Another condition for this error message seems to beoccurring repeatedly is when multiple Unity builds are running at the same time on Jenkins.
As aOne possible workaround, I've reduced solution for this is to reduce the # of executors in Jenkins to 1 (from 2 in my case) so that only 1 Unity build can occur at a time.
(I have Unity 2017.3 installed, and I did not have this issue with Unity 5.6.) Notes
- I have Unity 2017.3 installed, and I did not have this issue with Unity 5.6.
- To find the option, see
Manage Jenkins -> Configure System -> # of executorsin the Jenkins interface.)
(To find the option, see Manage Jenkins -> Configure System -> # of executors in Here is the Jenkins interface.)error message with stack trace
Failed to get socket connection from UnityShaderCompiler.exe shader compiler! C:/Program Files/Unity/Editor/Data/Tools/UnityShaderCompiler.exe
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at C:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:337)
UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at C:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:234)
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions) (at C:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:212)
[+ call stack from my build script]