This is my first time using Unity Cloud Build. I'm using BitBucket with SourceTree, I've also tried it with GitHub, but I keep getting the same error:
Error: unrecognized project! Please check your app configuration - if this is a Unity application, We expect your "Project Subdirectory" to be set to the path which directly contains the ProjectSettings and Assets directories. For a native app, this should be set to the path which directly contains the project file (.xcodeproj, project.properties, etc).
The project itself is simple, just one 3d character model and a basic walk animation just to make sure things were at a minimum. If anyone could help that would be great!
Here is the full log.
1: Running Prebuild steps
2: Removing bvr
3: Successfully uninstalled bvr-1.2.11
4: 1 gem installed
5: done.
6: bvr 1.2.12
7: bvr-api 0.2.4
8: Cloning the remote Git repository
9: Cloning repository ssh://git#bitbucket.org/jsmccloud/gm_animation_test.git
10: Fetching upstream changes from ssh://git#bitbucket.org/jsmccloud/gm_animation_test.git
11: Fetching upstream changes from ssh://git#bitbucket.org/jsmccloud/gm_animation_test.git
12: Checking out Revision d84217f8e82b1bedcd64256ae88a38b9226beb9b (refs/remotes/origin/master)
13: First time build. Skipping changelog.
14: Calculated Workspace Size: 308.73 MiB
15: PATH | SIZE
16: /GM_Animation_Test | 308.73 MiB
17: postcheckoutstatus finished successfully.
18: Error: unrecognized project! Please check your app configuration - if this is a Unity application, We expect your "Project Subdirectory" to be set to the path which directly contains the ProjectSettings and Assets directories. For a native app, this should be set to the path which directly contains the project file (.xcodeproj, project.properties, etc).
19: Build step 'Execute shell' marked build as failure
20: postbuildstatus finished successfully.
21: Finished: FAILURE
This is how I fixed the problem:
In my Unity project I set the following settings:
Under Edit>Project Settings>Editor
Set Version Control Mode to Visible Meta Files
Set Asset Serialization Mode to Force Text
Save project and close Unity. Apparently, leaving Unity open when I copy my files over to my repo directory had caused problems.
Everything seems to work fine now.
Related
My page wont go live when i try to publish it on github: https://starzje.github.io/NFT-card/
in "pages build and deployment", im both getting errors on deploy and built parts on github.
My file is just normal index.html and style.css, nothing else in it (just a folder with few imgs).
I did install sass and used bootstrap on a project before this (but there is no scss in this project).
github errors:
**DEPLOY ERROR**
Error: Error: No uploaded artifact was found! Please check if there are any errors at build step.
Error: Error: No uploaded artifact was found! Please check if there are any errors at build step.```
**BUILD ERROR:**
Conversion error: Jekyll::Converters::Scss encountered an error while converting 'assets/css/style.scss':
No such file or directory # dir_chdir - /github/workspace/docs
As mentioned in 2019, try and add a .nojekyll file at the root of your NFT-card repository.
That should allow you to bypass Jekyll completely: it would not try to apply a jekyll/minima theme at all.
I'm getting this Package Manager error, when switching to a different branch or cloning the project. Build fails and "Clean Build Folder" doesn't help.
Error:
failed extracting
'https://releases.amplify.aws/aws-sdk-ios/AWSConnect-2.26.6.zip'
which is required by binary target 'AWSConnect':
.../Library/Developer/Xcode/DerivedData/MyApp-cbgtlihuudupsqdzyjdbyvcwkilh/SourcePackages/artifacts/extract/AWSConnect
is not a directory
The following steps resolve the issue forcing all packages to download.
Product > Clean Build Folder
Delete DerivedData content (Preferences > Locations > Derived Data little arrow)
File > Packages > Reset Package Cache
Build
The Reset Package Cache step is the most important here. It forces all packages to download as if they where just added.
Another issue that can happen is if you have added a build configuration, make sure that you have replicated this build configuration name throughout all your in house libraries, frameworks and sub projects. If the project that uses your Library has no build configuration for the scheme you are building then it will not link and you will receive errors like:
failed extracting 'https://github.com/*.xcframework.zip' which is required by binary target 'BlahBlah': fchmod (file attributes) error: Operation not permitted
I'm trying to create a new cocoapod which I built.
