

Use a suitable image compression First, always set Texture Type on the inspector to Advanced, this way we can see more compression options.By the way, it’s not enough just defining its size on the Max Size value from Unity’s image inspector, you need to downscale the original image asset in your project folder.

Set the original image size to what your project really needs For example, if you create an image of 4096x4096 but the same image of 1024x1024 looks the same or only misses a reeeeally minimal detail, use the 1024x1024 one, consider how much space you’re saving applying this change to all the project’s images.Use a suitable image format Avoid using TIFFs, they’re way too large, if you need transparency use PNGs, otherwise always use jpgs, they keep the lower size.171: ERROR: Build error: Build failed with 4 error(s) 172: .:DisplayErrorDialog (string) (at Assets/GooglePlayPlugins//Editor/Scripts/Internal/BuildTools/BuildToolLogger.


If I run into any struggles, I can open up a new issue.ġ59: ERROR: Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use -status for detailsġ60: WARNING: The option 'android.enableR8' is deprecated and should not be used anymore.ġ61: WARNING: The option 'android.enableR8' is deprecated and should not be used anymore.ġ63: WARNING: The option 'android.enableR8' is deprecated and should not be used anymore.ġ64: WARNING: The option 'android.enableR8' is deprecated and should not be used anymore.ġ65: at ( p, +WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) in :0ġ66: at ( psi, +WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) in :0ġ67: at (System.String command, System.String args, System.String workingdir, +WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) in :0ġ68: at (System.String args, System.String workingdir, System.Action1 progress, System.String error) in :0 169: Rethrow as GradleInvokationException: Gradle build failed 170: Rethrow as BuildFailedException: Exception of type '' was thrown. I'll progress with trying and troubleshooting a local build. I'll share the results in case you have any immediate thoughts, but it does seem like the original issue is resolved. I did actually have that unchecked in the Player Settings, but Cloud Build's configuration overrides it with its own setting. I'm not sure the last time I actually made a local build on this branch.
