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Update Android.yaml

Update Android.yaml #8

Triggered via push July 22, 2024 17:10
Status Failure
Total duration 5m 49s
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android.yaml

on: push
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1 error and 11 warnings
build
Process completed with exit code 127.
build
The following actions uses Node.js version which is deprecated and will be forced to run on node20: actions/checkout@v3. For more info: https://github.blog/changelog/2024-03-07-github-actions-all-actions-will-run-on-node20-instead-of-node16-by-default/
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Unexpected input(s) 'unity-version', 'download-unity-editor', 'cache-unity-editor', 'cache-unity-projects', valid inputs are ['targetPlatform', 'unityVersion', 'customImage', 'projectPath', 'buildName', 'buildsPath', 'buildMethod', 'manualExit', 'enableGpu', 'customParameters', 'versioning', 'version', 'androidVersionCode', 'androidExportType', 'androidKeystoreName', 'androidKeystoreBase64', 'androidKeystorePass', 'androidKeyaliasName', 'androidKeyaliasPass', 'androidTargetSdkVersion', 'androidSymbolType', 'sshAgent', 'sshPublicKeysDirectoryPath', 'gitPrivateToken', 'githubOwner', 'runAsHostUser', 'chownFilesTo', 'dockerCpuLimit', 'dockerMemoryLimit', 'dockerIsolationMode', 'containerRegistryRepository', 'containerRegistryImageVersion', 'allowDirtyBuild', 'postBuildSteps', 'preBuildSteps', 'containerHookFiles', 'customHookFiles', 'customCommandHooks', 'customJob', 'awsStackName', 'providerStrategy', 'containerCpu', 'containerMemory', 'readInputFromOverrideList', 'readInputOverrideCommand', 'kubeConfig', 'kubeVolume', 'kubeStorageClass', 'kubeVolumeSize', 'cacheKey', 'watchToEnd', 'cacheUnityInstallationOnMac', 'unityHubVersionOnMac', 'unityLicensingServer', 'dockerWorkspacePath', 'skipActivation']
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Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
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Source Texture (Assets/Sprites/Sources/SettingsView/Reduce_Icon.png) of Sprite (Reduce_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
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Source Texture (Assets/Sprites/Sources/SettingsView/Add_Icon.png) of Sprite (Add_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
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Source Texture (Assets/Sprites/Sources/SettingsView/Change_Icon.png) of Sprite (Change_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
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Source Texture (Assets/Sprites/Sources/SettingsView/Back_Icon.png) of Sprite (Back_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
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Source Texture (Assets/Sprites/Sources/TimerView/PregressBar_CIrcle_x4.png) of Sprite (PregressBar_CIrcle_x4) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
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Source Texture (Assets/Sprites/Sources/TimerView/Button_x3.png) of Sprite (Button_x3) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
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Source Texture (Assets/Sprites/Sources/TimerView/Settings_Icon.png) of Sprite (Settings_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
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[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.