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Question by unity_MhnSJkMLkQzC1g · Jan 05, 2021 at 02:16 AM · batchmodesymbols

How to resolve USYM_UPLOAD_AUTH_TOKEN environment variable error while exporting with batchmode.

I am using Unity 2019.3.5f1 editor, and trying to export ios project with batchmode command line option, but I am getting error message while building exported XCode project, saying: "Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable."

My command is:

 /Applications/Unity/Hub/Editor/2019.3.5f1/Unity.app/Contents/MacOS/Unity -batchmode -nographics -silent-crashes -projectpath ~/Unity_Project/ -logfile ~/Unity.log -executeMethod CIEditorScript.PerformIOSBuild -quit -username me@mycompany.in -password MyPassw@rd

CIEditorScript.cs file's contents are:

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEditor;
 using UnityEngine;
 
 
 public class CIEditorScript
 {
     static string[] SCENES = FindEnabledEditorScenes ();
 
     static string TARGET_DIR = "/Users/username/export-ios";
 
     [MenuItem ("Custom/CI/Build iOS")]
     static void PerformIOSBuild ()
     {
         BuildOptions iosBuildOptions =  BuildOptions.AcceptExternalModificationsToPlayer;
         GenericBuild (SCENES, TARGET_DIR + "/ios/", BuildTarget.iOS, iosBuildOptions);
     }
 
     [MenuItem ("Custom/CI/Build Android")]
     static void PerformAndroidBuild ()
     {
         BuildOptions androidBuildOptions =  BuildOptions.AcceptExternalModificationsToPlayer;
         GenericBuild (SCENES, TARGET_DIR + "/android/", BuildTarget.Android, androidBuildOptions);
     }
 
     private static string[] FindEnabledEditorScenes ()
     {
         List<string> EditorScenes = new List<string> ();
         foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes) {
             if (!scene.enabled)
                 continue;
             EditorScenes.Add (scene.path);
         }
         return EditorScenes.ToArray ();
     }
 
     static void GenericBuild (string[] scenes, string target_dir, BuildTarget build_target, BuildOptions build_options)
     {
         EditorUserBuildSettings.SwitchActiveBuildTarget (build_target);
         BuildPipeline.BuildPlayer (scenes, target_dir, build_target, build_options);
     }
 }


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