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Bug Burst DllNotFoundException burst-llvm-11.dll

Discussion in 'Burst' started by MrKsi, May 31, 2023.

  1. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    System.DllNotFoundException: Unable to load the unmanaged library `D:\KJPiGames\Projects\Lady of Dreams\Library\PackageCache\com.unity.burst@1.5.4\.Runtime\burst-llvm-11.dll`, error code 193
     
  2. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    The library is located in this folder, previously it worked stably on Windows 10, now the compiler has stopped working in Unity, it is not possible to compile a new version of the game, sticks in the wheels again, I have URP shaders installed, as well as DOTS using Burst 1.5.4, it does not work to upgrade to 1.5.6 because the version of the engine on which the project is built does not allow, a year ago. What can be done to fix this error?
     
  3. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    I also tried deleting the burst folder from the Package cache but it didn't help
     
  4. MarcoPersson

    MarcoPersson

    Unity Technologies

    Joined:
    Jul 21, 2021
    Posts:
    42
    Hey @MrKsi
    Can you try to update to Burst 1.8?
     
  5. Lee_Hammerton

    Lee_Hammerton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    111
    The other thing you can try, is to rename your project folder (while the editor is closed!) and remove the spaces, older versions of burst can have difficulties with spaces in the project path.
     
  6. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    I tried removing spaces from the project path it didn't help
     
  7. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    on which version 1.8 Unity came out? you can try to cross a hedgehog with a grass snake
     
  8. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    in general, I tried to delete the Library folder, it didn't help, I also tried to uninstall Unity and reinstall it also didn't help. the funny thing is that I installed Burst version 1.5.6 of the latest version for my engine version 2021.1.16f1 on a clean project and I see the same error, what could be the reason, there was no such thing before
     
  9. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    BuildFailedException: Burst compiler (1.5.4) failed running

    stdout:
    An unexpected exception occurred:
    stderr:
    System.DllNotFoundException: Unable to load the unmanaged library `D:\KJPiGames\Projects\LadyofDreams\Library\PackageCache\com.unity.burst@1.5.4\.Runtime\burst-llvm-11.dll`, error code 193
    Burst.Backend.UnmanagedLibrary.WindowsUnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
    Burst.Backend.UnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
    Burst.Backend.StandardCompilerBackend..ctor(String nativeSharedLibraryName)
    Burst.Backend.StandardCompilerBackend.GetSingleton(String backendName)
    Burst.Bcl.BclApp..ctor(BclOptions options)
    Burst.Bcl.Program.BuildTheThing(BclOptions options, Stopwatch& individualTimer)
    Burst.Bcl.Program.Main(String[] args)
     
  10. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    BuildFailedException: Burst compiler (1.5.6) failed running

    stdout:
    An unexpected exception occurred:
    stderr:
    System.DllNotFoundException: Unable to load the unmanaged library `C:\Users\DmitriyBatkovich\TestBluetoothDevices\Library\PackageCache\com.unity.burst@1.5.6\.Runtime\burst-llvm-11.dll`, error code 193
    � Burst.Backend.UnmanagedLibrary.WindowsUnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
    � Burst.Backend.UnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
    � Burst.Backend.StandardCompilerBackend..ctor(String nativeSharedLibraryName)
    � Burst.Backend.StandardCompilerBackend.GetSingleton(String backendName)
    � Burst.Bcl.BclApp..ctor(BclOptions options)
    � Burst.Bcl.Program.BuildTheThing(BclOptions options, Stopwatch& individualTimer)
    � Burst.Bcl.Program.Main(String[] args)

    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1225)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1122)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1097)
    Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:483)
    Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:186)
    UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  11. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    I also downloaded a new version of Unity 2022.2.18 created a clean project in it and decided to add Burst 1.8 as you said in fact I got the same error:

    Building Library\Bee\artifacts\WinPlayerBuildProgram\AsyncPluginsFromLinker failed with output:
    UnityEditor.Build.BuildFailedException: Burst compiler (1.8.4) failed running

    stdout:
    stderr:

