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Missing files in successful standalone windows build

Discussion in 'Linux' started by KineQuantum, Jul 12, 2017.

  1. KineQuantum

    KineQuantum

    Joined:
    Feb 5, 2016
    Posts:
    4
    Hello,

    I have a quite big Unity project built on a headless virtual machine that I updated from Unity 5.4 to 5.6.2f.
    When I run a windows standalone build, it executes successfully :

    - No presence of the keyword "error" in the log
    - Logs end with the usual stuff
    Code (CSharp):
    1. Unloading 13 Unused Serialized files (Serialized files now loaded: 0)
    2. System memory in use before: 298.5 MB.
    3. System memory in use after: 214.8 MB.
    4.  
    5. Unloading 3961 unused Assets to reduce memory usage. Loaded Objects now: 4956.
    6. Total: 69.963997 ms (FindLiveObjects: 1.566000 ms CreateObjectMapping: 0.488000 ms MarkObjects: 40.659000 ms  DeleteObjects: 27.245001 ms)
    7.  
    8.  
    9. *** Completed 'Build.Player.WindowsStandaloneSupport' in 676 seconds (676336 ms)
    10.  
    11. Batchmode quit successfully invoked - shutting down!
    - An executable is acutally created

    The only problem is, when you run this executable, you get this error:
    Except it is there.

    After investigation I've noticed that my data folder is considerably (too much) smaller : 400mb now against 4gb before, and that is because there are no .assets files at all in the folder.

    Could you give me anything to help me fix this, because without error messages, I have no clue what is going on.

    Already tried fixes :
    - Changing compatibility level to .NET 2.0
    - Deleting all Unity dlls and reinstalled it
    - Full reimport
    - Full GI cache cleaning

    Thanks,
    Lucas
     
  2. BTables

    BTables

    Joined:
    Jan 18, 2014
    Posts:
    61
    Just came across this issue after upgrading from 5.6.1 to 5.6.3p1 in windows. If you found a workaround please let me know
     
  3. Tak

    Tak

    Joined:
    Mar 8, 2010
    Posts:
    1,001
    I haven't seen that before - we'll investigate.
     
  4. BTables

    BTables

    Joined:
    Jan 18, 2014
    Posts:
    61
    I figured it out, I had imported a managed DLL that unity didn't like. Build would fail but would still output half of the files which gave me the impression is was succeeding. Removing the DLL solved the problem.

    The DLL causing the issue was the release build of concentus (.NET Opus codec port) found here:

    https://github.com/lostromb/concentus/releases