text.Encoding encoding) (at <00000000000000000000000000000000>:0)
SaveManager.SaveLocal (System.Boolean isForce) (at <00000000000000000000000000000000>:0)

Hello yusufdemir2012, did you find solution for this problem?