Hi.
I have night builds on TeamCity. Everything was fine. After adding the next package of assets, the building continue 2 times longer (+ 1.5 hours) and all materials are pink / magenta.
Build logs have increased significantly. Often there is such a line:
Failed to get socket connection from
UnityShaderCompiler.exe shader
compiler! C: / Program Files /
Unity5.5.2 / Editor / Data / Tools64 /
UnityShaderCompiler.exe
UnityEditor.BuildPipeline:
BuildAssetBundlesInternal (String,
BuildAssetBundleOptions, BuildTarget)
UnityEditor.BuildPipeline:
BuildAssetBundles (String,
BuildAssetBundleOptions, BuildTarget)
(at C: \ buildslave \ unity \ build
artifacts \ generated \ common
editor \ BuildPipelineBindings.gen.cs:
425)
It looks like Unity.exe can not run UnityShaderCompiler.exe judging by what it shows TCPView (Windows tool).
If you run build-scripts under the same user with pens, not in TeamCity - they work fine (quickly, UnityShaderCompiler.exe starts, no logs in the logs).
I do not have ZoneAlarm installed.
Windows 10 pro
Windows Defender Security Center
RAM 8Gb
Intel i7 4790
Work-folder on ssd
Unity5.5.2
All is started with administrator rights.
How can I fix this? Any ideas?
Sometimes Unity.exe run UnityShaderCompiler.exe, but can not send/get data to UnityShaderCompiler.exe.
UnityShaderCompiler.exe 10048 TCP
BUFALO 57289 localhost 56967
ESTABLISHED Unity.exe 7148 TCP BUFALO
56967 localhost 57289 ESTABLISHED
shadercompiler-UnityShaderCompiler.exe0.log contains
Base path: C:/Program
Files/Unity5.5.2/Editor/DataCmd: getPlatforms
Unhandled exception: Protocol error -
failed to read correct magic numberQuitting shader compiler process