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Question by cshuvfx · Nov 11, 2019 at 08:16 PM · buildbuild-errorbuildsettings

Unity windows build exit before asset import

Hi All!

I am trying to do a command line build on a windows server. When I run the same command line from mac os, no issue. When running the command on windows build server, the build exits without error but I do not get any build output, even though I have added exceptions in the build script. The log below is from trying to build from an empty scene. I am wondering what may cause build to exit early like this?

Please see build output below:

 LICENSE SYSTEM [2019119 17:37:59] Next license update check is after 2019-11-06T00:34:54
 
 Built from '2019.1/staging' branch; Version is '2019.1.7f1 (f3c4928e5742) revision 15975570'; Using compiler version '191627012'
 OS: 'Windows 10  (10.0.0) 64bit' Language: 'en' Physical Memory: 40956 MB
 BatchMode: 1, IsHumanControllingUs: 0, StartBugReporterOnCrash: 0, Is64bit: 1, IsPro: 1
 [Package Manager] Server::Start -- Port 60199 was selected
 
  COMMAND LINE ARGUMENTS:
 C:\my_unity_path\Unity2019.1.7f1\Editor\Unity.exe
 -nographics
 -batchmode
 -logfile
 build.log
 -projectPath
 C:\my_project_path/test_project
 -executeMethod
 Build.BuildAndroid
 -quit
 Successfully changed project path to: C:\my_project_path/test_project
 C:\my_project_path/test_project
 Using Asset Import Pipeline V1.
 DisplayProgressbar: Unity Package Manager

Build Script I was using:

     using System;
     using System.Linq;
     using UnityEditor;
     
     public class Build
     {
         static string[] GetScenePaths()
         {
             string[] scenes = new string[EditorBuildSettings.scenes.Length];
             for (int i = 0; i < scenes.Length; i++)
             {
                 scenes[i] = EditorBuildSettings.scenes[i].path;
             }
             return scenes;
         }
     
         public static void BuildAndroid()
         {
             // Find the prefs here
             // defaults read ~/Library/Preferences/com.unity3d.UnityEditor5.x.plist
             EditorPrefs.SetString("AndroidSDKRoot", "C:/android_sdk");
             EditorPrefs.SetInt("SdkUseEmbedded", 0);
             EditorPrefs.SetString("AndroidNdkRootR16b", "C:/android-ndk-r16b");
             EditorPrefs.SetInt("NdkUseEmbedded", 0);
     
             PlayerSettings.Android.bundleVersionCode = (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds;
   
         string error = BuildPipeline.BuildPlayer(GetScenePaths(), "
 Builds", BuildTarget.Android, BuildOptions.AcceptExternalModificationsToPlayer);
         if (string.IsNullOrEmpty( error ))
         {
             throw new System.Exception( "Error occurred during build:" + error);
         }
         
     }

It appears to me the build exited without error before asset gets imported. Any advice and suggestions are welcome. Thank you all for your time.

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