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Fixed random chance on level data #120

Fixed random chance on level data

Fixed random chance on level data #120

Triggered via push November 30, 2024 04:31
Status Success
Total duration 37m 27s
Artifacts 4

build.yml

on: push
Matrix: buildForAllSupportedPlatforms
sendSuccessNotification
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sendFailureNotification
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40 errors and 26 warnings
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for StandaloneLinux64
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for Android
ArgumentNullException: Value cannot be null.
Build for StandaloneWindows
Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
Build for StandaloneWindows
Built In Data does not have any associated AddressableAssetGroupSchemas. Data from this group will not be included in the build. If this is unexpected the AddressableGroup may have become corrupted.
Build for StandaloneWindows
Assets/MaterialLibrary/HexagonSpread/HexagonTransition.cs(141,22): warning CS0414: The field 'HexagonTransition._init' is assigned but its value is never used
Build for StandaloneWindows
Built In Data does not have any associated AddressableAssetGroupSchemas. Data from this group will not be included in the build. If this is unexpected the AddressableGroup may have become corrupted.
Build for StandaloneWindows
[ServicesCore]: To use Unity's dashboard services, you need to link your Unity project to a project ID. To do this, go to Project Settings to select your organization, select your project and then link a project ID. You also need to make sure your organization has access to the required products. Visit https://dashboard.unity3d.com to sign up.
Build for StandaloneWindows64
Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
Build for StandaloneWindows64
Built In Data does not have any associated AddressableAssetGroupSchemas. Data from this group will not be included in the build. If this is unexpected the AddressableGroup may have become corrupted.
Build for StandaloneWindows64
Assets/MaterialLibrary/HexagonSpread/HexagonTransition.cs(141,22): warning CS0414: The field 'HexagonTransition._init' is assigned but its value is never used
Build for StandaloneWindows64
Built In Data does not have any associated AddressableAssetGroupSchemas. Data from this group will not be included in the build. If this is unexpected the AddressableGroup may have become corrupted.
Build for StandaloneWindows64
[ServicesCore]: To use Unity's dashboard services, you need to link your Unity project to a project ID. To do this, go to Project Settings to select your organization, select your project and then link a project ID. You also need to make sure your organization has access to the required products. Visit https://dashboard.unity3d.com to sign up.
Build for StandaloneLinux64
Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
Build for StandaloneLinux64
Built In Data does not have any associated AddressableAssetGroupSchemas. Data from this group will not be included in the build. If this is unexpected the AddressableGroup may have become corrupted.
Build for StandaloneLinux64
Assets/MaterialLibrary/HexagonSpread/HexagonTransition.cs(141,22): warning CS0414: The field 'HexagonTransition._init' is assigned but its value is never used
Build for StandaloneLinux64
Built In Data does not have any associated AddressableAssetGroupSchemas. Data from this group will not be included in the build. If this is unexpected the AddressableGroup may have become corrupted.
Build for StandaloneLinux64
[ServicesCore]: To use Unity's dashboard services, you need to link your Unity project to a project ID. To do this, go to Project Settings to select your organization, select your project and then link a project ID. You also need to make sure your organization has access to the required products. Visit https://dashboard.unity3d.com to sign up.
Build for Android
Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
Build for Android
Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance
Build for Android
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Build for Android
Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance
Build for Android
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Build for Android
Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance
Build for Android
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Build for Android
[Worker0] Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance
Build for Android
[Worker0] To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Build for Android
[Worker0] Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance
Deprecation notice: v1, v2, and v3 of the artifact actions
The following artifacts were uploaded using a version of actions/upload-artifact that is scheduled for deprecation: "Android", "StandaloneLinux64", "StandaloneWindows", "StandaloneWindows64". Please update your workflow to use v4 of the artifact actions. Learn more: https://github.blog/changelog/2024-04-16-deprecation-notice-v3-of-the-artifact-actions/

Artifacts

Produced during runtime
Name Size
Android
73.1 MB
StandaloneLinux64
185 MB
StandaloneWindows
170 MB
StandaloneWindows64
183 MB