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Project Tiny C# Preview (0.15.3) available

Discussion in 'Project Tiny' started by JC-Cimetiere, Jun 3, 2019.

  1. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    21
    UPDATE 07/11: preview-0.16.1 (C#) available, and upcoming changes announced

    We’re very excited to share with you the first preview of the new Project Tiny that uses C# as the programming language. We’ve been hard at work changing most of the underlying technology powering Project Tiny in response to your feedback, and in order to bring it closer to the Unity ecosystem. This preview is fully integrated with Unity’s Data-Oriented Tech Stack (DOTS) and sets up a foundation for bringing advanced features for both tiny and big use cases.
    Using Unity 2019.2.0b3 or higher, you can install “Project Tiny Preview - 0.15.3” via the Package Manager today. See “Getting Started” below for more details.
    We want to express a giant “thank you” to the passionate community of early adopters. Your feedback was very valuable.

    “DOTS Mode” in the Editor
    While bringing in C# as the programming language, we’ve also swapped our foundation to DOTS (Data Oriented Tech Stack). Project Tiny is now built on top of the Entity Component System, the Job System, and soon the Burst Compiler (even on the Web!). You’ll be able to write code using the same approach that will scale from very small, light web games to high-end high performance titles.
    As part of this, we’ve introduced “DOTS Mode” in the Editor. This mode transforms the Editor to working with pure DOTS data, giving you appropriate tools and context. This is a major evolution that lays the foundation for not just Project Tiny, but DOTS in general.
    If you’re interested in understanding the future of Unity with DOTS, Project Tiny is a great opportunity to explore this new approach.

    Build for the Web, iterate on PC
    Our focus for the first version of Project Tiny is still the Web release target, supporting asm.js and web assembly. We have enabled the ability to build desktop binaries (Windows & Mac) to allow you to quickly iterate and to better integrate with development tools. You’ll be able to build and debug from the IDE of your choice (such as Visual Studio or JetBrains Rider). Initially you’ll be able to debug the desktop builds only, but in the near future you’ll be able to use these IDEs to debug web builds running in a web browser. No more needing to deal with JavaScript debuggers to try to understand the generated code!

    Laying the Foundation
    This preview release focuses on the foundation -- DOTS, DOTS Mode, the new Project Tiny modules. While many advanced workflow features are still missing, this is the first step on our journey. You can expect rapid releases focusing on your pain points. We want to work with you to create a product that solves your needs. We’ll also be sharing our roadmap to 1.0 very soon, so that you know what to expect over the coming months.

    DOTS C#
    In order to achieve the size and performance goals for Project Tiny while supporting C#, we’re working on defining a subset of .NET Standard 2.0 that will help ensure that your code can be light and fast. For this first release, all Project Tiny’s functionality will conform to this subset. We’ll have more information about what’s in this subset as well as how we plan on evolving it, but be aware that many .NET class library functionality that you might expect may not be present.

    Preview Feedback
    For this preview that is not yet feature complete, we’re mainly looking for feedback on the core development experience. Specifically, we’re looking for the following feedback:
    • Can you successfully install the package?
    • Are you able to open one of the sample projects and build for .NET? Build for the web?
    • Are you able to open the project in the IDE of your choice?
    • Are you able to change code and build from the IDE? Set a breakpoint and debug?
    Getting started
    • Install Unity 2019.2.0b3 or higher via Unity Hub (see beta page for details). Unity 2019.3 Alpha is NOT supported yet.
    • Create a new project (use 2D template)
    • Go to the Package Manager, make sure in the “Advanced” menu you have “Show preview packages” selected:
    • Then select “Project Tiny” package, and click the “Install” button:
    • When the install has completed you will see a list of samples:
    • Find “HelloWorld” and click “Import in project”, to copy the sample inside your Assets folder,
    • Project Tiny added a new “DOTS” menus. DOTS projects live inside Unity projects. (This will change in the near future.) To enter DOTS Mode, open the HelloWorld project:
    • Go to “DOTS > Open Project”, and select “HelloWorld.project” inside “/Assets/Samples/Project Tiny/0.15.3-preview/HelloWorld”.
    • (You can also double-click HelloWorld.project inside the asset browser.)
    • The Editor will switch into DOTS Mode.
    • You will be prompted to import TMP (TextMeshPro), click “Import TMP Essentials”
    • Once TMP (TextMeshPro) has imported you need to reload the project:
      Go back to “DOTS > Open Project”, and select “HelloWorld.project”.
    • Then open “MainScene” under “HelloWorld/Scene”, you should see something like this:
    • Click play to build and launch the scene:
    • Note: at first build Unity downloads additional resources that will be cached, you must have an internet connection.
    • Once the build is finished, you should see the following:
    • We apologize greatly for the programmer art in this sample. The programmers involved have been reprimanded, and will not attempt to be an artist in the future.
      Note: Currently Play mode runs outside of the Unity Editor.
    • You can also try to make a Web build:
    • Now you can explore the different Entities in the Hierarchy and their Components in the Inspector:
    Editing C# scripts
    You can now explore the scripts under “HelloWorld/Scripts”, MoveSpriteSystem.cs and RotateSpriteSystem.cs, which will give you a sense of how a simple system is implemented in C#.
    • To view/edit .CS scripts first open the DOTS IDE Solution, select “ Assets > Open DOTS C# Project” to open a new Solution configured for DOTS development/debugging. This is different from “Open C# Project”, which will open the classic Unity solution. See knowns issues about “DOTS C# Projects”
      NOTE: Double-clicking a script in the Unity Project explorer will open it in the wrong solution. You can tell if you’re using the DOTS solution as it will have a “-Dots” suffix.
      See "Known Issues section" for more on this.
    • You can now open the scripts in your favorite script editor or IDE
    Debugging
    Once you have built the specific configuration at least once from the Editor (via menu “Assets > Open DOTS C# Project”), you can make code changes and build/run/debug code straight from the IDE.
    Assuming you’ve followed the above instructions, opened the HelloWorld sample and built the “Windows DotNet / Debug” configuration:
    In Visual Studio:
    • Right-click on the “HelloWorld” project and select “Set as Startup Project”
    • Make sure “windows-dotnet-debug” is the currently selected configuration
    • Press Run. You should be able to set breakpoints, inspect data, etc. as well.


    In JetBrains Rider:
    • Switch the IDE into Solution mode from Unity mode. In the Explorer pane, make sure that “Solution” is selected at the top, instead of “Unity”.
    • Make sure “windows-dotnet-debug | Default” is selected as the configuration
    • Edit your current run configuration (or hit Play for the first time, where you will get the Edit Configuration dialog box)
    • Select the HelloWorld project, Hit Play
    Visual Studio Code is not well supported at this time. We’re working to fix this.

    Documentation
    The current version of the documentation is incomplete. While the API Reference is generally correct, the user manual needs work (missing and outdated pages). We are working to complete the update for the next release.
    Because we are built on top of the common DOTS core, most of the general Unity ECS documentation and DOTS Documentation applies (Burst is not working yet for Project Tiny). This reference document introduces much of the core DOTS API. (For now, the Unity.Transforms and Unity.Rendering functionality does not apply.)

