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Fixed
Fixed in 2021.3.43f1, 2022.3.43f1, 6000.0.15f1, 7000.0.0a1
Votes
11
Found in
2021.3.37f1
2022.3.25f1
2023.2.19f1
6000.0.0b15
Issue ID
UUM-69815
Regression
No
Batch Mode and Cloud Build get stuck at 'Scanning for ADB Devices' when building for the Android or iOS platforms
Reproduction steps:
1. Open the “run_cloud_build_batch.sh" with an IDE (e.g.: TextEdit or Visual Studio)
2. change the “export PROJECT_PATH=” and “export UNITY_EXE=” fields to the “cloud_build_test” project path and an Editor path respectively
(e.g.:
export PROJECT_PATH="/Users/_cloud_build_test"
export UNITY_EXE="/Applications/Unity/2021.3.37f1/Unity.app/Contents/MacOS/Unity")
3. Run the “run_cloud_build_batch.sh" in a Terminal
4. Observe the Terminal Window
Expected result: The batch mode build succeeds
Actual result: The batch mode build logs “Android Extension - Scanning For ADB Devices” and does not progress further or logs the same entry after a long period
Reproducible with: 2021.3.37f1, 2022.3.25f1, 2023.2.19f1, 6000.0.0b15
Reproducible on: MacOS Sonoma 14.4.1 (Intel), (M1 (user’s))
Not reproducible on: No other environment tested
Notes:
- The project contains only one file for batch-mode building
- The issue occurs regardless of whether any mobile devices are plugged in or not
- The user reported that both local and Cloud builds are affected
- The user reported that the issue also occurs when the iOS platform is selected
- Could not test with a Standalone platform (“Assets/CommandLineBuild.cs(20,14): error CS0103: The name 'buildTargetGroup' does not exist in the current context” error during both batch mode and Editor builds)
- Users have reported that the Standalone platform is also affected
- Users have reported that the issue also occurs when baking lightning in the Batch Mode
-
josand
Jun 13, 2024 08:12
Got an argument exception once on one of our build machines (Windows Server 2019) with Unity 2021.3.37f1, maybe it helps:
ArgumentException: The tasks argument included a null value.
Parameter name: tasks
at System.Threading.Tasks.TaskFactory.CheckMultiContinuationTasksAndCopy (System.Threading.Tasks.Task[] tasks)
at System.Threading.Tasks.TaskFactory`1[TResult].ContinueWhenAllImpl (System.Threading.Tasks.Task[] tasks, System.Action`1[T] continuationAction, System.Threading.Tasks.TaskContinuationOptions continuationOptions, System.Threading.CancellationToken cancellationToken, System.Threading.Tasks.TaskScheduler scheduler)
at System.Threading.Tasks.TaskFactory.ContinueWhenAll (System.Threading.Tasks.Task[] tasks, System.Action`1[T] continuationAction)
at UnityEditor.Android.TargetScanWorker.<Stop>b__13_0 ()
at UnityEditor.EditorApplication+<>c__DisplayClass104_0.<CallDelayed>b__0 ()
at (wrapper delegate-invoke) <Module>.invoke_void()
at UnityEditor.EditorApplication.Internal_InvokeTickEvents () -
josand
Jun 11, 2024 07:15
This is also happening on Batch Builds under Windows OS (Windows 10) with Unity 2021.3.37f1
Most of the time for Android Target but also happened for Windows Target Platform.
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Resolution Note (fix version 7000.0.0a1):
Resolved an issue causing ADB device scanning to print: "Attempted to call .Dispose on an already disposed CancellationTokenSource" to the log.
This wasn't causing builds to hang, but shows that we were previously mishandling cancellation tokens.
Resolution Note (fix version 6000.0.15f1):
Resolved an issue causing ADB device scanning to print: "Attempted to call .Dispose on an already disposed CancellationTokenSource" to the log.
This wasn't causing builds to hang, but shows that we were previously mishandling cancellation tokens.