Hi, I’m writing this, hoping someone else has encountered something similar and can help me.
The gist of it is this: The command line build works if it is run locally but fails when run through Jenkins.
I’m building iOS and Android versions.
The setup is a Win7 x64 Jenkins Slave with Unity 5.4.1f installed on it for Android, and an i7 Mac mini with the same version of Unity for iOS.
On Windows, the same account was used to run the command manually and through Jenkins.
Both win7 and macos slaves fail with the exact same result: “3 errors”.
I’ve tried pretty much everything I can think of and I’m really out of ideas.
Is there any way to see what those 3 errors are ?
DisplayProgressbar: Splitting assets
DisplayProgressbar: Preparing APK resources
DisplayProgressbar: Process plugins
DisplayProgressbar: Processing AAR plugins
DisplayProgressbar: Processing Android libraries
DisplayProgressbar: Creating Android manifest
DisplayProgressbar: Fetching assembly references
DisplayProgressbar: Compiling resources
DisplayProgressbar: Verifying Android libraries
DisplayProgressbar: Building DEX
DisplayProgressbar: Preparing streaming assets
DisplayProgressbar: AAPT: Compiling all assets into one archive
DisplayProgressbar: Creating APK package
DisplayProgressbar: Publishing output package
PostprocessBuild.OnPostprocessBuild(): target=Android pathToBuiltProject=C:/Tools/Jenkins/workspace/PuzzleBuilder-Android/label/Windows_Slave_Unity/Assets/../PuzzleBuilder_Release_iv1.0.771_rev771.apk
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PostprocessBuild:OnPostprocessBuild(BuildTarget, String) (at Assets\Scripts\Editor\PostprocessBuild.cs:12)
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, BuildTarget, BuildOptions, Boolean)
UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, BuildTarget, BuildOptions) (at C:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:252)
UnityEditor.BuildPipeline:BuildPlayer(String[], String, BuildTarget, BuildOptions) (at C:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:190)
AutomaticBuildScript:GenericBuild(String[], String, BuildTarget, BuildOptions) (at Assets\Scripts\Editor\AutomaticBuildScript.cs:170)
AutomaticBuildScript:PerformAndroidBuild() (at Assets\Scripts\Editor\AutomaticBuildScript.cs:143)
(Filename: Assets/Scripts/Editor/PostprocessBuild.cs Line: 12)
DisplayProgressbar: Building Player
Load scene 'Temp/__Backupscenes/0.backup' time: 0.008451 ms
Unloading 197 Unused Serialized files (Serialized files now loaded: 0)
[00:00:00] Enlighten: Reflection Probes took 55.169155 seconds. Cancelled, so not done yet.
System memory in use before: 161.7 MB.
System memory in use after: 163.0 MB.
Unloading 216 unused Assets to reduce memory usage. Loaded Objects now: 21296.
Total: 34.736740 ms (FindLiveObjects: 1.191417 ms CreateObjectMapping: 1.410261 ms MarkObjects: 27.156889 ms DeleteObjects: 4.976363 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 150.5 MB.
System memory in use after: 151.9 MB.
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 21296.
Total: 28.884096 ms (FindLiveObjects: 1.068864 ms CreateObjectMapping: 0.974686 ms MarkObjects: 26.788929 ms DeleteObjects: 0.050409 ms)
Ignoring 'Assets/FacebookSDK/Plugins/Android/Facebook.Unity.Android.dll' because we're compiling for Editor
Ignoring 'Assets/FacebookSDK/Plugins/Arcade/Facebook.Unity.Arcade.dll' because we're compiling for Editor
Ignoring 'Assets/FacebookSDK/Plugins/Arcade/FacebookNamedPipeClient.dll' because we're compiling for Editor
Ignoring 'C:/Progra~1/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll' because we're compiling for Editor
Ignoring 'C:/Progra~1/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll' because we're compiling for Editor
Ignoring 'C:/Progra~1/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll' because we're compiling for Editor
Ignoring 'Assets/FacebookSDK/Plugins/Android/Facebook.Unity.Android.dll' because we're compiling for Editor
Ignoring 'Assets/FacebookSDK/Plugins/Arcade/Facebook.Unity.Arcade.dll' because we're compiling for Editor
Ignoring 'Assets/FacebookSDK/Plugins/Arcade/FacebookNamedPipeClient.dll' because we're compiling for Editor
Ignoring 'C:/Progra~1/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll' because we're compiling for Editor
Ignoring 'C:/Progra~1/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll' because we're compiling for Editor
Ignoring 'C:/Progra~1/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll' because we're compiling for Editor
- starting compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll, for buildtarget 13
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 150.7 MB.
System memory in use after: 152.1 MB.
Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 21296.
Total: 32.855591 ms (FindLiveObjects: 1.338420 ms CreateObjectMapping: 2.106034 ms MarkObjects: 29.345631 ms DeleteObjects: 0.063389 ms)
*** Cancelled 'Build.Player.AndroidPlayer' in 62 seconds (62004 ms)
Exception: 3 errors
at AutomaticBuildScript.GenericBuild (System.String[] scenes, System.String target_dir, BuildTarget build_target, BuildOptions build_options) [0x0001d] in C:\Tools\Jenkins\workspace\PuzzleBuilder-Android\label\Windows_Slave_Unity\Assets\Scripts\Editor\AutomaticBuildScript.cs:173
at AutomaticBuildScript.PerformAndroidBuild () [0x000d7] in C:\Tools\Jenkins\workspace\PuzzleBuilder-Android\label\Windows_Slave_Unity\Assets\Scripts\Editor\AutomaticBuildScript.cs:143
(Filename: Assets/Scripts/Editor/AutomaticBuildScript.cs Line: 173)
executeMethod method AutomaticBuildScript.PerformAndroidBuild threw exception.
(Filename: C:/buildslave/unity/build/Runtime/Utilities/Argv.cpp Line: 171)
Aborting batchmode due to failure:
executeMethod method AutomaticBuildScript.PerformAndroidBuild threw exception.
FATAL: Unity3d command line execution failed with status 1
Build step 'Invoke Unity3d Editor' marked build as failure
CIFS: Current build result is [FAILURE], not going to run.
Finished: FAILURE