I've got a project with 2 scenes that's been building quite happily for some time.
After a couple of days of tweaking in the editor, I decided to do a full build to share, and now Unity refuses to build.
The progress bar moves through scene 0 and hangs at about 50% with `Building scene 1: WinstonOrbital¹`
(Scene 0="ShipInterior")
If I remove the scene 1, the build succeeds so it's _something_ related to the scene.
To the best of my recollection, the only change in that scene was to add some perlin noise to a shader, which is about as self-contained as you can get.
How can I get the output from the build process in Unity? All the documentation / Googling shows how to get runtime logs, not the output of the build process itself...
The Unity Editor logs aren't much help, all I see when I start a build is this...
Refresh Completed time: 0.060773s
Asset Scan time: 0.059458s
Asset Hashing: 0.000000s [0 B, 0.000000 mb/s]
Asset Import (Scripting) time: 0.000000s (count: 0)
Post Processs Assets (Scripting) time: 0.000000s
Asset Rehashing: 0.000000s [0 B, 0.000000 mb/s]
Asset Import (Non Scripting) time: 0.000000s (count: 0)
Post Process Assets (Non Scripting) time: 0.000000s
Dependent Assets to Import Queue time: 0.000000s
Initialized touch support.
Operation UnityEditor.PackageManager.Requests.ListRequest Done
Current xiaomi package version is empty
Operation UnityEditor.PackageManager.Requests.SearchRequest Done
Latest xiaomi package version is empty
Updating ProjectSettings/UnityConnectSettings.asset - GUID: 0000000000000000a100000000000000...
done. [Time: 6.600200 ms]
Refreshing native plugins compatible for Editor in 0.19 ms, found 0 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.
[ScriptCompilation] Recompiling all scripts because: Recompiling scripts for player build.
BuildPlayer: start building target 19
- Starting compile Library/ScriptAssemblies/Unity.Postprocessing.Runtime.dll
- Starting compile Library/ScriptAssemblies/Unity.Timeline.dll
- Starting compile Library/ScriptAssemblies/Unity.Analytics.DataPrivacy.dll
- Finished compile Library/ScriptAssemblies/Unity.Analytics.DataPrivacy.dll
- Finished compile Library/ScriptAssemblies/Unity.Timeline.dll
- Finished compile Library/ScriptAssemblies/Unity.Postprocessing.Runtime.dll
- Starting compile Library/ScriptAssemblies/Assembly-CSharp.dll
- Finished compile Library/ScriptAssemblies/Assembly-CSharp.dll
Opening scene 'Assets/Scenes/ShipInterior.unity'
Load scene 'Assets/Scenes/ShipInterior.unity' time: 0.020400 ms
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 0.90 GB.
System memory in use after: 0.61 GB.
Unloading 219 unused Assets to reduce memory usage. Loaded Objects now: 3753.
Total: 45.092000 ms (FindLiveObjects: 0.549500 ms CreateObjectMapping: 0.055000 ms MarkObjects: 10.437100 ms DeleteObjects: 34.049400 ms)
Opening scene 'Temp/__Backupscenes/0.backup'
Load scene 'Temp/__Backupscenes/0.backup' time: 0.020600 ms
LightmapEditorSettings: switching bake backend from 1 to 0.
Unloading 153 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 1.07 GB.
System memory in use after: 1.06 GB.
Unloading 588 unused Assets to reduce memory usage. Loaded Objects now: 3152.
Total: 14.321000 ms (FindLiveObjects: 0.676100 ms CreateObjectMapping: 0.079900 ms MarkObjects: 11.290000 ms DeleteObjects: 2.273800 ms)
[00:00:00] Enlighten: Precompute started.
[PathTracer] building lightmap data asset.
[00:00:00] Enlighten: Finished 1 Layout Systems job (0.00s execute, 0.00s integrate, 0.15s wallclock)
[00:00:00] Enlighten: Finished 1 Tetrahedralize Probes job (0.00s execute, 0.00s integrate, 0.01s wallclock)
[00:00:00] Enlighten: Precompute took 0.166143 seconds.
Enlighten scene contents: 0 geometries. 0 instances. 0 systems. 0 probe groups. 0 cube maps. Scene is up-to-date.
Which sits there until I hit "Cancel".
How can I diagnose the problem further?
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