Search Issue Tracker
Fixed in 2017.1.X
Votes
2
Found in
5.6.0f3
Issue ID
904359
Regression
Yes
[Asset Bundles] Building AssetBundles for a different platform than the editor target fails
1. Open the project attached
2. Notice that the build target is Android and Editor/CreateAssetBundles.cs script is set to build asset bundles for iOS
3. In the top menu click Build-> Build AssetBundles
Result:
1. Pop up error window appears:
"Build failure
Internal error: Target platform mismatch"
2. Errors in console are thrown:
2.1. Menu Edit/Graphics Emulation/OpenGL ES 3.0 can't be checked because it doesn't exist
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget)
CreateAssetBundles:BuildAllAssetBundles() (at Assets/Editor/CreateAssetBundles.cs:9)
2.2. UnityException: Build failure
Internal error: Target platform mismatch
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex)
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message)
UnityEditor.Android.PostProcessAndroidPlayer.PrepareForBuild (BuildOptions options, BuildTarget target)
UnityEditor.Android.AndroidBuildPostprocessor.PrepareForBuild (BuildOptions options, BuildTarget target)
UnityEditor.PostprocessBuildPlayer.PrepareForBuild (BuildOptions options, BuildTargetGroup targetGroup, BuildTarget target) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:86)
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget)
CreateAssetBundles:BuildAllAssetBundles() (at Assets/Editor/CreateAssetBundles.cs:9)
2.3. Error building Player: UnityException: Build failure
Internal error: Target platform mismatch
Reproduced on: 5.6.0p2, 2017.1.0b1
Did not reproduce on: 5.5.3p2
Regression introduced in 5.6
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Exporting a .csv file includes entries with ExcludeEntryFromExport when the first locale entry is null
- Collections package fails module verification when compiling and adding Burst function pointers to a HashMap inside a Burst compiled method
- Panel.Pick() returns incorrect elements when the target UIDocument's Render Mode is set to World Space
- Search Query blocks disappear after adding multiple Operators type blocks in a row
- Synthetic bold applies to a label instead of "Bold" Font Weight when using Fallback Font Asset
andersemil
May 09, 2017 12:37
What's even worse is that it apparently leaves the editor in an undefined target state since switching target immediately after takes no time at all ...