    Samples
    The initial preview includes a collection of simple samples to explore various features, like:
    • HelloWorld: simple text displayed and sprite spinning
    • BrowserInterop: how C# code can interact with JS and back
    • DragAndDrop: how to use inputs and make a drag and drop functionality
    • Joystick: how to create a virtual UI joystick to control character movements (keyboard & touch) including a simple camera follow.
    • SpawnAndDestroy: how to load, initialize, and unload scenes.
    • TimerButton: how to setup a UILayout, execute actions on the press of a button and handle a countdown timer.
    Known issues:
    We are listing here know issues related to Project Tiny Preview 0.15.3 which are to be fixed in next previews:
    • At various steps of the process, once you’ve installed a package, imported a sample, opened a project, ran a build, if the behavior isn’t “normal” you should try to close Unity and re-open the project.
    • Opening the DOTS C# project can take a long time (minutes for the first time). It currently perform unnecessary tasks to prepare the solutions (slower on MacOS than Windows). Subsequent opening are faster, but still not optimal. If you open the code in the wrong solution, building and debugging from your IDE will not function and Intellisense will have the wrong context.
      Also the solution doesn’t not sync with Unity when you add scripts and forces you to close the IDE and reopen via “Open DOTS C# Project” (Asset menu or right-click in Unity Project Explorer).
    • The “Edit> Frame Selected” feature does not work on Windows.
    • Once you’re done installing packages, you should close the Package Manager, it’ll make updating/compiling script changes faster, because when Package Manager UI is loaded every script change triggers package reload.
    • [added 06/05] the "DOTS > Import Sample Projects" does nothing and returns an error. Samples are now imported via the Project Tiny Package, this menu will disappear.
    Feedback & Reporting Bugs:
    For general discussion and feedback please use this forum.
    We welcome feature requests via our GitHub project’s issues here. This way we can easily track and process them.
    If you encounter bugs, especially those that require sending a copy of a project, please submit a but report using the Unity Bug Reporter tool. This tool sends us the contextual information required to investigate problems. In the Unity Editor, go to “Help > Report a Bug” in the menu. Use “[Tiny]” to prefix the title of your bug and provide details, reproducible steps.

    For complete guidance on how to submit bugs, please review our Guide to beta testing.

    Additional Q&A:

    Where is the roadmap for all the features coming to Project Tiny?
    We are working on defining what additional features will land and when they will be available. We will share this on the forum as soon as possible. We appreciate your feedback and will run surveys and interviews throughout the preview phase to inform the roadmap.

    Can I upgrade projects from previous previews (Tiny Mode 0.14.x and earlier)?
    There is no automated migration of projects built with Tiny Mode preview 0.14.x and earlier. You will have to manually migrate and recreate the project, including recreating the scenes, entities, components, and code using C#.

    Can I create Components with a visual Component Editor, like in earlier Previews?
    We will be restoring a visual way to create components. For now, components must be created via code, using regular DOTS patterns.

    Can I create prefabs?
    Not yet. We are working on this feature and we will provide updates.

    I cannot find the Build Report, where is it?
    The Build Report feature was not included in the initial preview, we plan to bring it back later in the preview cycle.

    How do I preview particle systems in the Editor?
    We’re revamping the particle system Editor integration, and it is not ready yet. We’ll bring it back in a future version.

    Where are the Project settings?
    You will find them in menu “Edit > Project Settings…”, then select “DOTS”:

    The list of modules used by the project is in the [ProjectName].asmdef file, which you can select in Project explorer, you’ll see this:

    More options will be added.

    Where is the Physics module (Physics2D)?
    Project Tiny Preview 0.15.3 does not include Physics2D. We are in the process of bringing an improved DOTS 2D Physics module. You can still use HitBox2D for lightweight intersection and overlap checking module that does not require physics.

    Where is the Tilemap2D Module?
    Project Tiny Preview 0.15.3 does not include the Tilemap2D module. We are in the process of bringing improved 2D modules, designed for DOTS mode.

    I want to make a playable ad or an instant messenger game?
    Project Tiny can build for the Web target optimizing for size and speed and you can choose to render either with Canvas or WebGL to build a playable ad. However, this current preview does not include a specific “Playable Ads” build target which would package all assets in a format ready to use. Similarly for platforms like Facebook Instant Games, you need to manually package the output. For example for the “HelloWorld” sample, the generated HTML files you need are in your project folder under: /Library/DotsRuntimeBuild/build/HelloWorld/HelloWorld-[target-config]
    We will include documentation on the files structure in future preview.
     
    Last edited: Aug 5, 2019
  2. davenirline

    davenirline

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    Jul 7, 2010
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    Yes! Finally! Thank you so much for your work.
     
  3. sschmid

    sschmid

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    Jul 1, 2014
    Posts:
    3
    Awesome! I will definitely check it out!
     
  4. Dunk86

    Dunk86

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    May 10, 2015
    Posts:
    50
    Exciting! Early days but the potential is there - I'll try making a game with it tomorrow and see how I fare. I'm going to miss the visual component editor and prefabs/entity-groups though!
     
  5. rizu

    rizu

    Joined:
    Oct 8, 2013
    Posts:
    1,078
    @JC-Cimetiere I have two questions:

    1. I expected it to be mentioned but didn't spot anywhere, is the "play in editor" mode for DOTS Mode coming soon? Currently pressing play is basically equivalent to the old "Build and Run" where you first build standalone and then run it. Please tell having "instant" playtest mode will be there in the future where you can also examine the component values at runtime in the editor :)

    2. DOTS Mode seems to be a completely separate editor mode, you basically load the editor again for it. Will there be a way to quickly swap between DOTS Mode and Monobehavior mode in the future while a) editing the project b) while running the project in edior. Being forced to pick only one editor type is a serious limitation as we still need to use hybrid solutions for few years on bigger projects.
     
  6. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
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    Hi rizu,
    On 1.
    Our goal is to deliver a smooth "live link" between the Editor and the Play Mode/Game view. In DOTS the architecture is fairly different that current Unity, so the end workflow might differ from today's but the functionality to explore/modify scene elements during play mode is part of the plan.

    On 2.
    The DOTS Mode Editor is really "Pure DOTS". We share as much as possible of the Editor infrastructure, and at the same time we load a brand new context specialize for Project Tiny. So yeah it's sort of an editor reload.
    For now, "pure" DOTS Mode is only practical with Project Tiny. I don't have an answer for Hybrid mode, I need to check what the plan is, sorry ;-)
     
  7. KjartanK_Unity

    KjartanK_Unity

    Unity Technologies

    Joined:
    Apr 2, 2018
    Posts:
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    If I may ask a clarifying question here: the "bigger projects" that you mention, are those in reference to projects that are using both GameObjects/MonoBehaviours and ECS/DOTS because DOTS doesn't have all of the runtime features yet?
     
  8. Jay-Pavlina

    Jay-Pavlina

    Joined:
    Feb 19, 2012
    Posts:
    195
    When I click "Open DOTS C# Project" it says "Failed to generate DOTS C# project files." Maybe because I'm on a Mac and it says Win32Exception?

     
  9. raymondyunity

    raymondyunity

    Unity Technologies

    Joined:
    Apr 30, 2018
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    Last edited: Jun 3, 2019
  10. Maras

    Maras

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    Dec 11, 2012
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    Very exciting news, will try it soon :)
     
  11. rizu

    rizu

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    Oct 8, 2013
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    Yes, I mean projects that have both MB and ECS scenes + worlds. It would be awesome to have editors for both sides active as long as the hybrid approaches exist but it looks like it's only going to be MB + conversion workflow or DOTS only with the new DOTS Mode?
     
