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Activate a pro licence with a custom project path failed #220
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Hi @AntTBD, the projectPath CMD argument was removed because it is not needed to activate the editor with a license/seat. Previously it would cause a full import of the project before the activation took place. Now this task is much faster since it simply activated the editor using an empty project. Could you please share your log files for the failing activation? |
Hi @FejZa ok thanks I understand and I totally agree with you on the duration of the task. With this comand I used with the basic command line task, it takes ~10min long: "$(unity.installFolder)$(unitygetprojectversion.projectVersion)\Editor\Unity.exe" -projectPath "$(System.DefaultWorkingDirectory)\$(unity.projectPath)" -batchmode -quit -nographics -username $(unity.username) -password $(unity.password) -serial $(unity.serial) -logFile "$(System.DefaultWorkingDirectory)\Logs\UnityActivationLog_.log" At the end of the process, I must also add the returnlicense command Here is the log file (I'm trying to build the Unity Reflect Viewer project) (task duration before failed: ~4min):
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Hello, I tried to activate a pro licence with your task but it failed.
When I look at log file, it says that packages are not found.
In fact, I've 2 folders in my repo:
I added the 'unityProjectPath' parameter to point at my game folder but it seem that it's not taken into account. Of course, when I try the command with a cmd task it works fine!
So I looked at your files and in your lastest release you remove this parameter :
So can you add it again or explain to me if I did something wrong?
And at this step, is it necessary to build packages ?
Thanks for all
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