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Comments (14)

weltenbauer avatar weltenbauer commented on August 20, 2024 2

Possible workaround for the issue:

  • Leave Unity-Version and Unity-Executable field in the build step setting blank
  • Create a symbolic link from "C:\Program Files (x86)\Unity" to "C:\Program Files\Unity (YOUR-VESION)" by using the cmdline tool "mklink /J"

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MitchellBurton avatar MitchellBurton commented on August 20, 2024

Sounds like you are running in to the same problem I had. Take a look at my PR: #22. You will also need #20 to build it.

I might put a prebuilt version up somewhere if I can be bothered this coming weekend, seen as how it is an issue for people.

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radiatedpixel avatar radiatedpixel commented on August 20, 2024

i'm having the very same issue. any chance you'll release a fixed prebuilt version?

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PIGOS avatar PIGOS commented on August 20, 2024

Same issue. PR: #22 doesn`t work for me. Anyone have a idea?

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tylo avatar tylo commented on August 20, 2024

I gave up myself and ended up just ran my own commandline with custom variables filled in per project. That's essentially what this plugin does, but it has added convenience of monitoring Unity versions.

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PIGOS avatar PIGOS commented on August 20, 2024

Yes, but right now it doesn't work (for me) so...
Can you send me your commandline? this will help me, and I will not repeat the same work you have already done. Thanks

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tylo avatar tylo commented on August 20, 2024

cmdline

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hex avatar hex commented on August 20, 2024

Text version, replace or remove -buildTarget webgl with the desired platform, also check the paths.

"C:\Program Files\Unity\Editor\Unity.exe" -batchmode -quit --build_path=C:\Builds\WebGL -projectPath %teamcity.build.checkoutDir% -buildTarget webgl -executeMethod BuildHelper.BuildWebGL -cleanedLogFile C:\TeamCity\buildAgent\temp\buildTmp\cleaned-%teamcity.build.id%.log -nographics

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ohmaya avatar ohmaya commented on August 20, 2024

@weltenbauer

Although you got 2 thumb-ups, it's hard to understand how this can be a workaround (how this can make an incompatible runner compatible) and actually it doesn't work for me.

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AliZaibVR avatar AliZaibVR commented on August 20, 2024

Hello Guys I am new to TeamCity and running into exactly the same issue.
As @tylo suggested to make Unity build using command line.
Need to where and how can I put command line in TeamCity to make Unity's build.
Quick feedback would be great

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hex avatar hex commented on August 20, 2024

Hi @AliZaibVR

Just add a build step with the Command Line runner type and enter your unity build command there.

Example

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AliZaibVR avatar AliZaibVR commented on August 20, 2024

Hello @hex
Thanks for the help and quick response. Things are lot clear to me.

I am trying command line arguments as you said.
We are passing variables like build target, build path etc in command line. How do we access it in the executeMethod ? Because we need these values to pass in "BuildPipeline.BuildPlayer(levels, locationPathName,target)" function in executeMethod.

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hex avatar hex commented on August 20, 2024

@AliZaibVR You can pass params to executeMethod but I never used it myself. From Unity Documentation:

Execute the static method as soon as Unity is started, the project is open and after the optional Asset server update has been performed. This can be used to do tasks such as continous integration, performing Unit Tests, making builds or preparing data. To return an error from the command line process, either throw an exception which causes Unity to exit with return code 1, or call EditorApplication.Exit with a non-zero return code. To pass parameters, add them to the command line and retrieve them inside the function using System.Environment.GetCommandLineArgs. To use -executeMethod, you need to place the enclosing script in an Editor folder. The method to be executed must be defined as static.

I for example, use multiple methods for different scenarios. What is your case?

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AliZaibVR avatar AliZaibVR commented on August 20, 2024

Oh. I missed it while reading it. I can access them using System.Environment.GetCommandLineArgs.
My case is simple and same as yours. I am going to create multiple build configurations on teamcity that will run different executemethods and these executemethods will handle different scenarios.
Thanks @hex for the help and quick response.

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