    Seb-1814 likes this.
  12. Alex_May

    Alex_May

    Joined:
    Dec 29, 2013
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    149
    OK, I get an error building on macOS:
    [E] DAG generator driver failed: mono --debug '/Users/psychicteeth/ProjectTinyTest/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/bee.exe' build --beemode=ToCreateBuildProgramGraph
    [E] DAG generator driver failed: mono --debug '/Users/psychicteeth/ProjectTinyTest/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/bee.exe' build --beemode=ToCreateBuildGraph --root-artifacts-path=artifacts --bee-driver-buildprogramroot=.
    [E] DAG generator driver failed: mono --debug '/Users/psychicteeth/ProjectTinyTest/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/bee.exe' build --beemode=ToCreateBuildProgramBuildProgramGraph
    error: No reference assemblies found for Bee.DotNet.Framework46 reason: None of the available reference assembly providers could offer Bee.DotNet.Framework46:
    Unity.BuildSystem.CSharpSupport.StevedoreReferenceAssemblyProvider: Reference assemblies for v4.6 are not present on Stevedore
    Unity.BuildSystem.CSharpSupport.SystemInstalledReferenceAssemblyProvider:
    . provider: Unity.BuildSystem.CSharpSupport.CompositeReferenceAssemblyProvider (System.ArgumentException)
    at Unity.BuildSystem.CSharpSupport.CSharpCompiler.SetupInvocation
    at Unity.BuildSystem.CSharpSupport.CSharpProgram.SetupSpecificConfiguration
    at Bee.StandaloneBeeDriver.CreateGraphForBuildProgramBuildProgram
    at Bee.StandaloneBeeDriver.BuildMain
    at Bee.StandaloneDriver.BuildTopLevelBeeCommand.Execute
    at Bee.StandaloneBeeDriver.RealMain
    at Bee.StandaloneBeeDriver.Main
    *** Tundra build failed to setup error (0.48 seconds), 0 items updated
    *** Tundra build failed to setup error (0.85 seconds), 0 items updated
    *** Tundra build failed to setup error (1.22 seconds), 0 items updated



    Also slight deviation from the instructions, I got asked to install TMP only after opening the main scene, not before.

    2019.2.0b4, macOS Mojave 10.14.1
     
  13. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
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    @Alex_May it looks like a dependency on a system installed mono slipped in on mac. We'll fix this. In the mean time, installing any mono should get you past this hump.
     
    Alex_May likes this.
  14. APSchmidt

    APSchmidt

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    Aug 8, 2016
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    2,315
    Well, well it's here finally! Thank you!

    I'm busy on another project right now but it's noted. ;)
     
  15. Alex_May

    Alex_May

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    Dec 29, 2013
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    I installed the latest Mono, restarted Unity and it's still the same error. I will restart the computer now.

    edit: Restarted - same error.
     
    Last edited: Jun 3, 2019
  16. Kleptine

    Kleptine

    Joined:
    Dec 23, 2013
    Posts:
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    I'm a bit concerned about the divergence here between Project Tiny DOTS-mode and the normal editor.

    It certainly makes sense to have the editor support editing DOTS entity structures as the engine moves to a DOTS architecture, but it sounds like you're going to be implementing a completely separate version of prefabs and other core editor functionality.

    Are you working with the core editor teams to merge this functionality back into the editor itself (especially re prefabs)? If project Tiny is the future of the DOTS editor, I am worried that Tiny's project goals don't necessarily align with everyone else using the editor.

    Otherwise, this is looking cool, and I am excited for these features! :)
     
    JamesArndt likes this.
  17. Bodin

    Bodin

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    Apr 19, 2017
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    exciting! have to try this soon.
     
  18. Jay-Pavlina

    Jay-Pavlina

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    Feb 19, 2012
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    195
    Yes, I use Rider
     
  19. Dunk86

    Dunk86

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    May 10, 2015
    Posts:
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    First impressions, the setup worked fine, I could do a .net build of the Hello World project very quickly, but I made the mistake of trying a web AsmJS build and have been sitting for half an hour on this screen:
    upload_2019-6-4_9-39-32.png
    Is this normal? A one time thing? Oh well, I guess I'll play some Satisfactory while I wait :)
    The progress bar is animating, so it seems to be doing something - just progressing incredibly slowly.

    EDIT:
    Eventually the editor timed out the build with "Idle process detected", and "Build Failed".
    The Library/DotsRuntimeBuild/build.log file is below:
    It seems like it hangs on some dummy.o and allocators.o compilation?

