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ci: jitter the Unity license retry and cap it at 30 minutes - #2900
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This was referenced Oct 25, 2026
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When an editor launch can't get a Unity license,
RunUnitynow waits a random 20–90 s before the next try instead of a fixed 60 s, and gives up after 30 min instead of 60 min with an error that says the license seats are exhausted.Unity licenses are leased per editor process, not per job. Every build job gets
package-releaseat about the same moment and then starts 3–5 editors in a row, so the acquisitions come in a burst. In 938 green licensed jobs (2026-09-25 to 10-24), 65% hit at least one "no license" retry, sleeping ~9 min per build job on average (p95 26–39 min), 7,150 runner-min in 30 days. With a fixed 60 s interval, jobs that miss together retry together, and they keep running into the same full server. And when the license server is down, a job sat in the loop for up to an hour before failing: the 2026-10-12/13 outage held jobs for up to 2h08m.How it works now:
RunUnitycall is capped at 1,800 s. The last sleep is shortened to fit, as before.::error::Unity couldn't acquire a license after N tries in 1800 seconds. The floating license entitlements are likely exhausted (no free Unity license seat)., so a red run says why. It says "likely" because the "No valid Unity Editor license found" line it matches may also show up when the license server is unreachable or not configured.It took N triesnotice/warning is unchanged.This is step 1 of fewer license acquisitions per build job. Removing the add-sentry and configure-sentry editor launches comes separately.
CI evidence, comparing the 17 licensed jobs of this branch's green run (run, 56/56 jobs passed) with the parent branch's green run an hour earlier (run):
mainfor a while.Rebased onto #2907: run 40268408803 failed Run Android 2021.3 runtime on an app that never initialised (fixed in #2901), then passed on a rerun of the failed jobs.
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