Hi there! As of last night it appears our build runners have switched over to Windows (which I’m excited about for the potential speed improvements). We are targeting Oculus Quest with our Android builds. Unfortunately these builds are failing for us and after combing the full logs we haven’t found an error that can be attributed to anything in our project. Also, as a test we toggled the “Disable Windows Builders” flag in the advance configuration of our build after which the build succeeded. Below are a few points of interest from our full log but I’d be happy to provide more if it would be helpful. Any insight would be greatly appreciated. Thanks!
198: [Unity] FMOD failed to get number of drivers ... : "Error initializing output device. " (60)
1331: [Unity] Adding genesis user token
1332: Unity ran in '183.012342' seconds
1333: ! Unity player export failed!
1334: ! build of 'android-for-quest-master' failed. exit
1385: Build failed. Please check the log for further details.
1386: Attempting to return legacy license
1387: No legacy license to return. Exiting
1388: Finished: FAILURE
also getting
[Unity] FMOD failed to get number of drivers …
for my windows builder cloud PC builds
I didn’t changed anything on my cloud builds. They just started to fail miserably
I can’t imagine this would be an issue…but I did notice this is being highlighted in red in the logs as an error. It seems the error highlighting is being tricked by a file that has error in its name?
13: [Unity] Start importing Assets/StreamingAssets/WebpageLoadingError using Guid(afd2311f5f013c644a3771a59613870b) Importer(-1,00000000000000000000000000000000)
14: [Unity] Done importing asset: 'Assets/StreamingAssets/WebpageLoadingError' (target hash: 'ad7caefb458b174d9ff046828df91454') in 0.009923 seconds
I would really appreciated any insight into these Windows builder issues. My team could really use the potential speed increase that may come from using Windows build machines. Also we have deployment tools from Oculus that we’d like to run post build which can only be run in Windows. Thanks for any assistance!
@Immu1 - I’ve just responded to another forum thread about the FMOD errors here . In summary, the FMOD errors aren’t usually the root cause of build failures, but we’re looking into them.
@Nomo-ForeVR - would you please file a support ticket if you haven’t already? You can do so by going to the Cloud Build → Support tab in your dashboard. This will help us take a look at your logs and get into direct contact with you.