    Code (text):
    1. [  2/472  0s] WriteResponseFile artifacts/rsp/6994039012481967507.rsp
    2. [  3/472  0s] WriteResponseFile artifacts/rsp/3741803808020375774.rsp
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    4. [  5/472  0s] WriteText artifacts/emscripten-config-1.38.28.py
    5. [BUSY     6s] Download and unpack artifacts/Stevedore/winpython2-x64/.StevedoreVersion (+1 other)
    6. [BUSY    11s] Download and unpack artifacts/Stevedore/emscripten-llvm-win-x64/.StevedoreVersion (+1 other)
    7. [  6/472 13s] Download and unpack artifacts/Stevedore/MonoBleedingEdgeSub/.StevedoreVersion (+1 other)
    8. [BUSY    18s] Download and unpack artifacts/Stevedore/node-win-x64/.StevedoreVersion (+1 other)
    9. [BUSY    23s] Download and unpack artifacts/Stevedore/emscripten-llvm-win-x64/.StevedoreVersion (+1 other)
    10. [BUSY    28s] Download and unpack artifacts/Stevedore/node-win-x64/.StevedoreVersion (+1 other)
    11. [BUSY    33s] Download and unpack artifacts/Stevedore/winpython2-x64/.StevedoreVersion (+1 other)
    12. [BUSY    38s] Download and unpack artifacts/Stevedore/emscripten-llvm-win-x64/.StevedoreVersion (+1 other)
    13. [  7/472 39s] Download and unpack artifacts/Stevedore/node-win-x64/.StevedoreVersion (+1 other)
    14. [  9/472  0s] WriteResponseFile artifacts/rsp/10266457496374659851.rsp
    15. [ 10/472  0s] CopyTool build/HelloWorld/HelloWorld-asmjs-debug/Data/46b433b264c69cbd39f04ad2e5d12be8
    16. [ 11/472  0s] CopyTool build/HelloWorld/HelloWorld-asmjs-debug/Data/8c9b9771c9e34c0c82dc8c2875349598
    17. [ 12/472  0s] CopyTool build/HelloWorld/HelloWorld-asmjs-debug/Data/06d0a78b7523e833ed43a2db99db271e
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    19. [ 14/472  0s] CopyTool build/HelloWorld/HelloWorld-asmjs-debug/Data/bd5a320ba4f037ea5336860a42dd6f9e
    20. [ 48/472  0s] Csc artifacts/mscorlib.dll/asmjs-debug/mscorlib.dll (+2 others)
    21. [ 55/472  0s] Csc artifacts/Unity.LowLevel.dll/asmjs-debug/Unity.LowLevel.dll (+2 others)
    22. [ 58/472  0s] Csc artifacts/Unity.ZeroJobs.dll/asmjs-debug/Unity.ZeroJobs.dll (+2 others)
    23. [ 61/472  0s] Csc artifacts/Unity.Burst.dll/asmjs-debug/Unity.Burst.dll (+2 others)
    24. [ 62/472  3s] Csc artifacts/Unity.Mathematics.dll/asmjs-debug/Unity.Mathematics.dll (+2 others)
    25. [ 63/472  0s] Csc artifacts/Unity.Entities.StaticTypeRegistry.dll/asmjs-debug/Unity.Entities.StaticTypeRegistry.dll (+2 others)
    26. [ 64/472  1s] Csc artifacts/Unity.Collections.dll/asmjs-debug/Unity.Collections.dll (+2 others)
    27. [ 65/472  1s] Csc artifacts/Unity.Jobs.dll/asmjs-debug/Unity.Jobs.dll (+2 others)
    28. [ 66/472  0s] Csc artifacts/Unity.Tiny.Codec.dll/asmjs-debug/Unity.Tiny.Codec.dll (+2 others)
    29. [ 67/472  0s] Csc artifacts/Unity.Mathematics.Extensions.dll/asmjs-debug/Unity.Mathematics.Extensions.dll (+2 others)
    30. [ 68/472  4s] Csc artifacts/Unity.Entities.dll/asmjs-debug/Unity.Entities.dll (+2 others)
    31. D:\Git\CsTinyTest\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\Types\TypeManager.cs(421,27): warning CS0169: The field 'TypeManager.ObjectOffsetType.v0' is never used
    32.  
    33. D:\Git\CsTinyTest\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\Types\TypeManager.cs(422,27): warning CS0169: The field 'TypeManager.ObjectOffsetType.v1' is never used
    34.  
    35. D:\Git\CsTinyTest\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\Types\FastEquality.cs(139,27): warning CS0169: The field 'FastEquality.PointerSize.pter' is never used
    36. [ 69/472  1s] Csc artifacts/Unity.Entities.CPlusPlus.dll/asmjs-debug/Unity.Entities.CPlusPlus.dll (+2 others)
    37. [ 70/472 57s] Download and unpack artifacts/Stevedore/emscripten-llvm-win-x64/.StevedoreVersion (+1 other)
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    39. [ 72/472  0s] Csc artifacts/Unity.Authoring.Core.dll/asmjs-debug/Unity.Authoring.Core.dll (+2 others)
    40. [ 73/472  0s] BindGem artifacts/bindgen/Unity.Entities.CPlusPlus-asmjs-debug/bind-Unity_Entities_CPlusPlus.h (+cpp)
    41. [ 74/472  0s] Csc artifacts/Unity.Tiny.Core.dll/asmjs-debug/Unity.Tiny.Core.dll (+2 others)
    42. [ 75/472  0s] Csc artifacts/Unity.Tiny.Debugging.dll/asmjs-debug/Unity.Tiny.Debugging.dll (+2 others)
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    46. [ 79/472  1s] Csc artifacts/Unity.Tiny.Image2D.dll/asmjs-debug/Unity.Tiny.Image2D.dll (+2 others)
    47. [ 80/472  1s] Csc artifacts/Unity.Authoring.dll/asmjs-debug/Unity.Authoring.dll (+2 others)
    48. D:\Git\CsTinyTest\Library\PackageCache\com.unity.tiny@0.15.3-preview\Unity.Authoring\Unity.Authoring\Session.cs(128,56): warning CS0649: Field 'Session.m_Managers' is never assigned to, and will always have its default value null
    49. [ 81/472  0s] BindGem artifacts/bindgen/Unity.Tiny.Core2DTypes-asmjs-debug/bind-Unity_Tiny_Core2DTypes.h (+cpp)
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    51. [ 83/472  0s] Csc artifacts/Unity.Tiny.Math.dll/asmjs-debug/Unity.Tiny.Math.dll (+2 others)
    52. [ 84/472  0s] BindGem artifacts/bindgen/Unity.Tiny.Image2D-asmjs-debug/bind-Unity_Tiny_Image2D.h (+cpp)
    53. [ 85/472  1s] Csc artifacts/Unity.Tiny.Core2D.dll/asmjs-debug/Unity.Tiny.Core2D.dll (+2 others)
    54. [ 86/472  0s] BindGem artifacts/bindgen/Unity.Tiny.Core2D-asmjs-debug/bind-Unity_Tiny_Core2D.h (+cpp)
    55. [ 87/472  1s] Csc artifacts/Unity.Tiny.Scenes.dll/asmjs-debug/Unity.Tiny.Scenes.dll (+2 others)
    56. [ 88/472 63s] Download and unpack artifacts/Stevedore/winpython2-x64/.StevedoreVersion (+1 other)
    57. [ 89/472  1s] Csc artifacts/Unity.Tiny.HTML.dll/asmjs-debug/Unity.Tiny.HTML.dll (+2 others)
    58. [ 90/472  0s] Csc artifacts/Unity.Tiny.Image2DIOHTML.dll/asmjs-debug/Unity.Tiny.Image2DIOHTML.dll (+2 others)
    59. [ 91/472  1s] Csc artifacts/Unity.Tiny.Input.dll/asmjs-debug/Unity.Tiny.Input.dll (+2 others)
    60. [ 92/472  1s] Csc artifacts/Unity.Tiny.Sprite2D.dll/asmjs-debug/Unity.Tiny.Sprite2D.dll (+2 others)
    61. [ 93/472  1s] Csc artifacts/Unity.Tiny.Shape2D.dll/asmjs-debug/Unity.Tiny.Shape2D.dll (+2 others)
    62. [ 94/472  1s] Csc artifacts/Unity.Tiny.EntryPoint.exe/asmjs-debug/Unity.Tiny.EntryPoint.exe (+2 others)
    63. [BUSY     6s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-EC3A4ECF/dummy.o
    64. [BUSY    11s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    65. [BUSY    16s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    66. [BUSY    21s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    67. [BUSY    26s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    68. [BUSY    31s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    69. [BUSY    36s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    70. [BUSY    41s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    71. [BUSY    46s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    72. [BUSY    51s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    73. [BUSY    56s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    74. [BUSY    61s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    75. [BUSY    66s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    76. [BUSY    71s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    77. [BUSY    76s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    78. [BUSY    81s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    79. [BUSY    86s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    80. [BUSY    91s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    81. [BUSY    96s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    82. [BUSY   101s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    83. [BUSY   106s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    84. [BUSY   111s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    85. [BUSY   116s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    86. [BUSY   121s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    87. [BUSY   126s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    88. [BUSY   131s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    89. [BUSY   136s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    90. [BUSY   141s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    91. [BUSY   146s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    92. [BUSY   151s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    93. [BUSY   156s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    94. [BUSY   161s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    95. [BUSY   166s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    96. [BUSY   171s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    97. [BUSY   176s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    98. [BUSY   181s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    99. [BUSY   186s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    100. [BUSY   191s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    101. [BUSY   196s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    102. [BUSY   201s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    103. [BUSY   206s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    104. [BUSY   211s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    105. [BUSY   216s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    106. [BUSY   221s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    107. [BUSY   226s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    108. [BUSY   231s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    109. [BUSY   236s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    110. [BUSY   241s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    111. [BUSY   246s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    112. [BUSY   251s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    113. [BUSY   256s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    114. [BUSY   261s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    115. [BUSY   266s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    116. [BUSY   271s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    117. [BUSY   276s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    118. [BUSY   281s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    119. [BUSY   286s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    120. [BUSY   291s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    121. [BUSY   296s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    122. [BUSY   301s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    123. [BUSY   306s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    124. [BUSY   311s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    125. [BUSY   316s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    126. [BUSY   321s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    127. [BUSY   326s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    128. [BUSY   331s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    129. [BUSY   336s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    130. [BUSY   341s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    131. [BUSY   346s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    132. [BUSY   351s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    133. [BUSY   356s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    134. [BUSY   361s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    135. [BUSY   366s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    136. [BUSY   371s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    137. [BUSY   376s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    138. [BUSY   381s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    139. [BUSY   386s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    140. [BUSY   391s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    141. [BUSY   396s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    142. [BUSY   401s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    143. [BUSY   406s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    144. [BUSY   411s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    145. [BUSY   416s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    146. [BUSY   421s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    147. [BUSY   426s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    148. [BUSY   431s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    149. [BUSY   436s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    150. [BUSY   441s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    151. [BUSY   446s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    152. [BUSY   451s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    153. [BUSY   456s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    154. [BUSY   461s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    155. [BUSY   466s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    156. [BUSY   471s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    157. [BUSY   476s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    158. [BUSY   481s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    159. [BUSY   486s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    160. [BUSY   491s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    161. [BUSY   496s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    162. [BUSY   501s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    163. [BUSY   506s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    164. [BUSY   511s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    165. [BUSY   516s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    166. [BUSY   521s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    167. [BUSY   526s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    168. [BUSY   531s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    169. [BUSY   536s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    170. [BUSY   541s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    171. [BUSY   546s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    172. [BUSY   551s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    173. [BUSY   556s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    174. [BUSY   561s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    175. [BUSY   566s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    176. [BUSY   571s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    177. [BUSY   576s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    178. [BUSY   581s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    179. [BUSY   586s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    180. [BUSY   591s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    181. [BUSY   596s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    182. [BUSY   601s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    183. [BUSY   606s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    184. [BUSY   611s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    185. [BUSY   616s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    186. [BUSY   621s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    187. [BUSY   626s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    188. [BUSY   631s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    189. [BUSY   636s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    190. [BUSY   641s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    191. [BUSY   646s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    192. [BUSY   652s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    193. [BUSY   656s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    194. [BUSY   662s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    195. [BUSY   666s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    196. [BUSY   672s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    197. [BUSY   676s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    198. [BUSY   682s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    199. [BUSY   686s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    200. [BUSY   692s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    201. [BUSY   696s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    202. [BUSY   702s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    203. [BUSY   707s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    204. [BUSY   712s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    205. [BUSY   717s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    206. [BUSY   722s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    207. [BUSY   727s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    208. [BUSY   732s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    209. [BUSY   737s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    210. [BUSY   742s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    211. [BUSY   747s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    212. [BUSY   752s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    213. [BUSY   757s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    214. [BUSY   762s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    215. [BUSY   767s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    216. [BUSY   772s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    217. [BUSY   777s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    218. [BUSY   782s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    219. [BUSY   787s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    220. [BUSY   792s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    221. [BUSY   797s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    222. [BUSY   802s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    223. [BUSY   807s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    224. [BUSY   812s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    225. [BUSY   817s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    226. [BUSY   822s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    227. [BUSY   827s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    228. [BUSY   832s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    229. [BUSY   837s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    230. [BUSY   842s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    231. [BUSY   847s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    232. [BUSY   852s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    233. [BUSY   857s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    234. [BUSY   862s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    235. [BUSY   867s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    236. [BUSY   872s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    237. [BUSY   877s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    238. [BUSY   882s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    239. [BUSY   887s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    240. [BUSY   892s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    241. [BUSY   897s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    242. [BUSY   902s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    243. [BUSY   907s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    244. [BUSY   912s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    245. [BUSY   917s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    246. [BUSY   922s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    247. [BUSY   927s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    248. [BUSY   932s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    249. [BUSY   937s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    250. [BUSY   942s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    251. [BUSY   947s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    252. [BUSY   952s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    253. [BUSY   957s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    254. [BUSY   962s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    255. [BUSY   967s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    256. [BUSY   972s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    257. [BUSY   977s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    258. [BUSY   982s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    259. [BUSY   987s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    260. [BUSY   992s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    261. [BUSY   997s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    262. [BUSY  1002s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    263. [BUSY  1007s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    264. [BUSY  1012s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    265. [BUSY  1017s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    266. [BUSY  1022s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    267. [BUSY  1027s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    268. [BUSY  1032s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    269. [BUSY  1037s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    270. [BUSY  1042s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    271. [BUSY  1047s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    272. [BUSY  1052s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    273. [BUSY  1057s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    274. [BUSY  1062s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    275. [BUSY  1067s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    276. [BUSY  1072s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    277. [BUSY  1077s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    278. [BUSY  1082s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    279. [BUSY  1087s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    280. [BUSY  1092s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    281. [BUSY  1097s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    282. [BUSY  1102s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    283. [BUSY  1107s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    284. [BUSY  1112s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
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    287. [BUSY  1127s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    288. [BUSY  1132s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    289. [BUSY  1137s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
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    398. [BUSY  1682s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    399. [BUSY  1687s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    400. [BUSY  1692s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    401. [BUSY  1697s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    402. [BUSY  1702s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    403. [BUSY  1707s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    404. [BUSY  1712s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    405. [BUSY  1717s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    406. [BUSY  1722s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    407. [BUSY  1727s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    408. [BUSY  1732s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    409. [BUSY  1737s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    410. [BUSY  1742s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    411. [BUSY  1747s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    412. [BUSY  1752s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    413. [BUSY  1757s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    414. [BUSY  1762s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    415. [BUSY  1767s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    416. [BUSY  1772s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    417. [BUSY  1777s] C_WebGL_asmjs artifacts/lib_unity_zerojobs/asmjs-debug/abs-EC3A4ECF/dummy.o
    418. [BUSY  1782s] C_WebGL_asmjs artifacts/lib_unity_lowlevel/asmjs-debug/abs-64C14D0D/allocators.o
    419.  
    I managed to get the SpawnAndDestroy demo building in AsmJS by choosing Develop mode, so might be a 'Debug' specific issue.
     
