Unity command runs into crash(mono runtime fatal error) with TeamCity build but not manually

I use TeamCity with agent running on Windows to do a Unity resource refresh work which is high-memory-consumed(over 8G) and time-consumed(1-3 hours), and it always fails with Unity crash, error info: mono runtime fatal error. But when I run the same command manually in PowerShell, it works well.

The command is like

Unity.exe -batchmode -buildTarget Android -executeMethod TestSceneWork.Xxxxxxx -logFile "../log/build.log" -quit

Error log:

	Managed Stacktrace:
	  at <unknown> <0xffffffff>
	  at UnityEditor.Unwrapping:GeneratePerTriangleUVImpl_Injected <0x00094>
	  at UnityEditor.Unwrapping:GeneratePerTriangleUVImpl <0x00022>
	  at UnityEditor.Unwrapping:GeneratePerTriangleUV <0x00062>
	  at <unknown> <0xffffffff>
	  at UnityEditor.PrefabUtility:InstantiatePrefab_internal_Injected <0x00097>
	  at UnityEditor.PrefabUtility:InstantiatePrefab_internal <0x00032>
	  at System.Object:runtime_invoke_void <0x00084>
Received signal SIGSEGV

I don't find any clue about this situation, anything I could do to locate the problem?

1 comment

Please share the failed build log from TeamCity along with the log file from the command output. You can upload it to the https://uploads.jetbrains.com/ and share the upload ID.

Best regards,

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