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Building asset bundles on an ubuntu docker container

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I need to build asset bundles on linux, in a container preferably. As you would expect my code ends up calling **UnityEditor.BuildPipeline.BuildAssetBundles**, which I think ends up throwing. Here are the interesting parts of the log: UnityShaderCompiler: /home/builduser/buildslave/unity/build/External/Wodka/wodka_PELoader.cpp:921: const char* PESetupFS(): Assertion `0 == syscall (123, 1, &e, sizeof (e))' failed. *** buffer overflow detected ***: /opt/Unity/Editor/Unity terminated ======= Backtrace: ========= /lib/x86_64-linux-gnu/libc.so.6(+0x7329f)[0x7f23f49c329f] /lib/x86_64-linux-gnu/libc.so.6(__fortify_fail+0x5c)[0x7f23f4a5e42c] /lib/x86_64-linux-gnu/libc.so.6(+0x10d300)[0x7f23f4a5d300] /lib/x86_64-linux-gnu/libc.so.6(+0x10e377)[0x7f23f4a5e377] /opt/Unity/Editor/Unity[0x9958cc] ... Shader compiler: failed to get available platforms. Likely the shader compiler crashed at initialization time. Will retry. Error: Protocol error - failed to read correct magic number Shader compiler: failed to launch and initialize compiler executable, even after 11 retries UnityEditor.BuildPipeline:BuildAssetBundlesInternal(String, BuildAssetBundleOptions, BuildTarget) UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget) (at /home/builduser/buildslave/unity/build/artifacts/generated/common/editor/BuildPipelineBindings.gen.cs:425) My questions are: 1. is this related to bundling shaders? what might be the cause of this issue? 2. can custom shader asset bundles be built on linux? has anybody performed this task? 3. why is the UnityShaderCompiler not working? 4. what is wodka_PELoader.cpp doing, and why is it failing on that assert? I have installed **unity-editor_amd64-5.5.2xf1Linux.deb** with gdebi on an ubuntu image. (P.S. I have managed to run a simple script, just a Debug.Log within an empty project, in batchmode with -nographics, but the editor is not working as it's failing to build a valid opengl context)

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