    Last edited: Jun 4, 2019
  20. kongda9999

    kongda9999

    Joined:
    Jul 1, 2018
    Posts:
    2
    The whole setup was fine, no error at all. But when I clicked run button, it showed this.....

    error: Cannot find system reference mscorlib in assembly references (System.ArgumentException)
    at Unity.BuildSystem.CSharpSupport.CSharpCompiler+<FindSystemReferencesInReferenceAssemblies>d__19.MoveNext
    at System.Linq.Enumerable+<ConcatIterator>d__59`1[TSource].MoveNext
    at System.Linq.Enumerable+<ConcatIterator>d__59`1[TSource].MoveNext
    at Unity.BuildSystem.CSharpSupport.CSharpCompiler.SetupInvocation
    at Unity.BuildSystem.CSharpSupport.CSharpProgram.SetupSpecificConfiguration
    at Bee.StandaloneBeeDriver.CreateGraphForBuildProgramBuildProgram
    at Bee.StandaloneBeeDriver.BuildMain
    at Bee.StandaloneBeeDriver.Main

    And causing bee.exe failed.

    Seeing mscorlib gives me a feeling that it might be a very stupid problem on my end :p
     
  21. Lurendium

    Lurendium

    Joined:
    Nov 25, 2016
    Posts:
    5
    Hey @Alex_May I had this same issue on my macOS but once I installed mono everything start working fine

    Here is link to mono version I used(no reinstall unity or even mac restart is needed): https://download.mono-project.com/a...k-MDK-5.20.1.19.macos10.xamarin.universal.pkg
     
    Alex_May likes this.
  22. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @Dunk86 interesting, those files are tiny and should absolutely not take that long. Looks like those two compiler invocations are stuck for you. If you build again, does the same thing happen? when it's stuck, do you see any processes on your machine taking a lot of CPU?
     
  23. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @Dunk86, we've also seen an issue a while back where the very first compiler invocation caused a modal dialog about something something java. check if you happen to have one of those laying around, and if so, click ok.
     
  24. Nyanpas

    Nyanpas

    Joined:
    Dec 29, 2016
    Posts:
    39
    Will this expand to 3D/WebGL?
     
  25. Lurendium

    Lurendium

    Joined:
    Nov 25, 2016
    Posts:
    5
    I can't see Unity.Tiny.Debugging, is there is something else now I should use for logs?
     
  26. Dunk86

    Dunk86

    Joined:
    May 10, 2015
    Posts:
    50
    @Lucas-Meijer I tried building again, but that failure created locks on the files so I had to restart windows.
    I didn't notice any Java popups.
    I managed to get the SpawnAndDestroy example compiling in 'Develop' mode, and trying 'Debug' on that project succeeded after a minute or so, but subsequent builds are much faster.
    Could just be a problem with that initial compilation.

    On a potentially related note, it seems quite easy to get locked files in the editor such as:
    UnauthorizedAccessException: Access to the path "D:\Git\CsTinyTest\Assets\Samples\Project Tiny\0.15.3-preview\Spawn and Destroy\SpawnAndDestroy.project" is denied.
    when I try to save a change to a scene. The scene saves the change, but it prints this error anyway. Reloading the project or restarting Unity doesn't help.
    EDIT: This doesn't happen on my own project, so probably just caused when trying to edit a sample project.
     
