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Build Failed: 5207 Abort trap: 6 "${unity_args[@]}"

Discussion in 'Unity Build Automation' started by HappyBadgerStudio, Jun 23, 2016.

  1. HappyBadgerStudio

    HappyBadgerStudio

    Joined:
    May 6, 2014
    Posts:
    19
    Not really sure how else to title this unfortunately..

    We have been having an issue with cloud build for awhile, where it can never build our game. It builds every time just fine locally, however.

    I think it only built successfully once with cloud build, which was numbers #8 for Windows, and #7 for mac, but all the rest have failed. We are on build #44 now, haha.

    I have been searching around for answers, and I have no idea at this point what to do? Is it shader problems? Inconsistent line endings? There are a few InvalidCastExceptions and one Null ref, but neither are errors? It also doesn't say where they are? I'm really not sure, because other than that, there are no errors in the log..

    Here is what it logs at the end of the build process for the full log:
    49966: /BUILD_PATH/.mason/buildpacks/unity/bin/compile: line 31: 5207 Abort trap: 6 "${unity_args[@]}"
    49967: ! Unity player export failed!
    49968: ! build of 'smugglecraft-windows-64-bit' failed. compile failed
    49969: Publishing build 45 of happybadgerstudio/smugglecraft for target 'smugglecraft-windows-64-bit'...
    49970: publishing finished successfully.
    49971: Build step 'Execute shell' marked build as failure
    49972: postbuildstatus finished successfully.
    49973: Finished: FAILURE

    I can post the compact log, the full logs are too big to upload here.. if there is a different way you would prefer, please let me know, I'd be happy to get it for you.
     

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    • win.txt
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  2. HappyBadgerStudio

    HappyBadgerStudio

    Joined:
    May 6, 2014
    Posts:
    19
    Sorry to bump, but anyone have any kind of news on something like this? It is really bizarre and I wish we could use cloud building..
     
  3. Banakayou

    Banakayou

    Joined:
    Jun 7, 2016
    Posts:
    2
    Hello, I have the same problem here.
    I can build locally without problem, but unity cloud build can't build the 32 bits version (x64 works fine).
    I have almost the same line at the end of the build log :
    /BUILD_PATH/.mason/buildpacks/unity/bin/compile: line 31: 5836 Abort trap: 6 "${unity_args[@]}"

    It's not a big problem, but it wastes time.
     
  4. Mycroft

    Mycroft

    Joined:
    Aug 29, 2012
    Posts:
    160
    I just got the same error on our Android CloudBuild as well. Everything is perfectly fine locally.

