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Fixed in future release

Votes

2

Found in

5.6.3f1

Issue ID

938685

Regression

Yes

Launching Unity in batchmode with a specified buildTarget does not change selectedBuildTargetGroup

Deployment Management

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 3Workaround is possible

1. Download & open the attached project
2. Observe that:
* Current Build Target is Android
* VR Support is disabled on Android Build Target Group
* VR Support is enabled on Standalone Build Target Group
3. Close the project
4. Run Unity in batchmode with these arguments (-buildTarget osx can be changed to -buildTarget win64):
"<pathToUnityInstallation>" -quit -batchmode -projectpath "<pathToSampleProject>" -buildTarget osx -executeMethod testscript.TestInformation -logfile log.txt
5. Observe the Debug.Log outputs from TestInformation method.

Expected result:
Build target: StandaloneOSX
Build target group: Standalone
VR Supported: True

Actual result:
Build target: StandaloneOSX
Build target group: Android
VR Supported: False

Reproduced on: 5.5.4p2, 5.6.3f1, 2017.1.0p2, 2017.3.0a2
Did not reproduce on: 2017.2.0b3

Note: On 2017.3.0a2, the BuildTargetGroup is seen as "Unknown" instead of the previous one.

Comments (1)

  1. Ef8daf9a9a366b02af2dc98e2da5c96f?d=mm

    jayd16

    Aug 07, 2017 17:18

    Somewhat related and strange. I added my own command line param ("-buildTargetGroup iOS" for example) to force the build target group be set. This is fine on Windows but the OSX version of Unity seems to key off of this command line string.

    "Aborting batchmode due to failure:
    Fatal Error! Build target group 'iOS' could not be used."

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