Dinomite-Studios / unity-azure-pipelines-tasks

Azure DevOps extension adding tools to build and deploy Unity 3D projects using Azure Pipelines
https://unitydevops.com/
MIT License
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SteamingAssets is not the same as Unity Editor build #188

Closed eusebiu closed 1 year ago

eusebiu commented 3 years ago

In a VR project (SteamVR with MRTK) with XR pipeline enabled, the StreamingAssets folder does not contain the same files as the one build by Unity Editor - i.e. the OpenVRSettings.asset file is missing in StreamingAssets/SteamVR - this is not in project's StreamingAssets/SteamVR folder but I think it is copied from Assets/XR/Settings by the Editor build.

Task version: 2.* Unity 2021.1.21

Demo project: https://1drv.ms/u/s!Aq1jgNgVNaunk3bg8TfmGd9jnkcS?e=mhqhqH

eusebiu commented 3 years ago

I see this in the Editor when I build - maybe it helps: Copied openvr settings to build directory: C:\New Unity Project\BuildDesktop\New Unity Project_Data\StreamingAssets\SteamVR\OpenVRSettings.asset UnityEngine.Debug:Log (object) Unity.XR.OpenVR.Editor.OpenVRSettingsCopier:OnPostprocessBuild (UnityEditor.BuildTarget,string) (at Library/PackageCache/com.valvesoftware.unity.openvr@11963264469d-1624042178482/Editor/OpenVRSettingsCopier.cs:110) UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions) BuildWin64:PerformBuild () (at Assets/Oculus/BuildWin64.cs:11)

FejZa commented 1 year ago

Hello and first of all I am sorry for leaving you hanging with this for years literally. Unfortunately this does not seem to be an issue with the build tasks itself. They simply trigger a build process. I'd suspect the issue to be within the BuildWin64.PerformBuild script and how it handles being executed in batchmode.