    Error
    Code (CSharp):
    1. 22449: [Unity] Invalid memory pointer was detected in ThreadsafeLinearAllocator::Deallocate!
    2. 22450: [Unity] UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, BuildTarget, BuildOptions, Boolean)
    3. 22451: [Unity] UnityEditor.CloudBuild.Builder:Build()
    4. 22452: [Unity] Receiving unhandled NULL exception
    5. 22453: [Unity] Launching bug reporter
    6. 22454: [Unity] Obtained 49 stack frames.
    7. 22455: [Unity] #0  0x000001026d506a in tlsf_free
    8. 22456: [Unity] #1  0x00000100e5a088 in DynamicHeapAllocator<LowLevelAllocator>::TryDeallocate(void*)
    9. 22457: [Unity] #2  0x00000100e5c04f in DualThreadAllocator<DynamicHeapAllocator<LowLevelAllocator> >::TryDeallocate(void*)
    10. 22458: [Unity] #3  0x00000100e5cf84 in ThreadsafeLinearAllocator::Deallocate(void*)
    11. 22459: [Unity] #4  0x00000100e5ae4f in StackAllocator::TryDeallocate(void*)
    12. 22460: [Unity] #5  0x00000100e5b3ee in TLSAllocator<StackAllocator>::TryDeallocate(void*)
    13. 22461: [Unity] #6  0x00000100e54821 in MemoryManager::Deallocate(void*, MemLabelId const&)
    14. 22462: [Unity] #7  0x00000101440cd5 in yaml_document_delete
    15. 22463: [Unity] #8  0x00000101cfdb0a in YAMLRead::~YAMLRead()
    16. 22464: [Unity] #9  0x0000010127ed9b in SerializedFile::ReadObject(long long, ObjectCreationMode, bool, TypeTree const**, bool*, Object&)
    17. 22465: [Unity] #10 0x0000010126abe8 in PersistentManager::ReadObjectThreaded(int)
    18. 22466: [Unity] #11 0x00000101268e53 in PersistentManager::ReadObject(int, AwakeFromLoadMode)
    19. 22467: [Unity] #12 0x00000100c0b36d in PPtr<Object>::operator Object*() const
    20. 22468: [Unity] #13 0x0000010188533f in WriteSharedAssetFile(std::string const&, std::map<int, BuildAsset, std::less<int>, std::allocator<std::pair<int const, BuildAsset> > > const&, BuildUsageTagGlobal const&, BuildTargetSelection, void (*)(int, LocalSerializedObjectIdentifier&, void*), TransferInstructionFlags, std::set<ResourceFile, std::less<ResourceFile>, std::allocator<ResourceFile> >&)
    21. 22469: [Unity] #14 0x00000101886d71 in CompileSharedAssetsFile(std::string const&, std::string const&, std::map<int, BuildAsset, std::less<int>, std::allocator<std::pair<int const, BuildAsset> > > const&, BuildUsageTagGlobal const&, BuildTargetSelection const&, TransferInstructionFlags, std::set<ResourceFile, std::less<ResourceFile>, std::allocator<ResourceFile> >&, BuildReporting::BuildReport&)
    22. 22470: [Unity] #15 0x00000101870621 in BuildPlayerData(BuildTargetPlatform, BuildPlayerOptions, BuildCompression const&, std::vector<UnityStr, std::allocator<UnityStr> >, AssetBundleBuildData*, std::vector<EditorSceneManager::SceneBackup, stl_allocator<EditorSceneManager::SceneBackup, (MemLabelIdentifier)93, 16> >&, MonoObject*, Vector2f, BuildReporting::BuildReport&)
    23. 22471: [Unity] #16 0x000001018676ce in DoBuildPlayer(BuildPlayerSetup&, std::vector<EditorSceneManager::SceneBackup, stl_allocator<EditorSceneManager::SceneBackup, (MemLabelIdentifier)93, 16> >&, BuildReporting::BuildReport&)
    24. 22472: [Unity] #17 0x000001018649be in BuildPlayer(BuildPlayerSetup&, BuildReporting::BuildReport&)
    25. 22473: [Unity] #18 0x00000102542bca in BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck(MonoArray*, ICallString, BuildTargetPlatform, BuildPlayerOptions, unsigned char)
    26. 22474: [Unity] #19 0x000001201be9cc in  (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool) + 0xbc (0x1201be910 0x1201be9fb) [0x10b78c660 - Unity Child Domain]
    27. 22475: [Unity] #20 0x000001201be8e4 in  UnityEditor.BuildPipeline:BuildPlayerInternal (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions) + 0x1b4 (0x1201be730 0x1201be8f3) [0x10b78c660 - Unity Child Domain]
    28. 22476: [Unity] #21 0x000001201be5c4 in  UnityEditor.BuildPipeline:BuildPlayer (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions) + 0x284 (0x1201be340 0x1201be6e0) [0x10b78c660 - Unity Child Domain]
    29. 22477: [Unity] #22 0x00000128a93ea7 in  UnityEditor.CloudBuild.Builder:Build () + 0x16c7 (0x128a927e0 0x128a947f2) [0x10b78c660 - Unity Child Domain]
    30. 22478: [Unity] #23 0x0000010b600b46 in  (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr) + 0xf6 (0x10b600a50 0x10b600c79) [0x10b78c660 - Unity Child Domain]
    31. 22479: [Unity] #24 0x0000010a5ade06 in mono_get_runtime_build_info
    32. 22480: [Unity] #25 0x0000010a6d8406 in mono_runtime_invoke
    33. 22481: [Unity] #26 0x00000101a6f310 in Application::ParseARGVCommands()
    34. 22482: [Unity] #27 0x00000101a6e4fe in Application::FinishLoadingProject()
    35. 22483: [Unity] #28 0x00000101d5442b in -[EditorApplication applicationDidFinishLaunching:]
    36. 22484: [Unity] #29 0x007fff9170045c in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__
    37. 22485: [Unity] #30 0x007fff915f0634 in _CFXNotificationPost
    38. 22486: [Unity] #31 0x007fff8b21faa1 in -[NSNotificationCenter postNotificationName:object:userInfo:]
    39. 22487: [Unity] #32 0x007fff9077ca8b in -[NSApplication _postDidFinishNotification]
    40. 22488: [Unity] #33 0x007fff9077c7f6 in -[NSApplication _sendFinishLaunchingNotification]
    41. 22489: [Unity] #34 0x007fff90779946 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:]
    42. 22490: [Unity] #35 0x007fff90779385 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:]
    43. 22491: [Unity] #36 0x007fff8b252818 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:]
    44. 22492: [Unity] #37 0x007fff8b252689 in _NSAppleEventManagerGenericHandler
    45. 22493: [Unity] #38 0x007fff8ca6343c in aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*)
    46. 22494: [Unity] #39 0x007fff8ca631b9 in dispatchEventAndSendReply(AEDesc const*, AEDesc*)
    47. 22495: [Unity] #40 0x007fff8ca630c3 in aeProcessAppleEvent
    48. 22496: [Unity] #41 0x007fff98951c6e in AEProcessAppleEvent
    49. 22497: [Unity] #42 0x007fff90772da2 in _DPSNextEvent
    50. 22498: [Unity] #43 0x007fff90771e58 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:]
    51. 22499: [Unity] #44 0x007fff90767af3 in -[NSApplication run]
    52. 22500: [Unity] #45 0x007fff906e4244 in NSApplicationMain
    53. 22501: [Unity] #46 0x00000101d6b019 in EditorMain(int, char const**)
    54. 22502: [Unity] #47 0x00000101d6b6d9 in main
    55. 22503: [Unity] #48 0x000001000026d4 in start
    56. 22504: /BUILD_PATH/.mason/buildpacks/unity/bin/compile: line 31:  4216 Abort trap: 6           "${unity_args[@]}"
    57. 22505:  ! Unity player export failed!
    58. 22506: ! build of 'default-android' failed. compile failed
     
  5. jeremytm

    jeremytm

    Joined:
    Jun 6, 2016
    Posts:
    30
    Same here today, our iOS build failed with this error using 2017.1, latest compatible X-code. Builds fine locally.