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Won't Fix

Votes

0

Found in [Package]

1.0.2

Issue ID

MTTB-1076

Regression

No

“InvalidOperationException” errors thrown when deploying Matchmaker environment using Competitive Action Multiplayer Template

Package: Competitive Action Multiplayer Template

-

*Steps to reproduce:*
# Create a new project using the “Competitive Action Multiplayer” template
# Open Services > Deployment
# Open Project Settings > Environments and change "Editor Environment” to “production”
# Go back to "Deployment" window
# Press "Deploy All"
# Obsere the Console window and "Deployment" window

*Actual results:* Errors are thrown, deployment status should is unsuccessful

*Expected results:* No errors are thrown, deployment status should be successful

*Reproducible with versions:* 6000.0.42f1, 6000.1.0b10, 6000.2.0a6 (Template 1.0.2)

*Can’t test with versions:* 2022.3.60f1

*Tested on (OS):* Apple M1 Max, Sequoia 15.2

*Errors:*
*
{code:java}
nvalidOperationException: Unable to build with the current configuration, please check the Build Settings.
UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles(IBundleBuildParameters, IBundleBuildContent, IBundleBuildResults&, IList`1, IContextObject[])
Unity.Entities.Content.ContentArchivesBuildUtility:BuildContentArchives(BuildTarget, HashSet`1, HashSet`1, IEnumerable`1, String, IBundleBuildResults&, IList`1, IContextObject[]) (at ./Library/PackageCache/com.unity.entities@732b1f537003/Unity.Scenes.Editor/Build/ContentArchivesBuildUtility.cs:91)
Unity.Scenes.Editor.EntitySceneBuildUtility:BuildContent(BuildTarget, HashSet`1, List`1, Action`2, Func`4, Func`2, Int32, Int32&) (at ./Library/PackageCache/com.unity.entities@732b1f537003/Unity.Scenes.Editor/EntitySceneBuildUtility.cs:680)
Unity.Scenes.Editor.EntitySceneBuildUtility:PrepareAdditionalFiles(Hash128, Hash128[], ArtifactKey[], BuildTarget, Action`2) (at ./Library/PackageCache/com.unity.entities@732b1f537003/Unity.Scenes.Editor/EntitySceneBuildUtility.cs:317)
Unity.Scenes.Editor.EntitySceneBuildPlayerProcessor:PrepareForBuild(BuildPlayerContext) (at ./Library/PackageCache/com.unity.entities@732b1f537003/Unity.Scenes.Editor/EntitySceneBuildPlayerProcessor.cs:261)
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
Unity.Services.Multiplay.Authoring.Editor.Builds.BinaryBuilder:BuildLinuxServer(String, String) (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Editor/Multiplay/Authoring/Builds/BinaryBuilder.cs:62)
Unity.Services.Multiplay.Authoring.Core.MultiplayBuildAuthoring:BuildMultiplayServer(String, String) (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Builds/MultiplayBuildAuthoring.cs:28)
Unity.Services.Multiplay.Authoring.Core.Deployment.DeploymentFacade:BuildBinaryAsync(BuildItem, CancellationToken) (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/DeploymentFacade.cs:56)
Unity.Services.Multiplay.Authoring.Core.Deployment.<CreateBuildBinary>d__26:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:478)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(<CreateBuildBinary>d__26&)
Unity.Services.Multiplay.Authoring.Core.Deployment.MultiplayDeployer:CreateBuildBinary(BuildItem, CancellationToken)
Unity.Services.Multiplay.Authoring.Core.Deployment.<CreateBuildBinaries>d__6:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:98)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(<CreateBuildBinaries>d__6&)
Unity.Services.Multiplay.Authoring.Core.Deployment.MultiplayDeployer:CreateBuildBinaries(IReadOnlyList`1, CancellationToken)
Unity.Services.Multiplay.Authoring.Core.Deployment.<BuildBinaries>d__4:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:70)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(<BuildBinaries>d__4&)
Unity.Services.Multiplay.Authoring.Core.Deployment.MultiplayDeployer:BuildBinaries(IReadOnlyList`1, CancellationToken)
Unity.Services.Multiplay.Authoring.Core.Deployment.<Deploy>d__3:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:50)
UnityEngine.UnitySynchronizationContext:ExecuteTasks() (at /Users/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnitySynchronizationContext.cs:110)
{code}
{code:java}
InvalidOperationException: ContentCatalogBuildUtility.BuildContentArchives failed with status 'Exception'.
