Search Issue Tracker
Won't Fix
Won't Fix in 6000.0.X
Votes
0
Found in
2021.3.46f1
2022.3.54f1
6000.0.31f1
Issue ID
UUM-90555
Regression
No
Builds fail with "System.IO.IOException: The file is too long" when building a specific project
Reproduction steps:
1. Open the “ASDQWE” project
2. Build and run a WebGL Player (File > Build And Run)
3. Observe the Editor
Expected result: No errors are thrown and the Player is launched
Actual result: "System.IO.IOException: The file is too long. This operation is currently limited to supporting files less than 2 gigabytes in size" build error is thrown
Reproducible with: 2021.3.46f1, 2021.3.54f1, 6000.0.31f1
Could not test with: 6000.1.0a8 (Different build errors)
Reproducible on: MacOS 15.1.1 Intel, Windows 11 (user’s)
Not reproducible on: No other environment tested
Notes:
- The issue is reproducible with Android as well but the build error differs: "A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction Required array size too large”
- The issue does not occur with the iOS, MacOS platform
- The issue does not occur with the project assets extracted onto a blank project
- Each build increases the library folder substantially and the increase depends on the build platform
- The user noted that they are able to make several successful builds after removing the library. This behavior was not observed by the CQA
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The issue is from an excess of shader variants causing the build size to become too large. It is recommended to reduce the number of shader variants included in the build. You can refer to the documentation on shader variant stripping for more information, https://docs.unity3d.com/6000.0/Documentation/Manual/shader-variant-stripping.html.
Resolution Note (6000.0.X):
The issue is from an excess of shader variants causing the build size to become too large. It is recommended to reduce the number of shader variants included in the build. You can refer to the documentation on shader variant stripping for more information, https://docs.unity3d.com/6000.0/Documentation/Manual/shader-variant-stripping.html.