UCB Builds failing

Lately, a lot of our builds have been failing, seemingly randomly… It’s mostly a gamble when I start our builds, some build and some don’t. Here are some of the errors we’re getting:

We’re using BitBucket for the git repository hosting. The URL of the repository was recently changed but it was updated on UCB. Some of these builds fail after a minute or two, others fail after more than an hour…

Could these be internal UCB bugs?

These are in fact internal issues that are being worked on. The above is a good indication of errors that aren’t reflecting a problem with your project, I will update this thread when these have been resolved.

1 Like

Thank’s @unitychrism . I also got two new errors today:

I hope this gets resolved soon, it’s putting a big strain on our development process since we use UCB as our primary and only CI service.

8914: Slave went offline during the build
8915: ERROR: Connection was broken: java.io.IOException: Unexpected termination of the channel
8916: Caused by: java.io.EOFException
8917: Build step ‘Execute shell’ marked build as failure
8918: ERROR: Build step failed with exception
8919: Build step ‘Execute shell’ marked build as failure
8920: Problems occurs: nullBuild step ‘Execute a set of scripts’ marked build as failure
8921: Finished: FAILURE

We are having this same problem and it is causing serious delays that are costing us time and money.
Is there any update on this issue?

Same issue here tonight. Yesterday an Android build worked fine, today I added Mac64, Win64 and Win32 builds, now all 4 targets fail with the failed to update buildpack errors.

Just got something like that a second ago…still love UCB doe <3

Same issue

PM me a link to your build

  • Sophia

Thanks, but after cooldown any builds work fine again…

We’ve been having some build issues today too - it normally works fine and I haven’t changed much code so not sure what’s going on.

The errors we get are:

47793: [Unity] *** Cancelled 'Build.Player.AndroidPlayer' in 418 seconds (417912 ms)
47794: [Unity] Player export failed. Reason: 63 errors
.....
47808:  ! Unity player export failed!
47809: ! build of 'android_mmk' failed. compile failed
47810: Publishing build 48 of companyname/mmk for target 'android_mmk'...
47811: publishing finished successfully.
47812: done.
47813: Build step 'Execute shell' marked build as failure
47814: postbuildstatus finished successfully.
47815: Finished: FAILURE
47816:

The annoying thing is that there isn’t actually any errors visible in the log file at all. Even the emails we get from the cloud build server say:

‘MMK’ (ANDROID_MMK) #48 failed to build for Android!
Summary: 0 warnings, 0 errors:

Any help would be appreciated!

Maybe this is related to having a very large repository size? This is occurring with a repo of over 6 GB on my end.

I just started having the same issue. Any ideas? I’m using 2018.4.7f1

Hello, I’m also having this issue. I’m using 2019.4.3f1

EDIT: I found out that my problem seems to be something different, so I posted the issue a new thread .

actual post (probably unrelated to this topic)

I also have this Issue (Unity 2019.4.8f1).

Here is my code:

using UnityEngine;

namespace TheraBytes.Boba.Engine
{
    public struct AccessPointTransformInfo
    {
        public Vector3 Position { get; private set; }
        public Quaternion Rotation { get; private set; }

        public AccessPointTransformInfo(Vector3 position, Quaternion rotation)
        {
            this.Position = position;
            this.Rotation = rotation;
        }

        public static implicit operator AccessPointTransformInfo (AccessPoint accessPoint)
        {
            return new AccessPointTransformInfo (accessPoint.transform.position, accessPoint.transform.rotation);
        }
    }
}

In the line public static implicit operator AccessPointTransformInfo (AccessPoint accessPoint) I get the error that AccessPoint could not be found, although it is in the same assembly and namespace (actually it is in the same folder as the posted class).

Here is the error from Cloud Build (line 880):

873: [Unity] (...)
/define:CSHARP_7_OR_LATER
874: [Unity] /define:CSHARP_7_3_OR_NEWER
875: [Unity] "Assets/_Scripts/Engine/Runtime/WorldObjects/AccessPoints/AccessPointTransformInfo.cs"
876: [Unity] /define:UNITY_CLOUD_BUILD
877: [Unity] -----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/TheraBytes.Boba.Engine.dll
878: [Unity] Microsoft (R) Visual C# Compiler version 2.9.1.65535 (9d34608e)
879: [Unity] Copyright (C) Microsoft Corporation. All rights reserved.
880: [Unity] Assets/_Scripts/Engine/Runtime/WorldObjects/AccessPoints/AccessPointTransformInfo.cs(20,67): error CS0246: The type or namespace name 'AccessPoint' could not be found (are you missing a using directive or an assembly reference?)
881: [Unity] -----EndCompilerOutput---------------
882: [Unity] - Finished script compilation in 0.723253 seconds
(...)

Note that the compiler is doing something with the class in between the define logs. That looks strange to me.

You shouldn’t have to do this but you could try explicitly adding the namespace to AccessPoint - e.g. TheraBytes.Boba.Engine.AccessPoint. Might also be worth doing a clean build just to make sure there isn’t any old assemblies that haven’t been updated properly. Other than that it looks good to me.