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Bug Clean Windows 11 install, empty 2022.3.20f1 IL2CPP project, CRASHES ENTIRE PC during build

Discussion in 'Editor & General Support' started by Cygnus138b, Mar 1, 2024.

  1. Cygnus138b

    Cygnus138b

    Joined:
    Jan 29, 2016
    Posts:
    6
    This is driving me nuts.

    - Was originally discovered in my work project, but moved to an empty project to reduce variables. Same result in both projects.
    - Build target is Windows, Intel 64-bit architecture.
    - Mono build works fine.
    - Completely empty project, only setting changed is Mono->IL2CPP, .NET Framework, Release config.
    - I can't build the project on my machine.
    - I CAN build the project on a different machine.
    - I formatted my machine to a clean Windows 11 install; still crashes in the exact same way.
    - Build dialog gets to "Compling Cpp for GameAssembly (x64)" before completely freezing my PC, requiring a hard restart.
    - SOMETIMES finishes without locking up entire PC, resulting in the error logs below.
    - Same result in empty 2023.2.12f1 and 2021.3.35f1 projects.

    - Update: Found something interesting: When building the Visual Studio project directly from Unity by checking the "build Visual Studio project" box in the build settings (2021 and 2022), the project solution that's built seems to be targeting Windows SDK 10.0.10586.0 and Platform Toolset v140, which are super outdated from Visual Studio 2015. It builds fine in VS if I open the solution, update these tool versions and built it from VS, but the VS build fails if I don't update the tools. Is this normal for Unity to use tools this outdated? Certainly not? I can't even install components that old from the Visual Studio Installer.

    - I have Visual Studio Build Tools 2019 and Visual Studio 2022 installed. Installed workloads (2022) and components are below:
    upload_2024-3-1_16-16-51.png