    Last edited: Jun 4, 2019
  27. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    Lurendium likes this.
  28. romiohasan

    romiohasan

    Joined:
    Apr 8, 2019
    Posts:
    13
    failing on building the hello-world sample. (DotNET debug build).
    tried web build too, that takes forever and never finish building. On Win 10 + Unity 2019.2.0b4

    Code (JavaScript):
    1. [ 9/13  0s] CSProject C:/workspace/***/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources/buildprogrambuildprogram.gen.csproj
    2. [       3s] Executed build program. Created build graph with 2587
    3. [     3s] Build frontend of artifacts\tundra.dag ran (folder contents changed: ../PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources)
    4. tundra: error: unable to map helloworld-windows-dotnet-debug to any named node or input/output file
    5.  

    tried with the sample TimerButton project. Build failing


    Code (CSharp):
    1. /Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources/buildprogrambuildprogram.gen.csproj
    2. [      10s] Executed build program. Created build graph with 3092
    3. *** Tundra build failed to setup error (16.18 seconds), 0 items updated
     
    Last edited: Jun 4, 2019
  29. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    Did not build.
    First attempt it crashed to blue screen. . .note my AVG ( virus protection ) was going crazy I was also listening to an audible book.

    Subsequent builds resulted in the stuff below

    Prior to build I had this message
    Code (csharp):
    1.  
    2. UnauthorizedAccessException: Access to the path "D:\YOU\CTiny\Assets\Samples\Project Tiny\0.15.3-preview\HelloWorld\HelloWorld.project" is denied.
    3. System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    4. System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    5. (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
    6. System.IO.StreamWriter.CreateFile (System.String path, System.Boolean append, System.Boolean checkHost) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    7. System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize, System.Boolean checkHost) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    8. System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    9. System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    10. (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string,bool,System.Text.Encoding)
    11. System.IO.File.WriteAllText (System.String path, System.String contents, System.Text.Encoding encoding) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    12. System.IO.File.WriteAllText (System.String path, System.String contents) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    13. Unity.Editor.Extensions.FileInfoExtensions.WriteAllText (System.IO.FileInfo fileInfo, System.String content) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Extensions/FileInfoExtensions.cs:91)
    14. Unity.Editor.Project.Persist (System.IO.FileInfo file, Unity.Editor.Project project) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Project.cs:381)
    15. Unity.Editor.Project.SaveAs (System.IO.FileInfo projectFile) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Project.cs:349)
    16. Unity.Editor.Project.Save () (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Project.cs:332)
    17. Unity.Editor.Application.HandleDomainWillUnload () (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Application.cs:74)
    18. UnityEditor.AssemblyReloadEvents.OnBeforeAssemblyReload () (at C:/buildslave/unity/build/Editor/Mono/AssemblyReloadEvents.cs:15)
    19.  
    Then when I built I got this
    Code (csharp):
    1.  
    2. Build failed. Open D:\YOU\CTiny\Library\DotsRuntimeBuild\build.log for more details.
    3. [     0s] Build frontend of artifacts\buildprogram\buildprogram_buildprogram.dag ran (no suitable previous build dag file)
    4. [1/5  0s] CSProject buildprogram-build.gen.csproj
    5. [2/5  0s] Download and unpack artifacts/buildprogrambuildprogram/Stevedore/7za-win-x64/.StevedoreVersion (+1 other)
    6. [3/5  2s] Download and unpack artifacts/buildprogrambuildprogram/Stevedore/roslyn-csc-win64/.StevedoreVersion (+1 other)
    7. [4/5  1s] Csc artifacts/buildprogram/buildprogram_buildprogram.exe (+2 others)
    8. [     4s] Build frontend of artifacts\buildprogram\tundra_buildprogram.dag ran (no suitable previous build dag file)
    9. [ 1/13  0s] CSProject D:/YOU/CTiny/Library/DotsRuntimeBuild/buildprogram.gen.csproj
    10. [ 2/13  0s] CSProject D:/YOU/CTiny/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources/buildprogrambuildprogram.gen.csproj
    11. [ 3/13  0s] VisualStudioSolution build.gen.sln
    12. [ 4/13  0s] WriteResponseFile artifacts/rsp/1008532451738831585.rsp
    13. [ 5/13  0s] WriteResponseFile artifacts/rsp/16678227308262555357.rsp
    14. [ 6/13  0s] CopyTool artifacts/buildprogrambuildprogram.exe/Release/bee.exe
    15. [ 7/13  0s] CopyTool artifacts/buildprogram/bee.exe
    16. [ 8/13  0s] Download and unpack artifacts/Stevedore/7za-win-x64/.StevedoreVersion (+1 other)
    17. [ 9/13  0s] Download and unpack artifacts/Stevedore/referenceassemblies_v471/.StevedoreVersion (+1 other)
    18. [10/13  2s] Download and unpack artifacts/Stevedore/roslyn-csc-win64/.StevedoreVersion (+1 other)
    19. [11/13  1s] Csc artifacts/buildprogrambuildprogram.exe/Release/buildprogrambuildprogram.exe (+2 others)
    20. [12/13  1s] Csc artifacts/buildprogram/buildprogram.exe (+2 others)
    21. error: Error reading JObject from JsonReader. Path '', line 1, position 390. (Newtonsoft.Json.JsonReaderException)
    22.   at Newtonsoft.Json.Linq.JObject.Load
    23.   at Newtonsoft.Json.Linq.JObject.Parse
    24.   at Bee.Stevedore.Program.FileList.ParseFromString
    25.   at Bee.Stevedore.Program.FileList.ParseFromString
    26.   at Bee.Stevedore.StevedoreArtifact.GetFileList
    27.   at EditorToolsBuildProgram.SetupGetEditorToolsFromStevedore in D:/YOU/CTiny/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/EditorToolsBuildProgram.cs(144)
    28.   at BuildProgram.Main in D:/YOU/CTiny/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/BuildProgram.bee.cs(118)
    29. *** Tundra build failed to setup error (11.70 seconds), 0 items updated
    30. [E] DAG generator driver failed: "D:\YOU\CTiny\Library\PackageCache\com.unity.tiny@0.15.3-preview\DotsPlayer\bee~\bee.exe" build --beemode=ToCreateBuildGraph --root-artifacts-path=artifacts --bee-driver-buildprogramroot=.
    31.  
    32. UnityEngine.Debug:LogError(Object)
    33. Unity.Debug:LogError(Object) (at Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities/Stubs/Unity/Debug.cs:10)
    34. Unity.Editor.Build.BuildStepRunBee:Run(BuildContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildStepRunBee.cs:83)
    35. Unity.Editor.Build.BuildPipeline:RunBuildSteps(IReadOnlyList`1, BuildContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildPipeline.cs:137)
    36. Unity.Editor.Build.BuildPipeline:Build(BuildSettings) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildPipeline.cs:110)
    37. Unity.Editor.Application:Build() (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Application.cs:131)
    38. Unity.Editor.Application:BuildAndRun() (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Application.cs:142)
    39. Unity.Editor.Modes.PlayBar:PlayCommandHandler(CommandExecuteContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/PlayBar.cs:15)
    40. UnityEditor.CommandService:Execute(String)
    41. Unity.Editor.Modes.PlayBar:DrawPlayBar(CommandExecuteContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/PlayBar.cs:79)
    42. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    43.  
    44.  
    45.  

