Unity3D:CommandInvokationFailure: Gradle build failed.

在Unity3D中遇到'CommandInvokationFailure: Gradle build failed.'的问题,原因是Java JDK版本问题。解决方案是将项目设置中的Android构建系统选项更改为'Internal',然后尝试重新构建,即可成功生成.apk文件。

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问题:

CommandInvokationFailure: Gradle build failed. 
C:\ProgramFiles\Java\jdk1.8.0_131\bin\java.exe-classpath "D:\unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"

stderr[

FAILURE: Build failed with an exception.
* What went wrong:
A problem occurred configuring root project 'gradleOut'.
> Failed to find Build Tools revision 28.0.0

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED in 2s
]
stdout[
NDK is missing a "platforms" directory.
If you are using NDK, verify the ndk.dir is set to a valid NDK directory.  It is currently set to D:\sdk\android-sdk-windows\ndk-bundle.
If you are not using NDK, unset the NDK variable from ANDROID_NDK_HOME or local.properties to remove t
[14:47:55] Shader warning in 'GenSdfRayMap': Buffer count exceeding default GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. Shader might not work on all hw. Consider combining separate buffers into one containing struct elements. at kernel ClearTex [14:47:55] Shader warning in 'GenSdfRayMap': Buffer count exceeding default GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. Shader might not work on all hw. Consider combining separate buffers into one containing struct elements. at kernel Conserva [14:47:55] Shader warning in 'GenSdfRayMap': Buffer count exceeding default GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. Shader might not work on all hw. Consider combining separate buffers into one containing struct elements. at kernel Distance [14:54:51]OVRGradleGeneration triggered. UnityEngine.Debug:Log (object) [14:54:51] QuestFamily = True: Quest=False, Quest2=True UnityEngine.Debug:LogFormat (string,object[])[15:04:49 FAILURE: Build failed with an exception. [15:05:50]CommandInvokationFailure: Gradle build failed. D:\unity\2021.3.44f1c1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe-classpath "D:\unity\2021.3.44f1c1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.5.1.jar" org.gradle.launcher.GradleMain "-Dorg[15:05:54] Couldn't create a Convex Mesh from source mesh "Reservoir01" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) [15:05:56] Build completed with a result of 'Failed' in 7022 seconds (7021950 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) [15:05:56] UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <1518627dacca44efa32edd45bc720c48>:0
03-24
从您提供的日志来看,这里有几个关键问题需要注意和排查。下面是对这些问题逐一分析及其可能的解决办法: ### 1. 关于Shader警告 `Buffer count exceeding default GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS` 这是显卡驱动对计算着色器所绑定缓冲区数量的一种限制提醒。当使用的SSBO(Shader Storage Buffer Object)过多时就会触发该消息,表明此着色器可能无法兼容某些低端设备。 #### 解决方案: - 合并分散的小型缓存到单一大型结构体内,减少独立绑定点的数量。 - 简化算法逻辑降低所需的存储块数目。 示例代码片段: ```hlsl struct SDFData { float4 dataA; float4 dataB; }; RWStructuredBuffer<SDFData> combinedBuffer : register(u1); ``` --- ### 2. OVRGradleGeneration 触发 & Gradle 构建失败 `[15:05:50] CommandInvokationFailure: Gradle build failed.` 这通常发生在针对安卓平台生成APK的过程中出现问题,可能是由多种因素造成,包括但不限于Java环境变量配置错误、缺少必要的工具链文件或是项目设置不当所致。 #### 排查步骤: 1. 验证系统是否已经正确设置了JAVA_HOME指向Unity自带或自行安装好的JDK位置; 2. 打开`Preferences > External Tools`查看NDK/Sdk路径是否准确无误; 3. 清理残留临时数据(`Edit>Clean Up`)然后再次发起编译流程; 4. 更新至最新版本官方推荐的Android Studio SDK组件; 对于更详细的解答参考文档可以查阅 [Unity 官方手册 - Android](https://docs.unity3d.com/Manual/android-sdksetup.html) --- ### 3. 凸包网格创建失败提示 `"Couldn't create a Convex Mesh from source mesh"` 表示试图将复杂模型转换成凸形碰撞体的时候超出了最大面数限额(此处为256),因此只能采用部分结果代替完整形状。这种状况常见于物理模拟环节,比如角色控制器周围包围盒设定阶段。 #### 应对方针: - 尝试手动优化源物体顶点分布使其更容易满足约束条件; - 或者直接选用凹陷类型替代简单近似处理方式; - 若以上均不可行,则考虑扩大上限值允许更高精度再现轮廓特征但需权衡性能代价。 --- 综上所述,请结合自身实际操作场景逐条核实上述各要点内容实施对应调整措施直至恢复正常为止!
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