    My specs:
    RTX 4090
    Intel i9 14900k
    64 GB DDR5 RAM

    Editor.log from a crash:
    [Licensing::Module] Trying to connect to existing licensing client channel...
    [Licensing::IpcConnector] Successfully connected to the License Client on channel: "LicenseClient-Cody" at "2024-03-02T00:22:06.467823Z"
    [Licensing::Client] Handshaking with LicensingClient:
    Version: 1.15.0+66d4389
    Session Id: 634f007ef8f94886915102a3208b5313
    Correlation Id: f78671e08a13252db91e056a6086ffb0
    External correlation Id: 6643618211790835996
    Machine Id: FXJGzzLWFo5KtI1FTaAPyodyxeg=
    [Licensing::Module] Successfully connected to LicensingClient on channel: "LicenseClient-Cody" (connect: 0.00s, validation: 0.01s, handshake: 0.65s)
    [Licensing::IpcConnector] Successfully connected to the License Notification on channel: "LicenseClient-Cody-notifications" at "2024-03-02T00:22:07.1274093Z"
    [Licensing::Client] Successfully updated the access token
    [Licensing::Module] Successfully updated the access token 5qnjO3olbd...
    [Licensing::Client] Successfully updated license
    Built from '2022.3/release' branch; Version is '2022.3.20f1 (61c2feb0970d) revision 6406910'; Using compiler version '192829333'; Build Type 'Release'
    OS: 'Windows 11 (10.0.22631) 64bit Professional' Language: 'en' Physical Memory: 65298 MB
    [Licensing::Client] Successfully resolved entitlements
    [Licensing::Module] Serial number assigned to: "F4-F3B4-7S8N-6JXX-Q9BF-XXXX"
    BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1, IsPro: 0
    COMMAND LINE ARGUMENTS:
    C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Unity.exe
    -projectpath
    D:\dev\test
    -useHub
    -hubIPC
    -cloudEnvironment
    production
    -licensingIpc
    LicenseClient-Cody
    -hubSessionId
    ccd1df2f-2852-4b5a-af2b-6d6b2d46d046
    -accessToken
    5qnjO3olbdiSlN4p51D-F1DNOC0BGa-6RZhV89ycrX0002f
    Successfully changed project path to: D:\dev\test
    D:/dev/test
    [UnityMemory] Configuration Parameters - Can be set up in boot.config
    "memorysetup-bucket-allocator-granularity=16"
    "memorysetup-bucket-allocator-bucket-count=8"
    "memorysetup-bucket-allocator-block-size=33554432"
    "memorysetup-bucket-allocator-block-count=8"
    "memorysetup-main-allocator-block-size=16777216"
    "memorysetup-thread-allocator-block-size=16777216"
    "memorysetup-gfx-main-allocator-block-size=16777216"
    "memorysetup-gfx-thread-allocator-block-size=16777216"
    "memorysetup-cache-allocator-block-size=4194304"
    "memorysetup-typetree-allocator-block-size=2097152"
    "memorysetup-profiler-bucket-allocator-granularity=16"
    "memorysetup-profiler-bucket-allocator-bucket-count=8"
    "memorysetup-profiler-bucket-allocator-block-size=33554432"
    "memorysetup-profiler-bucket-allocator-block-count=8"
    "memorysetup-profiler-allocator-block-size=16777216"
    "memorysetup-profiler-editor-allocator-block-size=1048576"
    "memorysetup-temp-allocator-size-main=16777216"
    "memorysetup-job-temp-allocator-block-size=2097152"
    "memorysetup-job-temp-allocator-block-size-background=1048576"
    "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
    "memorysetup-allocator-temp-initial-block-size-main=262144"
    "memorysetup-allocator-temp-initial-block-size-worker=262144"
    "memorysetup-temp-allocator-size-background-worker=32768"
    "memorysetup-temp-allocator-size-job-worker=262144"
    "memorysetup-temp-allocator-size-preload-manager=33554432"
    "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
    "memorysetup-temp-allocator-size-audio-worker=65536"
    "memorysetup-temp-allocator-size-cloud-worker=32768"
    "memorysetup-temp-allocator-size-gi-baking-worker=262144"
    "memorysetup-temp-allocator-size-gfx=262144"
    Player connection [2960] Host "[IP] 192.168.86.163 [Port] 55504 [Flags] 2 [Guid] 3138527644 [EditorId] 3138527644 [Version] 1048832 [Id] WindowsEditor(7,DESKTOP-4S6F10N) [Debug] 1 [PackageName] WindowsEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]...
    Player connection [2960] Host "[IP] 192.168.86.163 [Port] 55504 [Flags] 2 [Guid] 3138527644 [EditorId] 3138527644 [Version] 1048832 [Id] WindowsEditor(7,DESKTOP-4S6F10N) [Debug] 1 [PackageName] WindowsEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]...
    [Physics::Module] Initialized MultithreadedJobDispatcher with 31 workers.
    [Package Manager] UpmClient::Connect -- Connected to IPC stream "Upm-3248" after 0.1 seconds.
    [Licensing::Client] Successfully resolved entitlements
    [Package Manager] Restoring resolved packages state from cache
    [Licensing::Client] Successfully resolved entitlement details
    [Package Manager] Registered 49 packages:
    Packages from [https://packages.unity.com]:
    com.unity.collab-proxy@2.3.1 (location: D:\dev\test\Library\PackageCache\com.unity.collab-proxy@2.3.1)
    com.unity.ide.rider@3.0.27 (location: D:\dev\test\Library\PackageCache\com.unity.ide.rider@3.0.27)
    com.unity.ide.visualstudio@2.0.22 (location: D:\dev\test\Library\PackageCache\com.unity.ide.visualstudio@2.0.22)
    com.unity.ide.vscode@1.2.5 (location: D:\dev\test\Library\PackageCache\com.unity.ide.vscode@1.2.5)
    com.unity.test-framework@1.1.33 (location: D:\dev\test\Library\PackageCache\com.unity.test-framework@1.1.33)
    com.unity.textmeshpro@3.0.6 (location: D:\dev\test\Library\PackageCache\com.unity.textmeshpro@3.0.6)
    com.unity.timeline@1.7.6 (location: D:\dev\test\Library\PackageCache\com.unity.timeline@1.7.6)
    com.unity.visualscripting@1.9.1 (location: D:\dev\test\Library\PackageCache\com.unity.visualscripting@1.9.1)
    com.unity.ext.nunit@1.0.6 (location: D:\dev\test\Library\PackageCache\com.unity.ext.nunit@1.0.6)
    com.unity.mathematics@1.2.6 (location: D:\dev\test\Library\PackageCache\com.unity.mathematics@1.2.6)
    com.unity.burst@1.8.12 (location: D:\dev\test\Library\PackageCache\com.unity.burst@1.8.12)
    com.unity.searcher@4.9.2 (location: D:\dev\test\Library\PackageCache\com.unity.searcher@4.9.2)
    Built-in packages:
    com.unity.render-pipelines.universal@14.0.10 (location: D:\dev\test\Library\PackageCache\com.unity.render-pipelines.universal@14.0.10)
    com.unity.ugui@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.ugui@1.0.0)
    com.unity.modules.ai@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.ai@1.0.0)
    com.unity.modules.androidjni@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.androidjni@1.0.0)
    com.unity.modules.animation@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.animation@1.0.0)
    com.unity.modules.assetbundle@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.assetbundle@1.0.0)
    com.unity.modules.audio@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.audio@1.0.0)
    com.unity.modules.cloth@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.cloth@1.0.0)
    com.unity.modules.director@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.director@1.0.0)
    com.unity.modules.imageconversion@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.imageconversion@1.0.0)
    com.unity.modules.imgui@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.imgui@1.0.0)
    com.unity.modules.jsonserialize@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.jsonserialize@1.0.0)
    com.unity.modules.particlesystem@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.particlesystem@1.0.0)
    com.unity.modules.physics@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.physics@1.0.0)
    com.unity.modules.physics2d@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.physics2d@1.0.0)
    com.unity.modules.screencapture@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.screencapture@1.0.0)
    com.unity.modules.terrain@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.terrain@1.0.0)
    com.unity.modules.terrainphysics@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.terrainphysics@1.0.0)
    com.unity.modules.tilemap@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.tilemap@1.0.0)
    com.unity.modules.ui@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.ui@1.0.0)
    com.unity.modules.uielements@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.uielements@1.0.0)
    com.unity.modules.umbra@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.umbra@1.0.0)
    com.unity.modules.unityanalytics@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.unityanalytics@1.0.0)
    com.unity.modules.unitywebrequest@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.unitywebrequest@1.0.0)
    com.unity.modules.unitywebrequestassetbundle@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.unitywebrequestassetbundle@1.0.0)
    com.unity.modules.unitywebrequestaudio@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.unitywebrequestaudio@1.0.0)
    com.unity.modules.unitywebrequesttexture@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.unitywebrequesttexture@1.0.0)
    com.unity.modules.unitywebrequestwww@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.unitywebrequestwww@1.0.0)
    com.unity.modules.vehicles@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.vehicles@1.0.0)
    com.unity.modules.video@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.video@1.0.0)
    com.unity.modules.vr@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.vr@1.0.0)
    com.unity.modules.wind@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.wind@1.0.0)
    com.unity.modules.xr@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.xr@1.0.0)
    com.unity.modules.subsystems@1.0.0 (location: D:\dev\test\Library\PackageCache\com.unity.modules.subsystems@1.0.0)
    com.unity.render-pipelines.core@14.0.10 (location: D:\dev\test\Library\PackageCache\com.unity.render-pipelines.core@14.0.10)
    com.unity.shadergraph@14.0.10 (location: D:\dev\test\Library\PackageCache\com.unity.shadergraph@14.0.10)
    com.unity.render-pipelines.universal-config@14.0.9 (location: D:\dev\test\Library\PackageCache\com.unity.render-pipelines.universal-config@14.0.9)
    [Subsystems] No new subsystems found in resolved package list.
    Package Manager log level set to [2]
    [Package Manager] Done registering packages in 0.17 seconds
    Refreshing native plugins compatible for Editor in 951.91 ms, found 3 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Initialize engine version: 2022.3.20f1 (61c2feb0970d)
    [Subsystems] Discovering subsystems at path C:/Program Files/Unity/Hub/Editor/2022.3.20f1/Editor/Data/Resources/UnitySubsystems
    [Subsystems] Discovering subsystems at path D:/dev/test/Assets
    GfxDevice: creating device client; threaded=1; jobified=0
    Direct3D:
    Version: Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 4090 (ID=0x2684)
    Vendor: NVIDIA
    VRAM: 24142 MB
    Driver: 31.0.15.5161
    [Licensing::Client] Successfully resolved entitlements
    Initialize mono
    Mono path[0] = 'C:/Program Files/Unity/Hub/Editor/2022.3.20f1/Editor/Data/Managed'
    Mono path[1] = 'C:/Program Files/Unity/Hub/Editor/2022.3.20f1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-win32'
    Mono config path = 'C:/Program Files/Unity/Hub/Editor/2022.3.20f1/Editor/Data/MonoBleedingEdge/etc'
    Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56248
    Using cacheserver namespaces - metadata:defaultmetadata, artifacts:defaultartifacts
    Using cacheserver namespaces - metadata:defaultmetadata, artifacts:defaultartifacts
    ImportWorker Server TCP listen port: 0
    Begin MonoManager ReloadAssembly
    Registering precompiled unity dll's ...
    Register platform support module: C:/Program Files/Unity/Hub/Editor/2022.3.20f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll
    Registered in 0.057531 seconds.
    - Loaded All Assemblies, in 3.991 seconds
    Native extension for WindowsStandalone target not found
    Mono: successfully reloaded assembly
    - Finished resetting the current domain, in 0.178 seconds
    Domain Reload Profiling: 4169ms
    BeginReloadAssembly (3115ms)
    ExecutionOrderSort (0ms)
    DisableScriptedObjects (0ms)
    BackupInstance (0ms)
    ReleaseScriptingObjects (0ms)
    CreateAndSetChildDomain (1ms)
    RebuildCommonClasses (233ms)
    RebuildNativeTypeToScriptingClass (5ms)
    initialDomainReloadingComplete (92ms)
    LoadAllAssembliesAndSetupDomain (545ms)
    LoadAssemblies (3112ms)
    RebuildTransferFunctionScriptingTraits (0ms)
    AnalyzeDomain (544ms)
    TypeCache.Refresh (542ms)
    TypeCache.ScanAssembly (394ms)
    ScanForSourceGeneratedMonoScriptInfo (0ms)
    ResolveRequiredComponents (0ms)
    FinalizeReload (179ms)
    ReleaseScriptCaches (0ms)
    RebuildScriptCaches (0ms)
    SetupLoadedEditorAssemblies (148ms)
    LogAssemblyErrors (0ms)
    InitializePlatformSupportModulesInManaged (5ms)
    SetLoadedEditorAssemblies (4ms)
    RefreshPlugins (0ms)
    BeforeProcessingInitializeOnLoad (2ms)
    ProcessInitializeOnLoadAttributes (96ms)
    ProcessInitializeOnLoadMethodAttributes (41ms)
    AfterProcessingInitializeOnLoad (0ms)
    EditorAssembliesLoaded (0ms)
    ExecutionOrderSort2 (0ms)
    AwakeInstancesAfterBackupRestoration (0ms)
    [Licensing::Client] Successfully resolved entitlements
    Application.AssetDatabase Initial Refresh Start
    info: Microsoft.Hosting.Lifetime[14]
    Now listening on: http://localhost:80
    info: Microsoft.Hosting.Lifetime[0]
    Application started. Press Ctrl+C to shut down.
    info: Microsoft.Hosting.Lifetime[0]
    Hosting environment: Production
    info: Microsoft.Hosting.Lifetime[0]
    Content root path: D:\dev\test\
    info: Microsoft.AspNetCore.Hosting.Diagnostics[1]
    Request starting HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc -
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[0]
    Executing endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[1]
    Executed endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Hosting.Diagnostics[2]
    Request finished HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc - - 200 - application/grpc 23.0919ms
    Starting: C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --defer-dag-verification --dagfile="Library/Bee/1900b0aE.dag" --continue-on-failure --profile="Library/Bee/backend1.traceevents" ScriptAssemblies
    WorkingDir: D:/dev/test
    info: Microsoft.AspNetCore.Hosting.Diagnostics[1]
    Request starting HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/ConfigurePostProcessors application/grpc -
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[0]
    Executing endpoint 'gRPC - /UnityILPP.PostProcessing/ConfigurePostProcessors'
    warn: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
    Assembly system.runtime.interopservices.windowsruntime has duplicate hint path. Ignoring "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Runtime.InteropServices.WindowsRuntime.dll" in favor of "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\NetStandard\Extensions\2.0.0\System.Runtime.InteropServices.WindowsRuntime.dll"
    warn: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
    Assembly system.componentmodel.composition has duplicate hint path. Ignoring "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\System.ComponentModel.Composition.dll" in favor of "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.ComponentModel.Composition.dll"
    info: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
    Resolved Unity.Burst.Cecil, Version=0.11.4.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e with Library\PackageCache\com.unity.burst@1.8.12\Unity.Burst.CodeGen\Unity.Burst.Cecil.dll
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[1]
    Executed endpoint 'gRPC - /UnityILPP.PostProcessing/ConfigurePostProcessors'
    info: Microsoft.AspNetCore.Hosting.Diagnostics[2]
    Request finished HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/ConfigurePostProcessors application/grpc - - 200 - application/grpc 217.5460ms
    ExitCode: 0 Duration: 0s385ms
    [290/505 0s] WriteResponseFile Library/Bee/artifacts/rsp/4747638433968585886.rsp
    [405/505 0s] ILPP-Configuration Library/ilpp-configuration.nevergeneratedoutput
    *** Tundra build success (0.37 seconds), 2 items updated, 505 evaluated
    AssetDatabase: script compilation time: 0.859091s
    Begin MonoManager ReloadAssembly
    Total cache size 149465568
    Total cache size after purge 149465568
    - Loaded All Assemblies, in 4.183 seconds
    Refreshing native plugins compatible for Editor in 0.94 ms, found 3 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Refreshing native plugins compatible for Editor in 1.36 ms, found 3 plugins.
    Native extension for WindowsStandalone target not found
    Mono: successfully reloaded assembly
    - Finished resetting the current domain, in 1.281 seconds
    Domain Reload Profiling: 5463ms
    BeginReloadAssembly (78ms)
    ExecutionOrderSort (0ms)
    DisableScriptedObjects (3ms)
    BackupInstance (0ms)
    ReleaseScriptingObjects (0ms)
    CreateAndSetChildDomain (15ms)
    RebuildCommonClasses (17ms)
    RebuildNativeTypeToScriptingClass (5ms)
    initialDomainReloadingComplete (14ms)
    LoadAllAssembliesAndSetupDomain (4068ms)
    LoadAssemblies (3818ms)
    RebuildTransferFunctionScriptingTraits (0ms)
    AnalyzeDomain (292ms)
    TypeCache.Refresh (277ms)
    TypeCache.ScanAssembly (244ms)
    ScanForSourceGeneratedMonoScriptInfo (10ms)
    ResolveRequiredComponents (4ms)
    FinalizeReload (1281ms)
    ReleaseScriptCaches (0ms)
    RebuildScriptCaches (0ms)
    SetupLoadedEditorAssemblies (1031ms)
    LogAssemblyErrors (0ms)
    InitializePlatformSupportModulesInManaged (3ms)
    SetLoadedEditorAssemblies (2ms)
    RefreshPlugins (0ms)
    BeforeProcessingInitializeOnLoad (31ms)
    ProcessInitializeOnLoadAttributes (917ms)
    ProcessInitializeOnLoadMethodAttributes (76ms)
    AfterProcessingInitializeOnLoad (2ms)
    EditorAssembliesLoaded (0ms)
    ExecutionOrderSort2 (0ms)
    AwakeInstancesAfterBackupRestoration (3ms)
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.05 seconds
    Refreshing native plugins compatible for Editor in 0.95 ms, found 3 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Asset Pipeline Refresh (id=243b878874b6ba8418c5d5666af09167): Total: 17.818 seconds - Initiated by InitialRefreshV2(ForceSynchronousImport)
    Summary:
    Imports: total=0 (actual=0, local cache=0, cache server=0)
    Asset DB Process Time: managed=0 ms, native=10628 ms
    Asset DB Callback time: managed=32 ms, native=774 ms
    Scripting: domain reloads=1, domain reload time=5504 ms, compile time=859 ms, other=18 ms
    Project Asset Count: scripts=5711, non-scripts=1466
    Asset File Changes: new=0, changed=1, moved=0, deleted=0
    Scan Filter Count: 0
    InvokeBeforeRefreshCallbacks: 0.091ms
    ApplyChangesToAssetFolders: 0.076ms
    Scan: 113.991ms
    OnSourceAssetsModified: 1.759ms
    GetAllGuidsForCategorization: 0.705ms
    CategorizeAssets: 121.399ms
    ImportOutOfDateAssets: 1325.235ms (443.774ms without children)
    CompileScripts: 859.155ms
    ReloadNativeAssets: 1.193ms
    UnloadImportedAssets: 16.949ms
    EnsureUptoDateAssetsAreRegisteredWithGuidPM: 1.800ms
    InitializingProgressBar: 0.264ms
    PostProcessAllAssetNotificationsAddChangedAssets: 0.001ms
    OnDemandSchedulerStart: 2.100ms
    PostProcessAllAssets: 832.813ms
    Hotreload: 1.557ms
    GatherAllCurrentPrimaryArtifactRevisions: 0.259ms
    UnloadStreamsBegin: 0.478ms
    PersistCurrentRevisions: 0.435ms
    UnloadStreamsEnd: 0.061ms
    GenerateScriptTypeHashes: 4.827ms
    Untracked: 15419.273ms
    Application.AssetDatabase Initial Refresh End
    Scanning for USB devices : 3.647ms
    Initializing Unity extensions:
    [Licensing::Client] Successfully resolved entitlements
    [MODES] ModeService[none].Initialize
    [MODES] ModeService[none].LoadModes
    [MODES] Loading mode Default (0) for mode-current-id-test
    Unloading 16 Unused Serialized files (Serialized files now loaded: 0)
    ProgressiveSceneManager::Cancel()
    Loaded scene 'Assets/Scenes/SampleScene.unity'
    Deserialize: 9.159 ms
    Integration: 105.622 ms
    Integration of assets: 1.151 ms
    Thread Wait Time: 0.017 ms
    Total Operation Time: 115.949 ms
    Unloading 90 unused Assets / (1.2 MB). Loaded Objects now: 5465.
    Memory consumption went from 156.1 MB to 155.0 MB.
    Total: 3.704700 ms (FindLiveObjects: 0.210600 ms CreateObjectMapping: 0.074600 ms MarkObjects: 3.080900 ms DeleteObjects: 0.338100 ms)
    [LAYOUT] About to load UserSettings\Layouts\default-2022.dwlt, keepMainWindow=False
    <RI> Initialized touch support.
    <RI> Initialized touch support.
    <RI> Initialized touch support.
    <RI> Initialized touch support.
    <RI> Initialized touch support.
    <RI> Initialized touch support.
    <RI> Initialized touch support.
    <RI> Initialized touch support.
    [MODES] ModeService[default].InitializeCurrentMode
    [MODES] ModeService[default].RaiseModeChanged(default, default)
    IsTimeToCheckForNewEditor: Update time 1709340310 current 1709338954
    <RI> Initializing input.
    XInput1_3.dll not found. Trying XInput9_1_0.dll instead...
    <RI> Input initialized.
    [Project] Loading completed in 29.117 seconds
    Project init time: 25.014 seconds
    Template init time: 0.000 seconds
    Package Manager init time: 0.247 seconds
    Asset Database init time: 0.582 seconds
    Global illumination init time: 0.039 seconds
    Assemblies load time: 4.182 seconds
    Unity extensions init time: 0.003 seconds
    Asset Database refresh time: 0.000 seconds
    Scene opening time: 0.884 seconds
    ##utp:{"type":"ProjectInfo","version":2,"phase":"Immediate","time":1709338955570,"processId":3248,"projectLoad":29.1172412,"projectInit":25.0137408,"templateInit":0.0,"packageManagerInit":0.2466158,"assetDatabaseInit":0.5821874,"globalIlluminationInit":0.0391516,"assembliesLoad":4.1824367,"unityExtensionsInit":0.003153,"assetDatabaseRefresh":0.0,"sceneOpening":0.8835696}
    ##utp:{"type":"EditorInfo","version":2,"phase":"Immediate","time":1709338955570,"processId":3248,"editorVersion":"2022.3.20f1 (61c2feb0970d)","branch":"2022.3/release","buildType":"Release","platform":"Windows"}
    Asset Pipeline Refresh (id=496bbdedd7964824589d6c1adc2d0f51): Total: 0.005 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
    Created GICache directory at C:/Users/Cody/AppData/LocalLow/Unity/Caches/GiCache. Took: 0.013s, timestamps: [29.779 - 29.793]
    gi::BakeBackendSwitch: switching bake backend from 3 to 1.
    [00:00:02] Builtin Sky manager started.
    Setting up 8 worker threads for Enlighten.
    [00:00:03] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.25s wallclock)
    [Licensing::Client] Successfully updated the access token
    [Licensing::Module] Successfully updated access token: "5qnjO3ol"... (expires: 2025-03-02 00:22:36 GMT)
    [Licensing::Client] Successfully updated the access token
    [Licensing::Module] Successfully updated access token: "5qnjO3ol"... (expires: 2025-03-02 00:22:37 GMT)
    TrimDiskCacheJob: Current cache size 0mb
    Asset Pipeline Refresh (id=15b8dd1b5035ff24b966f33f6ddcb50a): Total: 0.003 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
    <RI> Initialized touch support.
    Start importing Assets/Settings/URP-Performant.asset using Guid(d0e2fc18fe036412f8223b3b3d9ad574) Importer(-1,00000000000000000000000000000000) -> (artifact id: '53180f1e1907564a0d1d9ca0f734bf6a') in 0.006469 seconds
    Start importing Assets/Settings/URP-Balanced.asset using Guid(e1260c1148f6143b28bae5ace5e9c5d1) Importer(-1,00000000000000000000000000000000) -> (artifact id: 'f3d614c129f5643a5d42b39e1f5524e1') in 0.002780 seconds
    Start importing Assets/Settings/URP-HighFidelity.asset using Guid(7b7fd9122c28c4d15b667c7040e3b3fd) Importer(-1,00000000000000000000000000000000) -> (artifact id: '30def82d5293530c3e648f3ebcfc920a') in 0.002494 seconds
    Refreshing native plugins compatible for Editor in 0.91 ms, found 3 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Asset Pipeline Refresh (id=a4e201e5cca4b0a42addc475430015b0): Total: 0.027 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
    [Licensing::Client] Successfully resolved entitlements
    info: Microsoft.AspNetCore.Hosting.Diagnostics[1]
    Request starting HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc -
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[0]
    Executing endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[1]
    Executed endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Hosting.Diagnostics[2]
    Request finished HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc - - 200 - application/grpc 0.3690ms
    Starting: C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --defer-dag-verification --dagfile="Library/Bee/1900b0aESkipCompile.dag" --continue-on-failure --profile="Library/Bee/backend1.traceevents" ScriptAssembliesAndTypeDB
    WorkingDir: D:/dev/test
    ExitCode: 0 Duration: 0s37ms
    *** Tundra build success (0.03 seconds), 0 items updated, 3 evaluated
    Asset Pipeline Refresh (id=521713147c89cf54296296eb43c8cfbb): Total: 0.003 seconds - Initiated by RefreshV2(NoUpdateAssetOptions)
    [ScriptCompilation] Requested script compilation because: Recompiling scripts for player build.
    BuildPlayer: start building target 19
    Total cache size 149465568
    Total cache size after purge 149465568
    info: Microsoft.AspNetCore.Hosting.Diagnostics[1]
    Request starting HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc -
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[0]
    Executing endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[1]
    Executed endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Hosting.Diagnostics[2]
    Request finished HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc - - 200 - application/grpc 0.1764ms
    Starting: C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --defer-dag-verification --dagfile="Library/Bee/1900b0aP.dag" --continue-on-failure --profile="Library/Bee/backend1.traceevents" ScriptAssembliesAndTypeDB
    WorkingDir: D:/dev/test
    info: Microsoft.AspNetCore.Hosting.Diagnostics[1]
    Request starting HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/ConfigurePostProcessors application/grpc -
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[0]
    Executing endpoint 'gRPC - /UnityILPP.PostProcessing/ConfigurePostProcessors'
    info: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
    ALC ILPP context 1 is unloading
    warn: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
    Assembly system.runtime.interopservices.windowsruntime has duplicate hint path. Ignoring "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Runtime.InteropServices.WindowsRuntime.dll" in favor of "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\NetStandard\Extensions\2.0.0\System.Runtime.InteropServices.WindowsRuntime.dll"
    warn: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
    Assembly system.componentmodel.composition has duplicate hint path. Ignoring "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\System.ComponentModel.Composition.dll" in favor of "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.ComponentModel.Composition.dll"
    info: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
    Resolved Unity.Burst.Cecil, Version=0.11.4.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e with Library\PackageCache\com.unity.burst@1.8.12\Unity.Burst.CodeGen\Unity.Burst.Cecil.dll
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[1]
    Executed endpoint 'gRPC - /UnityILPP.PostProcessing/ConfigurePostProcessors'
    info: Microsoft.AspNetCore.Hosting.Diagnostics[2]
    Request finished HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/ConfigurePostProcessors application/grpc - - 200 - application/grpc 153.8911ms
    ExitCode: 0 Duration: 0s508ms
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    *** Tundra build success (0.50 seconds), 34 items updated, 377 evaluated
    Total cache size 149465568
    Total cache size after purge 149465568
    Not rebuilding Data files -- no changes
    [Licensing::Client] Successfully resolved entitlements
    Asset Pipeline Refresh (id=c93815bf0a0aea84eaf43454a381148c): Total: 0.030 seconds - Initiated by RefreshV2(NoUpdateAssetOptions)
    Mono dependencies included in the build
    Dependency assembly - System.Globalization.dll
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    Dependency assembly - System.Net.Mail.dll
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    Dependency assembly - System.Windows.Forms.DataVisualization.dll
    Dependency assembly - System.IO.dll
    Dependency assembly - System.Runtime.Serialization.Xml.dll
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    Dependency assembly - System.IdentityModel.dll
    Dependency assembly - System.Json.dll
    Dependency assembly - Mono.Security.dll
    Dependency assembly - System.Runtime.Remoting.dll
    Dependency assembly - Unity.RenderPipelines.Universal.Runtime.dll
    Dependency assembly - System.ComponentModel.Primitives.dll
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    Dependency assembly - System.Security.Principal.Windows.dll
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    info: Microsoft.AspNetCore.Hosting.Diagnostics[1]
    Request starting HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc -
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[0]
    Executing endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Routing.EndpointMiddleware[1]
    Executed endpoint 'gRPC - /UnityILPP.PostProcessing/Ping'
    info: Microsoft.AspNetCore.Hosting.Diagnostics[2]
    Request finished HTTP/2 POST http://ilpp/UnityILPP.PostProcessing/Ping application/grpc - - 200 - application/grpc 0.1241ms
    Starting: C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --dagfile="Library/Bee/Playerbc8e3aaa.dag" --profile="Library/Bee/backend1.traceevents" Player
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    [225/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.GridModule.dll
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    [227/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AnimationModule.pdb
    [228/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AndroidJNIModule.pdb
    [229/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.SpriteShapeModule.pdb
    [230/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/System.dll