    Log File

    Code (csharp):
    1.  
    2. [     0s] Build frontend of artifacts\buildprogram\buildprogram_buildprogram.dag ran (folder contents changed: ../PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources)
    3. [     0s] Build frontend of artifacts\buildprogram\tundra_buildprogram.dag ran (folder contents changed: ../PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources)
    4. error: Error reading JObject from JsonReader. Path '', line 1, position 390. (Newtonsoft.Json.JsonReaderException)
    5.   at Newtonsoft.Json.Linq.JObject.Load
    6.   at Newtonsoft.Json.Linq.JObject.Parse
    7.   at Bee.Stevedore.Program.FileList.ParseFromString
    8.   at Bee.Stevedore.Program.FileList.ParseFromString
    9.   at Bee.Stevedore.StevedoreArtifact.GetFileList
    10.   at EditorToolsBuildProgram.SetupGetEditorToolsFromStevedore in D:/YOU/CTiny/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/EditorToolsBuildProgram.cs(144)
    11.   at BuildProgram.Main in D:/YOU/CTiny/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/BuildProgram.bee.cs(118)
    12. [E] DAG generator driver failed: "D:\YOU\CTiny\Library\PackageCache\com.unity.tiny@0.15.3-preview\DotsPlayer\bee~\bee.exe" build --beemode=ToCreateBuildGraph --root-artifacts-path=artifacts --bee-driver-buildprogramroot=.
    13. *** Tundra build failed to setup error (3.11 seconds), 0 items updated
    14.  
    Windows 10 2019.2.0b4. . . . made a separate project similar results =(
     
    Last edited: Jun 4, 2019
  30. gattzack

    gattzack

    Joined:
    May 21, 2017
    Posts:
    13
    Hi, can someone please explain how to create a component with c#?
     
  31. jkampitakis

    jkampitakis

    Joined:
    Dec 27, 2015
    Posts:
    56
    Hi,
    this works for web builds but what about the standalone / macOS ? I can't see my logs in Console window.
     
  32. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    Round 3,

    1) Removed Virus Protection
    2) Created fresh project from Hub
    3) Installed Project tiny
    4) Added Hello world
    5) Opened Hello World Project
    6) Imported TMP
    7) Reloaded Hello World Project
    8) Closed Project
    9) Saved Unity Project
    10) Opened Project ( it crashed to bug report twice)
    11) Third time Opening Project worked
    12) Made a Build
    13) Build Failed log below

    Code (csharp):
    1.  
    2. [     0s] Build frontend of artifacts\buildprogram\buildprogram_buildprogram.dag ran (no suitable previous build dag file)
    3. [1/5  0s] CSProject buildprogram-build.gen.csproj
    4. [2/5  0s] Download and unpack artifacts/buildprogrambuildprogram/Stevedore/7za-win-x64/.StevedoreVersion (+1 other)
    5. [3/5  2s] Download and unpack artifacts/buildprogrambuildprogram/Stevedore/roslyn-csc-win64/.StevedoreVersion (+1 other)
    6. [4/5  1s] Csc artifacts/buildprogram/buildprogram_buildprogram.exe (+2 others)
    7. [     4s] Build frontend of artifacts\buildprogram\tundra_buildprogram.dag ran (no suitable previous build dag file)
    8. [ 1/13  0s] CSProject D:/YOU/CTiny3/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources/buildprogrambuildprogram.gen.csproj
    9. [ 2/13  0s] CSProject D:/YOU/CTiny3/Library/DotsRuntimeBuild/buildprogram.gen.csproj
    10. [ 3/13  0s] WriteResponseFile artifacts/rsp/1008532451738831585.rsp
    11. [ 4/13  0s] WriteResponseFile artifacts/rsp/16678227308262555357.rsp
    12. [ 5/13  0s] VisualStudioSolution build.gen.sln
    13. [ 6/13  0s] CopyTool artifacts/buildprogrambuildprogram.exe/Release/bee.exe
    14. [ 7/13  0s] CopyTool artifacts/buildprogram/bee.exe
    15. [ 8/13  0s] Download and unpack artifacts/Stevedore/7za-win-x64/.StevedoreVersion (+1 other)
    16. [ 9/13  0s] Download and unpack artifacts/Stevedore/referenceassemblies_v471/.StevedoreVersion (+1 other)
    17. [10/13  2s] Download and unpack artifacts/Stevedore/roslyn-csc-win64/.StevedoreVersion (+1 other)
    18. [11/13  1s] Csc artifacts/buildprogrambuildprogram.exe/Release/buildprogrambuildprogram.exe (+2 others)
    19. [12/13  1s] Csc artifacts/buildprogram/buildprogram.exe (+2 others)
    20. error: Error reading JObject from JsonReader. Path '', line 1, position 390. (Newtonsoft.Json.JsonReaderException)
    21.   at Newtonsoft.Json.Linq.JObject.Load
    22.   at Newtonsoft.Json.Linq.JObject.Parse
    23.   at Bee.Stevedore.Program.FileList.ParseFromString
    24.   at Bee.Stevedore.Program.FileList.ParseFromString
    25.   at Bee.Stevedore.StevedoreArtifact.GetFileList
    26.   at EditorToolsBuildProgram.SetupGetEditorToolsFromStevedore in D:/YOU/CTiny3/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/EditorToolsBuildProgram.cs(144)
    27.   at BuildProgram.Main in D:/YOU/CTiny3/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/BuildProgram.bee.cs(118)
    28. *** Tundra build failed to setup error (11.22 seconds), 0 items updated
    29. [E] DAG generator driver failed: "D:\YOU\CTiny3\Library\PackageCache\com.unity.tiny@0.15.3-preview\DotsPlayer\bee~\bee.exe" build --beemode=ToCreateBuildGraph --root-artifacts-path=artifacts --bee-driver-buildprogramroot=.
    30.  
    Note after step 7 ( reloading the project) there is always this error

    Code (csharp):
    1.  
    2. NullReferenceException: Object reference not set to an instance of an object
    3. UnityEditor.PackageManager.UI.PackageList.OnEnterPanel (UnityEngine.UIElements.AttachToPanelEvent e) (at C:/buildslave/unity/build/Modules/PackageManagerUI/Editor/UI/PackageList.cs:128)
    4. UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/EventCallback.cs:62)
    5. UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacks (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/EventCallbackRegistry.cs:332)
    6. UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/EventHandler.cs:80)
    7. UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64)
    8. UnityEngine.UIElements.DefaultDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/DefaultDispatchingStrategy.cs:19)
    9. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    10. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:235)
    11. UnityEngine.UIElements.EventDispatcher.OpenGate () (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:200)
    12. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:44)
    13. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:265)
    14. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    15. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
    16. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    17. UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    18. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    19.  
    20.  
     
    Last edited: Jun 4, 2019
    romiohasan likes this.
  33. MiraiMimpi

    MiraiMimpi

    Joined:
    Apr 21, 2016
    Posts:
    4
    Trying to build hello world project and got this error :
    Code (CSharp):
    1. Build failed. Open D:\Unity2019\Projects\Hello\Library\DotsRuntimeBuild\build.log for more details.
    2. tundra: error: unable to map helloworld-windows-dotnet-debug to any named node or input/output file
    3.  
    4. UnityEngine.Debug:LogError(Object)
    5. Unity.Debug:LogError(Object) (at Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities/Stubs/Unity/Debug.cs:10)
    6. Unity.Editor.Build.BuildStepRunBee:Run(BuildContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildStepRunBee.cs:83)
    7. Unity.Editor.Build.BuildPipeline:RunBuildSteps(IReadOnlyList`1, BuildContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildPipeline.cs:137)
    8. Unity.Editor.Build.BuildPipeline:Build(BuildSettings) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildPipeline.cs:110)
    9. Unity.Editor.Application:Build() (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Application.cs:131)
    10. Unity.Editor.Application:BuildAndRun() (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Application.cs:142)
    11. Unity.Editor.Modes.PlayBar:PlayCommandHandler(CommandExecuteContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/PlayBar.cs:15)
    12. UnityEditor.CommandService:Execute(String)
    13. Unity.Editor.Modes.PlayBar:DrawPlayBar(CommandExecuteContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/PlayBar.cs:79)
    14. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
     
  34. romiohasan

    romiohasan

    Joined:
    Apr 8, 2019
    Posts:
    13
    Just to be sure have a look into /HelloWorld/HelloWorld.asmdef - the config file to make sure you are not excluding any platform. Just only tick "any platform".

    helloError.PNG
     
  35. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    Any Platform checked
     
  36. Zwilnik

    Zwilnik

    Joined:
    Jul 22, 2014
    Posts:
    61
    Installed ok on macOS and builds to macOS DotNet or Web (AsmJS) but macOS IL2CPP appears to build and then do nothing.