Unity.Scenes.Editor.EntitySceneBuildUtility.BuildContent (UnityEditor.BuildTarget target, System.Collections.Generic.HashSet`1[T] weakAssetRefs, System.Collections.Generic.List`1[T] customContent, System.Action`2[T1,T2] RegisterFileCopy, System.Func`4[T1,T2,T3,TResult] objIdToRTId, System.Func`2[T,TResult] idRemapFunc, System.Int32 numberOfSubScenesInBuild, System.Int32& numberOfAssetsInSubScenes) (at ./Library/PackageCache/com.unity.entities@732b1f537003/Unity.Scenes.Editor/EntitySceneBuildUtility.cs:687)
Unity.Scenes.Editor.EntitySceneBuildUtility.PrepareAdditionalFiles (Unity.Entities.Hash128 playerGuid, Unity.Entities.Hash128[] sceneGuids, UnityEditor.Experimental.ArtifactKey[] entitySceneArtifacts, UnityEditor.BuildTarget target, System.Action`2[T1,T2] RegisterFileCopy) (at ./Library/PackageCache/com.unity.entities@732b1f537003/Unity.Scenes.Editor/EntitySceneBuildUtility.cs:317)
Unity.Scenes.Editor.EntitySceneBuildPlayerProcessor.PrepareForBuild (UnityEditor.Build.BuildPlayerContext buildPlayerContext) (at ./Library/PackageCache/com.unity.entities@732b1f537003/Unity.Scenes.Editor/EntitySceneBuildPlayerProcessor.cs:261)
UnityEditor.Build.BuildPipelineInterfaces.PreparePlayerBuild (UnityEditor.Build.BuildPlayerContext context) (at /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:495)
UnityEditor.BuildPipeline.PreparePlayerBuild (UnityEditor.BuildPlayerOptions buildPlayerOptions) (at /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline.bindings.cs:316)
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
Unity.Services.Multiplay.Authoring.Editor.Builds.BinaryBuilder:BuildLinuxServer(String, String) (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Editor/Multiplay/Authoring/Builds/BinaryBuilder.cs:62)
Unity.Services.Multiplay.Authoring.Core.MultiplayBuildAuthoring:BuildMultiplayServer(String, String) (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Builds/MultiplayBuildAuthoring.cs:28)
Unity.Services.Multiplay.Authoring.Core.Deployment.DeploymentFacade:BuildBinaryAsync(BuildItem, CancellationToken) (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/DeploymentFacade.cs:56)
Unity.Services.Multiplay.Authoring.Core.Deployment.<CreateBuildBinary>d__26:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:478)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(<CreateBuildBinary>d__26&)
Unity.Services.Multiplay.Authoring.Core.Deployment.MultiplayDeployer:CreateBuildBinary(BuildItem, CancellationToken)
Unity.Services.Multiplay.Authoring.Core.Deployment.<CreateBuildBinaries>d__6:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:98)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(<CreateBuildBinaries>d__6&)
Unity.Services.Multiplay.Authoring.Core.Deployment.MultiplayDeployer:CreateBuildBinaries(IReadOnlyList`1, CancellationToken)
Unity.Services.Multiplay.Authoring.Core.Deployment.<BuildBinaries>d__4:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:70)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(<BuildBinaries>d__4&)
Unity.Services.Multiplay.Authoring.Core.Deployment.MultiplayDeployer:BuildBinaries(IReadOnlyList`1, CancellationToken)
Unity.Services.Multiplay.Authoring.Core.Deployment.<Deploy>d__3:MoveNext() (at ./Library/PackageCache/com.unity.services.multiplayer@e7b9f7939c7c/Runtime/Multiplay/Authoring/Core/Deployment/MultiplayDeployer.cs:50)
UnityEngine.UnitySynchronizationContext:ExecuteTasks() (at /Users/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnitySynchronizationContext.cs:110)
{code}
{code:java}
Error building Player: InvalidOperationException: ContentCatalogBuildUtility.BuildContentArchives failed with status 'Exception'. {code}

  1. Resolution Note:

    We do not support pressing deploy all because the server has to use its own BuildProfile, which you have to switch to prior to deploy the hosted server configuration (this is highlighted in the tutorials and documentation).
    From the reproduction steps, it doesn't seem to be switching to the proper target before deploying, we don't support this scenario.
    The Multiplayer Services SDK doesn't support build profiles in .gsh files yet, the team has added this improvement with the aim to work on this after U6.1 release - https://jira.unity3d.com/browse/MTT-11613 , once that work is completed we will update the template to support this use case. Until then we will lean into the fact that the documentation explains that we don't support Deploy all.

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