    [231/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AnimationModule.dll
    [232/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AssetBundleModule.dll
    [233/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AudioModule.dll
    [234/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UnityAnalyticsModule.dll
    [235/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.RenderPipeline.Universal.ShaderLibrary.pdb
    [236/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.VideoModule.dll
    [237/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/mscorlib.dll
    [238/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.InputModule.dll
    [239/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.Physics2DModule.dll
    [240/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AssetBundleModule.pdb
    [241/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.RenderPipeline.Universal.ShaderLibrary.dll
    [242/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UIModule.pdb
    [243/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.IMGUIModule.dll
    [244/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TilemapModule.dll
    [245/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TextRenderingModule.dll
    [246/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TilemapModule.pdb
    [247/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.CoreModule.dll
    [248/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AIModule.pdb
    [249/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UnityAnalyticsModule.pdb
    [250/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.VRModule.pdb
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    [254/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.dll
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    [256/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.Burst.dll
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    [259/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityLinkerToEditorData.json
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    [261/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.InputModule.pdb
    [262/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/System.Configuration.dll
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    [267/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.PhysicsModule.dll
    [268/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AndroidJNIModule.dll
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    [271/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UI.dll
    [272/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.ParticleSystemModule.pdb
    [273/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.XRModule.dll
    [274/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.AIModule.dll
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    [276/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TerrainModule.dll
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    [278/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/System.Core.dll
    [279/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UI.pdb
    [280/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TextRenderingD:/dev/test/Library/PackageCache/com.unity.burst@1.8.12/.Runtime\bcl.exe exited after 2267 ms.
    stdout:
    Starting 1 library requests
    stderr:
    [W] FindFirstFile() failed: D:\dev\test\Library\Bee\artifacts\WinPlayerBuildProgram\il2cppOutput\cpp\Symbols
    Module.pdb
    [281/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.InputLegacyModule.pdb
    [282/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.PropertiesModule.pdb
    [283/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.SubsystemsModule.pdb
    [284/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.Mathematics.pdb
    [285/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.GridModule.pdb
    [286/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TextCoreTextEngineModule.pdb
    [287/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UIElementsModule.pdb
    [288/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.CoreModule.pdb
    [289/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UnityWebRequestModule.dll
    [290/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TextCoreTextEngineModule.dll
    [291/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UnityWebRequestModule.pdb
    [292/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.SharedInternalsModule.dll
    [293/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.UIElementsModule.dll
    [294/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.SharedInternalsModule.pdb
    [295/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.DirectorModule.dll
    [296/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.VFXModule.dll
    [297/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.RenderPipelines.Core.Runtime.dll
    [298/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.RenderPipelines.Core.Runtime.pdb
    [299/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.RenderPipelines.Universal.Runtime.dll
    [300/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.Physics2DModule.pdb
    [301/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/Unity.RenderPipelines.Universal.Runtime.pdb
    [302/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.InputLegacyModule.dll
    [303/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/System.Xml.dll
    [304/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/analytics.json
    [305/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.DirectorModule.pdb
    [306/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TextCoreFontEngineModule.dll
    [307/847 0s] CopyFiles builds/test_BackUpThisFolder_ButDontShipItWithYourGame/Managed/UnityEngine.TextCoreFontEngineModule.pdb
    [308/847 2s] GenerateNativePluginsForAssemblies Library/Bee/artifacts/WinPlayerBuildProgram/AsyncPluginsFromLinker
    [309/847 0s] CopyFiles builds/test_Data/Plugins/x86_64/lib_burst_generated.dll
    [310/847 2s] IL2CPP_CodeGen D:/dev/test/Library/Bee/artifacts/il2cpp_conv_4q5c.traceevents
    C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\il2cpp\build\deploy\il2cpp.exe --convert-to-cpp --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Mono.Security.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/mscorlib.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.Configuration.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.Core.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.Xml.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.Burst.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.Burst.Unsafe.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.Mathematics.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.RenderPipeline.Universal.ShaderLibrary.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.RenderPipelines.Core.Runtime.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.RenderPipelines.Universal.Runtime.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AndroidJNIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AnimationModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AssetBundleModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AudioModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.CoreModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.DirectorModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.GridModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.IMGUIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.InputLegacyModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.InputModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.ParticleSystemModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.Physics2DModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.PhysicsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.PropertiesModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.SharedInternalsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.SpriteShapeModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.SubsystemsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TerrainModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TextCoreFontEngineModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TextCoreTextEngineModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TextRenderingModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TilemapModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UI.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UIElementsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UnityAnalyticsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UnityWebRequestModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.VFXModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.VideoModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.VRModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.XRModule.dll --generatedcppdir=D:/dev/test/Library/Bee/artifacts/WinPlayerBuildProgram/il2cppOutput/cpp --symbols-folder=D:/dev/test/Library/Bee/artifacts/WinPlayerBuildProgram/il2cppOutput/cpp/Symbols --enable-analytics --emit-null-checks --enable-array-bounds-check --dotnetprofile=unityaot-win32 --profiler-report --profiler-output-file=D:/dev/test/Library/Bee/artifacts/il2cpp_conv_4q5c.traceevents --print-command-line --data-folder=D:/dev/test/Library/Bee/artifacts/WinPlayerBuildProgram/il2cppOutput/data
    [354/847 0s] C_Win64_VS2022 Library/Bee/artifacts/WinPlayerBuildProgram/u1oik/w9ct6sjtf7vc.obj
    [355/847 0s] C_Win64_VS2022 Library/Bee/artifacts/WinPlayerBuildProgram/u1oik/b3lkhhmi2zbc.obj
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    [390/847 2s] C_Win64_VS2022 Library/Bee/artifacts/WinPlayerBuildProgram/u1oik/lfgeqvhmgasw.obj
    [391/847 2s] C_Win64_VS2022 Library/Bee/artifacts/WinPlayerBuildProgram/u1oik/v4z2ym3mueuw.obj
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    [393/847 2s] C_Win64_VS2022 Library/Bee/artifacts/WinPlayerBuildProgram/u1oik/erdsitvckly7.obj
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    [403/847 0s] C_Win64_VS2022 Library/

    In-editor console logs after a failed build. Took me 30 minutes to dice-roll this after crashing PC multiple times.
    C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\il2cpp\build\deploy\il2cpp.exe --convert-to-cpp --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Mono.Security.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/mscorlib.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.Configuration.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.Core.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/System.Xml.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.Burst.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.Burst.Unsafe.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.Mathematics.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.RenderPipeline.Universal.ShaderLibrary.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.RenderPipelines.Core.Runtime.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/Unity.RenderPipelines.Universal.Runtime.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AndroidJNIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AnimationModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AssetBundleModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.AudioModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.CoreModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.DirectorModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.GridModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.IMGUIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.InputLegacyModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.InputModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.ParticleSystemModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.Physics2DModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.PhysicsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.PropertiesModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.SharedInternalsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.SpriteShapeModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.SubsystemsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TerrainModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TextCoreFontEngineModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TextCoreTextEngineModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TextRenderingModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.TilemapModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UI.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UIElementsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UIModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UnityAnalyticsModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.UnityWebRequestModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.VFXModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.VideoModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.VRModule.dll --assembly=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped/UnityEngine.XRModule.dll --generatedcppdir=D:/dev/test/Library/Bee/artifacts/WinPlayerBuildProgram/il2cppOutput/cpp --symbols-folder=D:/dev/test/Library/Bee/artifacts/WinPlayerBuildProgram/il2cppOutput/cpp/Symbols --enable-analytics --emit-null-checks --enable-array-bounds-check --dotnetprofile=unityaot-win32 --profiler-report --profiler-output-file=D:/dev/test/Library/Bee/artifacts/il2cpp_conv_4q5c.traceevents --print-command-line --data-folder=D:/dev/test/Library/Bee/artifacts/WinPlayerBuildProgram/il2cppOutput/data
    Error: IL2CPP error (no further information about what managed code was being converted is available)
    System.InvalidOperationException: Sequence contains no elements
    at System.Linq.ThrowHelper.ThrowNoElementsException()
    at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.Initialize(UnderConstruction`2& systemAssembly)
    at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.Build()
    at Unity.IL2CPP.AssemblyConversion.Phases.InitializePhase.Run(AssemblyConversionContext context)
    at Unity.IL2CPP.AssemblyConversion.Classic.ClassicConverter.Run(AssemblyConversionContext context)
    at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(AssemblyConversionContext context, ConversionMode conversionMode)
    at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(TinyProfiler2 tinyProfiler, AssemblyConversionInputData data, AssemblyConversionParameters parameters, AssemblyConversionInputDataForTopLevelAccess dataForTopLevel)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Building Library\Bee\artifacts\WinPlayerBuildProgram\AsyncPluginsFromLinker failed with output:
    UnityEditor.Build.BuildFailedException: Burst compiler (1.8.12) failed running
    stdout:
    Error: Failed to find entry-points:
    Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Mono.Security, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Mono.Security, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories: D:\dev\test\Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Mono.Security, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
    at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
    at zzzUnity.Burst.CodeGen.AssemblyResolver.Resolve(AssemblyNameReference name)
    --- End of inner exception stack trace ---
    at zzzUnity.Burst.CodeGen.AssemblyResolver.Resolve(AssemblyNameReference name)
    at Burst.Compiler.IL.AssemblyLoader.Resolve(AssemblyNameReference name)
    at Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints(String[] rootAssemblyNames, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader, NativeCompilerOptions options, ProfileDelegate profileCallback, Boolean includeRootAssemblyReferences, Boolean splitTargets)
    at Burst.Compiler.IL.Server.CompilerServer.<>c__DisplayClass18_1.<FindMethods>b__0(CacheManager cacheManager)
    at Burst.Compiler.IL.Server.CompilerServer.<>c__DisplayClass26_0`1.<<RunTask>b__0>d.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
    at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
    at Burst.Compiler.IL.Server.CompilerServer.<RunTask>d__26`1.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
    at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
    at Burst.Compiler.IL.Server.CompilerServer.<FindMethods>d__18.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
    at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
    at Burst.Compiler.IL.Server.CompilerServer.<>c__DisplayClass26_0`1.<<RunTask>b__0>d.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
    at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
    at Burst.Compiler.IL.Server.CompilerServer.<RunTask>d__26`1.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
    at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
    at Burst.Compiler.IL.Server.CompilerServer.<Compile>d__17.MoveNext()
    stderr:
    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) [0x001f7] in .\Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs:1911
    at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0003f] in .\Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs:1788
    at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00000] in .\Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs:1763
    at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly[] playerAssemblies) [0x0097c] in .\Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs:885
    at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly[] assemblies) [0x00013] in .\Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs:331
    at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.GenerateNativePluginsForAssemblies (UnityEditor.Build.IGenerateNativePluginsForAssemblies+GenerateArgs args) [0x0007d] in .\Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs:184
    at UnityEditor.Modules.BeeBuildPostprocessor.GenerateNativePluginsForAssemblies (PlayerBuildProgramLibrary.Data.GenerateNativePluginsForAssembliesArgs args) [0x00050] in <5d5ebefe97114215928ac1d9cd096522>:0
    at Bee.BeeDriver.BuildRequest+<>c__DisplayClass63_0`1[T].<RegisterRPCCallback>b__0 (System.Object o) [0x00000] in <3f5bd82a14d442d9848a73363c91f22e>:0
    at Bee.BeeDriver.BeeDriver_RunBackend+<>c__DisplayClass1_0.<ProcessRPCRequest>b__0 () [0x00021] in <3f5bd82a14d442d9848a73363c91f22e>:0
    at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in <dc753a1061284f8e971ee88ee4826eee>:0
    at System.Threading.Tasks.Task.Execute () [0x00000] in <dc753a1061284f8e971ee88ee4826eee>: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) [0x00102] in <3f5bd82a14d442d9848a73363c91f22e>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


    Build completed with a result of 'Failed' in 7 seconds (7193 ms)
    3 errors
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    After adding Mono.Security assembly (preserve=all) to my link.xml file:
    upload_2024-3-1_17-16-55.png
     
    Last edited: Mar 2, 2024
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    6,516
    At this point a hardware or driver issue seems plausible.

    First, make sure to update all drivers to the latest stable versions. For Nvidia choose the Studio driver, not the Game Ready.

    If it still crashes reset BIOS settings to safe values (caution: this can leave the system in unbootable state), or at least disable any overclocking functions (Auto usually means enabled).

    If it still crashes, run system analysis tools, I would start exercising memory with memtest86 or similar. Also Prime95 and Furmark to exercise CPU and GPU.
     
  3. Cygnus138b

    Cygnus138b

    Joined:
    Jan 29, 2016
    Posts:
    6
    Thanks for the suggestions!

    - All drivers are up to date. Switched to Nvidia Studio drivers. I also updated my BIOS to the latest (Gigabyte Z790 Elite, BIOS version F3->F5).

    - No overclocking in the BIOS. All settings appear safe.

    - Stress tested CPU, GPU and RAM using the tools you mentioned. Nothing anomalous was found.

    Still crashes. :(
     
  4. bugfinders

    bugfinders

    Joined:
    Jul 5, 2018
    Posts:
    2,021
    As someone who bought a new machine last month, so had a new win11 blank canvas, while i didnt install vs at all, mines working just fine. When you say crashes, do you mean the compile terminates with errors, unity crashes, or your machine blue screens?
     
  5. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    21,488
    Agreed, and unfortunately a stress test won't always show something wrong, and it's entirely possible to have a problem with just one app pushing the hardware just the right way to create a crash.

    It's possible it's as simple as the memory timings being a little unstable. Was it purchased as a single kit or was it multiple kits? Is it two or four sticks? Is it running as XMP in the BIOS?
     
    Last edited: Mar 2, 2024
    bugfinders likes this.
  6. Cygnus138b

    Cygnus138b

    Joined:
    Jan 29, 2016
    Posts:
    6
    Another interesting discovery: setting C++ Compiler Configuration to Debug rather than Release allows the build to succeed. Haven't tried Master config yet. What could be the difference between Debug and Release that would cause a machine crash?

    it's a bit inconsistent. 60% of the time, the entire PC just freezes. The display freezes in place and I'm no longer able to do anything. 20% of the time, it's a blue screen crash. 20% of the time, the PC doesn't crash, and leaves the logs I posted originally.

    It's a 2x32GB single kit. Not running in XMP. Any idea how I could check for memory timings being a little unstable?
     
  7. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    21,488
    You could try swapping out sticks and making builds to see if it stops. I don't think it'll do anything but you could try turning on XMP to see if the timings baked into the sticks have a better chance of functioning properly, but if it off it should be defaulting to very safe timings and speeds.
     
  8. bugfinders

    bugfinders

    Joined:
    Jul 5, 2018
    Posts:
    2,021
    As Ryiah said, was bought prebuilt or bits you bought? Is there any chances its not got the power supply it needs?
     
  9. Cygnus138b

    Cygnus138b

    Joined:
    Jan 29, 2016
    Posts:
    6
    It's custom-built. It should be an adequate power supply - seems like it would have failed during the stress tests if that was the problem.
     
  10. Cygnus138b

    Cygnus138b

    Joined:
    Jan 29, 2016
    Posts:
    6
    FINALLY resolved this. For anyone visiting this from the future, here's what I did. It's possibly relevant that my motherboard is a Gigabyte Z790 AORUS Elite X WIFI7.
    1. Completely uninstalled every trace of Unity, Visual Studio and Visual C++ Redistributable (maybe didn't have to uninstall Redistributable) from my system, including all lingering related files/folders in Program Files and %APPDATA%. I also removed any registry keys related to Unity.
    2. In my BIOS, turned on XMP, turned off Enhanced Multi-Core Performance, and decreased my P-Cores clock ratio to 57 (was originally 60).
    3. Reinstalled Unity Hub -> installed 2022.3 -> installed Visual Studio via the components menu.
    4. In Visual Studio installer, chose Desktop C++, Game Dev with Unity, and C++ Game Dev workloads, including manually ticking on the latest Windows 10 SDK component.
    5. After installation complete, rebooted PC.
    6. Created new blank project, set to IL2CPP, and built successfully.
     
  11. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    oh wow... I am getting EXACTLY the same problem as you, it crashes and restarts my machine after compiling Game Assembly, sometimes it will throw errors that look the same as yours instead of restarting. I also have the same CPU. Will try some of your suggetions to fix it.
     
  12. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    I'm also getting this behaviour, sometimes a lockup and restart, sometimes blue screen, sometimes I get error logs. Always at the same point in compiling, no other issues on this computer, only at the same point when compiling.

    I am running 2x16GB DDR5 RAM, no XMP.
     
  13. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    I have already submitted a bug report and Unity have advised they think the error logs indicate a VS Studio or Windows SDK instllation issue, except I've tried to reinstall VS Studio and the Win 11 SDK several times with no change to the outcome.
     
  14. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
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    I'm also amd running a very similar motherboard, the Gigabyte Z790M Aorus Elite AX, which is the micro atx version but otherwise basically the same components.
     
  15. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    Can I just ask.... are you running Windows 10, I'm on 11... and I'm just wondering if you've chosen the Win 10 SDK cause you're on Win 10, or if that's still needed for some strange reason if I'm using Win 11? thanks

    edit: only just noticed the thread subject line stating win 11 clean install which answered my question above, I also have a clean install on a newly built system
     
    Last edited: Apr 1, 2024
  16. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
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    for me... definitely not a power issue, I've got a Corsair 850W, more than enough for this system
     
  17. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    and btw, how did you work out these changes? they just seem so obscure, not sure how one would work this out, and I can't help but wonder if all of them are necessary, whether you'd perhaps tried a bunch of things and maybe one thing fixed it such as simply removing all trace of unity and vs studio, and then reinstalling those perhaps fixed an installation problem. But I'm very curious if you'd found out something that lead you to believe that a change to the bios settings was required before reinstalling tools in order to get a successful result.
     
  18. bugfinders

    bugfinders

    Joined:
    Jul 5, 2018
    Posts:
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    Well the reinstalls may not have been essential but turning off XMP was suggested
     
  19. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    I’ve never had XMP on and getting the same problem, and besides @Cygnus138b has said it actually helped to turn on. Seems like it’s not a factor. If it was due to unstable ram you’d expect to be getting crashing at all kinds of random times, not exactly at the same and very consistent point and 'only' during compiling ie. no other issues in any other programs or games.
     
    Last edited: Mar 30, 2024
  20. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
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    I just tried almost all of these suggestions and unfortunately it's made no difference at all. I'm still getting crashes during compiling at the same point. The only difference with my settings is that I left the P-Cores clock ratio at Auto which has a value of 32. I'd never customised this.
     
  21. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    ohh hold up... I just went back and double checked I had all of your suggestions done properly, I found that while I had enabled XMP, I had an override RAM MHz set at 6400 MHz which meant it wasn't allowing the XMP profile to be used, I set it back to Auto and verified that it now uses the XMP value of 7600 MHz which my RAM chips are rated for... AND... compiling now works without error or crash, at least so far, I need to pressure test this over many compiles, various projects and over many days to be sure. But so far as soon as I allowed XMP to be used things have started working.
     
  22. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    21,488
    No. You've simply offset the problem to a future date. Hardware that is properly functioning doesn't behave like that or require those kinds of settings changes. You have a malfunctioning motherboard and you should contact Gigabyte immediately to start a warranty claim. If for some reason it's not the board they can identify what it is.
     
    Last edited: Apr 1, 2024
  23. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
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    The problem only exposes itself at the exact same moment during compiling specifically in Unity with the IL2CPP backend ie. nothing else triggers the issue. Not mono backend, not during gaming or other programs running. This isn't "just" hardware failing. It appears to be a combination of problems. How could gigabyte diagnose and debug a crash that only a very particular process in one program triggers. If there is a such a hardware issue, surely this would be Unity's responsibility to follow up with Gigabyte and to investigate why their app is causing a system to crash or error.
     
    marcoantap likes this.
  24. jason_yak

    jason_yak

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    Also, the fact that you’ve got two people both with the same hardware i9-14900K, Z790, DDR5 RAM, and in both cases changing motherboard settings fixes the issue. This pretty much proves it’s not some one off malfunction of hardware, the crash behaviour and “workaround” solution show consistency. Replacing the hardware will very likely achieve nothing, the exact same behaviour will likely occur.
     
  25. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
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    Same way that the OP was able to diagnose it. That said I don't think they'll have to diagnose it if he passes them the same info he passed to us: namely having to modify the processor and memory settings for the system to be stable under that application.

    You're greatly underestimating the resources, both in terms of actual engineers and diagnosis tools, at the disposal of these companies compared to an average developer.

    I never said that it was a one off malfunction. I simply said that it was a malfunctioning board and you should reach out to the manufacturer for replacement. Up to you if you want to do it or not but if it were mine I'd immediately reach out understanding that even with my decades of experience they're still more competent than I am.
     
    Last edited: Apr 1, 2024
  26. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
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    It can't hurt to take your advice, but it's far more appropriate for Unity to be chasing this up with Gigabyte. It's not our software that's failing.
     
  27. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    The crash or error that occurs happens in an empty project at the same point during compiling IL2CPP in any version of Unity 2021.x, 2022.x, 2023.x. A bug report is with Unity and they are aware of the issue.
     
  28. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    FYI @Cygnus138b, avoid the bios update Gigabyte issued a week ago FGd, stick with version FF. FGd causes the bios to lock up and can be very challenging to wind the bios update back given that the bios UI becomes unresponsive.
     
  29. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    539
    Today after a restart crashes are back. There has been zero changes to the system, no bios changes or code changes, no software updates and RAM settings the same as it was yesterday when it was working. At least having gotten several succesful IL2CPP compilations it proves there's nothing wrong with the VS Studio installation. All of the suggestions from @Cygnus138b appear to have had no effect and simply a coincidence it started working. 50% of the time it crashes, 40% of the time I get compile errors, once in a while it magically works for a while in empty projects. Mono compiling still works everytime, but is not an option for us, we need AOT compiling.