I've tried everything I know, playing with the build settings, playing with build phases and even starting a fresh new empty project - nothing helped, and I keep getting the following errors:
error: Unexpected duplicate tasks:
1) Target 'IdFramework' (project 'Pods') has copy command from '/var/folders/j7/zvtf1r056n37blpr07lwpg_80000gr/T/CocoaPods-Lint-20210520-91577-hknniq-IdFramework/Pods/IdFramework/IdFramework/Info.plist' to '/Users/{username}/Library/Developer/Xcode/DerivedData/App-bmefgfaejhpjtdfjtbeehlmhmllt/Build/Products/Release-iphonesimulator/IdFramework/IdFramework.framework/Info.plist'
2) Target 'IdFramework' (project 'Pods') has copy command from '/var/folders/j7/zvtf1r056n37blpr07lwpg_80000gr/T/CocoaPods-Lint-20210520-91577-hknniq-IdFramework/Pods/IdFramework/IdFramework/Info.plist' to '/Users/{username}/Library/Developer/Xcode/DerivedData/App-bmefgfaejhpjtdfjtbeehlmhmllt/Build/Products/Release-iphonesimulator/IdFramework/IdFramework.framework/Info.plist'
warning: Skipping code signing because the target does not have an Info.plist file and one is not being generated automatically. (in target 'App' from project 'App')
warning: duplicate output file '/Users/{username}/Library/Developer/Xcode/DerivedData/App-bmefgfaejhpjtdfjtbeehlmhmllt/Build/Products/Release-iphonesimulator/IdFramework/IdFramework.framework/Info.plist' on task: ProcessInfoPlistFile /Users/{username}/Library/Developer/Xcode/DerivedData/App-bmefgfaejhpjtdfjtbeehlmhmllt/Build/Products/Release-iphonesimulator/IdFramework/IdFramework.framework/Info.plist /var/folders/j7/zvtf1r056n37blpr07lwpg_80000gr/T/CocoaPods-Lint-20210520-91577-hknniq-IdFramework/Pods/Target Support Files/IdFramework/IdFramework-Info.plist (in target 'IdFramework' from project 'Pods')
** BUILD FAILED **
I checked again and again, and there's nothing under Copy Bundle Resources - In fact the project gets compiled fine in XCode. I also tried to use the Legacy Build System - without success.
I'm using the latest version of cocoapods, with XCode 12.1.
What can possibly be the issue?
I came across this error when trying to build an ionic project for ios. It happened in the FirebaseCore build part of the process.
I found the problem was a bug in the following file on line 23:
platforms/ios/Pods/FirebaseCore/Firebase/Core/FIRNetwork.m
It seems the angle brackets don't allow the search for the file to start at the Pods level, whereas quotes allow a relative path to be used.
I found the solution was to do the following, so I thought I'd post it here in case anyone else has the same problem:
Either:
Change line 23 from:
#import <GoogleToolboxForMac/GTMNSData+zlib.h>
to:
#import "../../../GoogleToolboxForMac/Foundation/GTMNSData+zlib.h"
Or:
Add the following to the end of the Header Search Paths setting your Xcode project Build Settings:
"${PODS_ROOT}"
This is probably something simple that I am doing wrong as I am new to VSTS.
I have uploaded my existing .NET website project to VSTS and when I run a build definition in VSTS, I get an error in the solution file.
I can see what the problem is....the solution file has the pathway of the project on my PC in it...which is stored in inetpub/wwwroot/VSProjects on my PC.
Is there something simple I am missing to avoid this? There is probably a certain way that a .net website should be uploaded to vsts to avoid this pathway error?
Thanks for any help...
Here are the build solution log errors -
2018-01-19T16:34:14.3619604Z C:\Windows\Microsoft.NET\Framework\v4.0.30319\aspnet_compiler.exe -v /PropertyRegister -p ..\..\..\..\..\..\inetpub\wwwroot\VSProjects\PropertyRegister\ -u -f PrecompiledWeb\PropertyRegister\
2018-01-19T16:34:16.1411730Z ##[error]ASPNETCOMPILER(0,0): Error 1003: The directory 'd:\inetpub\wwwroot\VSProjects\PropertyRegister\' doesn't exist.
2018-01-19T16:34:16.1419278Z ASPNETCOMPILER : error 1003: The directory 'd:\inetpub\wwwroot\VSProjects\PropertyRegister\' doesn't exist. [d:\a\3\s\PropertyRegister\PropertyRegister.metaproj]
2018-01-19T16:34:16.1806460Z Done Building Project "d:\a\3\s\PropertyRegister\PropertyRegister.metaproj" (default targets) -- FAILED.
2018-01-19T16:34:16.1818301Z Done Building Project "d:\a\3\s\PropertyRegister\PropertyRegister.sln" (default targets) -- FAILED.
2018-01-19T16:34:16.1837158Z
2018-01-19T16:34:16.1837587Z Build FAILED.
2018-01-19T16:34:16.1873374Z
2018-01-19T16:34:16.1882800Z "d:\a\3\s\PropertyRegister\PropertyRegister.sln" (default target) (1) ->
2018-01-19T16:34:16.1884216Z (ValidateProjects target) ->
2018-01-19T16:34:16.1885795Z d:\a\3\s\PropertyRegister\PropertyRegister.sln.metaproj : warning MSB4121: The project configuration for project "PropertyRegister" was not specified in the solution file for the solution configuration "Release|Any CPU". [d:\a\3\s\PropertyRegister\PropertyRegister.sln]
2018-01-19T16:34:16.1886267Z
In VS Build task, you should specify the publishproj file instead of sln in Solution option of the VS Build task for your website project.
You can specify the detail relative path for the publishproj file or use wildcards to match the website project you want to build as below examples: