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Question by justinvirtualitics · Nov 15, 2018 at 05:51 PM · buildprefabscommand-line

Differences between commandline and editor builds?

This is a bit of a strange issue. I will update this post with an example if I can reproduce in a small test project.

Currently, we use TeamCity running on a build server, which auto-runs Unity builds via commandline. (version 2018.2.5f1). In these builds, we suddenly find that some UI elements (using Nested Prefabs) are missing completely, but they appear fine when we build manually from within the editor on that same machine. The particular UI elements that go missing are never turned off in code. They are enabled in our scene from the start.

Is there anything in commandline vs editor builds that could account for this sort of difference?

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Answer by $$anonymous$$ · Jan 22, 2019 at 03:17 PM

In your command line build log, look for a line similar to this:

LICENSE SYSTEM [2019122 00:00:00] Next license update check is after 2018-12-01T00:00:00

Notice it says the "next license update check" is in the past? For some reason, Unity produces a stale build for me when this happens. After returning and renewing the license on this Unity instance, the build works as expected for me.

Not sure if this is what's happening for you, but it drove me nuts for the longest time. Unity definitely needs to place a higher emphasis on the quality of command line builds, because this is the kind of thing that turns people into sociopaths.

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avatar image justinvirtualitics · Jan 22, 2019 at 06:14 PM 0
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Yes, actually I do see this in the logs, and it is in the past. I will try your suggestion. Thanks!

avatar image $$anonymous$$ justinvirtualitics · Feb 19, 2019 at 06:17 PM 0
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Any luck with this? Curious for my own records whether or not this solved your problem.

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