iOS Cloud Build Failure

I have a project I’m trying to build for iOS using cloud build, but it keeps failing. Actually, all build options fail, but I’m able to build for Android and WebGL on my local. I can’t build for iOS locally for some reason. I unfortuantely don’t have a CLUE how to read this build log. Could I get some information on why my build is failing and tips for looking into build failures in the future?

I attached the build log as it’s rather long. It looks like its close to a succssful build.

2834726–206661–cloud_build_log.txt (327 KB)

Looks like your project was made using the experimental Linux build of the editor, 5.5xb5, and I’m guessing its not officially supported by Unity Cloud Build, which you have configured to build using Unity version 5.4.2f2.

Also, you need macOS to build for iOS, so if you’re on Linux that’d by why you can’t build locally.

At the very end of the build log it looks like UCB is trying to automatically fix some of your prefabs and just explodes from a NULL pointer exception. Broken prefab maybe? Not sure why its only happening on the iOS target, but I’m guessing its related to the the project version mismatch and or a beta bug.

Lastly, did you know your game repo is public? :hushed:
http://bryantmakesprograms.com:10080/games/political-crush/blob/master/ProjectSettings/ProjectVersion.txt

Ah, so it is! Thanks for pointing that out :slight_smile:

I appreciate the feedback! I’ll see if I cant get this to work correctly from my windows setup.

Aha, don’t know why I didnt try this before. I just tried building xcode locally from an empty project and it works fine. So must be something with my project, just not sure what. Its this pesky asset pack I’m using as a base me thinks :stuck_out_tongue:

These are the errors I get when trying to compile locally. I’ve also attached the details for the top error. I imagine they’re all caused for similar reasons.

Cross compilation job Assembly-CSharp.dll failed.
System.ComponentModel.Win32Exception: ApplicationName='/opt/Unity/Editor/Data/PlaybackEngines/iOSSupport/Tools/Linux/mono-xcompiler', CommandLine='--aot=full,asmonly,nodebug,static,outfile="Assembly-CSharp.dll.s" "Assembly-CSharp.dll" ', CurrentDirectory='/home/bryant/projects/Political Crush/Temp/StagingArea/Data/Managed'
  at System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
  at System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
  at System.Diagnostics.Process.Start () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()
  at UnityEditor.MonoProcessRunner.Run (System.Diagnostics.Process process) [0x0003e] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:30
  at UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile) [0x00009] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:105
  at UnityEditor.MonoCrossCompile.CrossCompileAOT (BuildTarget target, System.String crossCompilerAbsolutePath, System.String assembliesAbsoluteDirectory, CrossCompileOptions crossCompileOptions, System.String input, System.String output, System.String additionalOptions) [0x0034e] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoCrossCompile.cs:318
  at UnityEditor.MonoCrossCompile+JobCompileAOT.ThreadPoolCallback (System.Object threadContext) [0x0002c] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoCrossCompile.cs:52
UnityEditor.HostView:OnGUI()

I was able to get it to compile by setting a setting from Monox2 to ILLCPP2 or something like that. Absolutely no clue what that did though.