    ����ࠡ�⠭��� �᪫�祭��: System.AccessViolationException: ����⪠ �⥭�� ��� ����� � ���饭��� ������. �� ��� ᢨ��⥫����� � ⮬, �� ��㣠� ������ ���०����.
    � Burst.Compiler.IL.Hashing.Storage.TokenListStoreRuntime`1..ctor(Void*& ptr)
    � Burst.Compiler.IL.Hashing.Storage.ILHashingResultRuntime..ctor(String hashCachePath)
    � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheLoader.CreateHashingResult(AssemblyNameReference assemblyNameReference, AssemblyLoader assemblyLoader, DebugLogWriter debugLogWriter)
    � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheAssemblyStore.GetAssemblyState(String assemblyName, AssemblyLoader assemblyLoader)
    � Burst.Compiler.IL.Server.EntryPointMethodFinder.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited, Dictionary`2 jobProducers, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader)
    � Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints(String[] rootAssemblyNames, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader, NativeCompilerOptions options, ProfileDelegate profileCallback, Boolean includeRootAssemblyReferences, Boolean splitTargets)
    � Burst.Compiler.IL.Server.FindMethodsJob.Execute(CompilerServerJobExecutionContext context)
    � Burst.Compiler.IL.Server.CompilerThread.CompilerThreadLoop()
    � System.Threading.ThreadHelper.ThreadStart_Context(Object state)
    � System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
    � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
    � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
    � System.Threading.ThreadHelper.ThreadStart()

    at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00237] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1706
    at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0004d] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1583
    at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00001] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1558
    at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly[] playerAssemblies) [0x00a3d] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:706
    at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly[] assemblies) [0x0001b] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:265
    at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.GenerateNativePluginsForAssemblies (UnityEditor.Build.IGenerateNativePluginsForAssemblies+GenerateArgs args) [0x0008a] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:179
    at UnityEditor.Modules.BeeBuildPostprocessor.GenerateNativePluginsForAssemblies (PlayerBuildProgramLibrary.Data.GenerateNativePluginsForAssembliesArgs args) [0x00050] in <10c84b1f46b048e28e06a4f5c75562ed>:0
    at Bee.BeeDriver.BuildRequest+<>c__DisplayClass63_0`1[T].<RegisterRPCCallback>b__0 (System.Object o) [0x00000] in <cbc6cae0703746c08eee7f40dbc1e66c>:0
    at Bee.BeeDriver.BeeDriver_RunBackend+<>c__DisplayClass1_0.<ProcessRPCRequest>b__0 () [0x00021] in <cbc6cae0703746c08eee7f40dbc1e66c>:0
    at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in <cbc72d4a9767498db39486e941a498e3>:0
    at System.Threading.Tasks.Task.Execute () [0x00000] in <cbc72d4a9767498db39486e941a498e3>:0
    --- End of stack trace from previous location where exception was thrown ---

    at Bee.BeeDriver.BeeDriver_RunBackend.ProcessRPCRequest (Bee.BinLog.RPCActionMessage msg, Bee.BeeDriver.BuildRequest+RPCCallback rpcCallback, IPCConnection ipcConnection, System.Threading.Tasks.Task writePipeConnectionTask, Bee.BeeDriver.InternalState state) [0x00111] in <cbc6cae0703746c08eee7f40dbc1e66c>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
     
  12. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    I was also able to install Burst 1.8 on an old version of Unity 2021.1.16f1, but I still catch this error

    BuildFailedException: Burst compiler (1.8.4) failed running

    stdout:
    stderr:

    ����ࠡ�⠭��� �᪫�祭��: System.AccessViolationException: ����⪠ �⥭�� ��� ����� � ���饭��� ������. �� ��� ᢨ��⥫����� � ⮬, �� ��㣠� ������ ���०����.
    � Burst.Compiler.IL.Hashing.Storage.TokenListStoreRuntime`1..ctor(Void*& ptr)
    � Burst.Compiler.IL.Hashing.Storage.ILHashingResultRuntime..ctor(String hashCachePath)
    � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheLoader.CreateHashingResult(AssemblyNameReference assemblyNameReference, AssemblyLoader assemblyLoader, DebugLogWriter debugLogWriter)
    � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheAssemblyStore.GetAssemblyState(String assemblyName, AssemblyLoader assemblyLoader)
    � Burst.Compiler.IL.Server.EntryPointMethodFinder.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited, Dictionary`2 jobProducers, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader)
    � Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints(String[] rootAssemblyNames, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader, NativeCompilerOptions options, ProfileDelegate profileCallback, Boolean includeRootAssemblyReferences, Boolean splitTargets)
    � Burst.Compiler.IL.Server.FindMethodsJob.Execute(CompilerServerJobExecutionContext context)
    � Burst.Compiler.IL.Server.CompilerThread.CompilerThreadLoop()
    � System.Threading.ThreadHelper.ThreadStart_Context(Object state)
    � System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
    � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
    � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
    � System.Threading.ThreadHelper.ThreadStart()

    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:1706)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:1583)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:1558)
    Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly[] playerAssemblies) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:706)
    Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly[] assemblies) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:265)
    Unity.Burst.Editor.BurstAOTCompilerPostprocessor.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:189)
    UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  13. tim_jones

    tim_jones

    Unity Technologies

    Joined:
    May 2, 2019
    Posts:
    282
    @MrKsi have you tried deleting your Library/BurstCache folder since updating to Burst 1.8?