    After a couple of runs, I'm getting the constant error message in the log "A Native Collection has not been disposed, resulting in a memory leak. Enable Full StackTraces to get more details"
     
    vincismurf likes this.
  37. romiohasan

    romiohasan

    Joined:
    Apr 8, 2019
    Posts:
    13
    I have managed to build and run all of the sample projects by now.

    -- cleaned everything. Installed all the available C++ build tools from Visual studio 2019. Windows restart.
    -- new 2D project using unity 2019.2.0b4
    -- added tiny, (didn't add any sample project), restarted the editor.
    -- created fresh tiny project (DOTS>new project).
    -- build and run.
    -- then imported sample projects
    -- editor restart.
    -- DOTS>OPEN project
    -- was able to build and run with few warnings and error (which resolved by restarting the editor).
    -- build platform checked as any.

    I hope this helps
     
  38. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    Note, I was able to make a build on a Mac (thankfully being at work) but not on PC. . . which of course does me no good at home =(
     
  39. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    I wonder if it is a VS 2019 thing, I have been using 2017


    Alas no. . . Installed 2019 still not building
     
    Last edited: Jun 4, 2019
    PandemoniumGames likes this.
  40. davenirline

    davenirline

    Joined:
    Jul 7, 2010
    Posts:
    471
    I can't see Project Tiny. Only Tiny Mode. Is that the same?

    upload_2019-6-4_23-57-4.png
     
  41. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    You are probably using the wrong version of unity see above for details
     
  42. davenirline

    davenirline

    Joined:
    Jul 7, 2010
    Posts:
    471
    Oh I see. I thought that was 2019.1 beta.
     
  43. brunocoimbra

    brunocoimbra

    Joined:
    Sep 2, 2015
    Posts:
    21
    I think that there is some misunderstood here. The Unity staff can confirm that, but the point of the DOTS, as the name suggest, is using data-oriented approach. The current prefabs, for example, are object-oriented and they do not fit into DOTS. So yes, there will be new prsfabs for DOTS and they won't necessarily merge back into the old prefabs (and this is not bad news, as it will give a chance to Unity to re-structure the entire prefab workflow as needed without worrying about retro-compatibility).

    Using MonoBehaviour is the standard way right now, and you can use the hybrid approach, but to take full advantage of the DOTS power you will need to leave behind a lot of things (like the object-oriented prefabs that we have right now).
     
  44. eterlan

    eterlan

    Joined:
    Sep 29, 2018
    Posts:
    54
    Well Done!
    I want to report some problems I meet.
    1. Can't build with DotNet or IL2CPP, but both Web is fine.
    2. The editor stretch improperly, as image shown below.
    3. I guess to drag the component instead of Move up/down , is definitely on your schedule, right?
    4. The font in the search bar in the component is quite wried. As image shown below.
    5. It's good to see there are so many component, but I can't directly find the script in the inspector. I think it's very convenient to highlight this script just as other script.
    6. The fallback is quite slow ( I mean ctrl+z).
    7. Add component which not listed on the asmdef, and then add the required asmdef, the warning doesn't disappear.
    8. There are no gizmo shows the draggable size property.
    9. The build speed is too slow, I was wondering why no play mode?

    After all, I'm very happy to see it! Have a nice day!:p
    C6296B9B-8516-4580-ABFF-BC4CBADE8802.jpg QQ20190605-002102.png
     
  45. juliang

    juliang

    Joined:
    Nov 25, 2008
    Posts:
    74
    On doing this step
    Find “HelloWorld” and click “Import in project”, to copy the sample inside your Assets folder
    the feedback from the editor is
    /PackageCache/com.unity.collections@0.0.9-preview.20/Unity.Collections/UnsafeUtilityEx.cs(33,27): error CS0117: 'UnsafeUtility' does not contain a definition for 'MemSet'

    Using 2019.3.0a3 on OS X
     
  46. Kleptine

    Kleptine

    Joined:
    Dec 23, 2013
    Posts:
    19
    I think I'm pretty clear on this. My main concern is that the DOTS editor being built specifically for Project Tiny might be missing a bunch of feedback from the rest of the Unity userbase that has no interest in Project Tiny.

    I'm worried about Project Tiny picking a prefab structure that works well for them, but then accidentally making that structure the de-facto DOTS prefab structure. We got stuck with a horrible prefab system for the first 6 years of Unity, and we finally have one that works really well! If there's going to be a standard DOTS editor, prefab system, component editor, etc, it'd be great if it were getting input from everyone using Unity, not just Tiny. :)
     
  47. Frickinlaser

    Frickinlaser

    Joined:
    Jan 19, 2014
    Posts:
    21
    I'm also having trouble building the HelloWorld sample. I'm on Windows and have Rider setup as the editor to use. I also have Visual Studio 2017 installed and the error log hints that it has something to do with it.

    Code (CSharp):
    1. [ 9/13  0s] CSProject D:/Programming/TinyDots/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramBuildProgramSources/buildprogrambuildprogram.gen.csproj
    2. error: Error with Visual Studio 2017 installation: missing C++ support. Can't find MSVC directory at C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC. Was C++ workload selected during install? (System.Exception)
    3.  at Unity.BuildSystem.VisualStudio.MsvcVersions.MsvcInstallation.GetVisualStudioInstallationFolderVswhere
    4.  at Unity.BuildSystem.VisualStudio.MsvcVersions.MsvcInstallation.GetVisualStudioInstallationFolder
    5.  at Unity.BuildSystem.VisualStudio.MsvcVersions.MsvcInstallation..cctor
    6.  at Unity.BuildSystem.VisualStudio.MsvcVersions.MsvcInstallation..ctor
    7.  at Unity.BuildSystem.VisualStudio.MsvcVersions.Msvc15Installation..ctor
    8.  at Bee.Toolchain.Windows.WindowsSdkProvider+<Provide>d__0.MoveNext
    9.  at System.Linq.Enumerable+<SelectManyIterator>d__17`2[TSource,TResult].MoveNext
    10.  at System.Linq.Enumerable+<OfTypeIterator>d__95`1[TResult].MoveNext
    11.  at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext
    12.  at System.Linq.Buffer`1[TElement]..ctor
    13.  at System.Linq.Enumerable.ToArray
    14.  at System.Lazy`1[T].CreateValue
    15.  at System.Lazy`1[T].LazyInitValue
    16.  at Bee.NativeProgramSupport.Core.SdkLocator`1+<>c__DisplayClass25_1[T].<.ctor>b__2
    17.  at System.Lazy`1[T].CreateValue
    18.  at System.Lazy`1[T].LazyInitValue
    19.  at Bee.NativeProgramSupport.Core.SdkLocator`1[T].get_SystemInstalledSdks
    20.  at Bee.Toolchain.Linux.LinuxGccSdkLocator.get_UserDefault
    21.  at Bee.NativeProgramSupport.Core.SdkLocator`1[T].get_UserDefaultOrDummy
    22.  at DotsLinuxTarget.get_ToolChain in D:/Programming/TinyDots/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/DotsLinuxTarget.cs(7)
    23.  at DotsBuildTargets.DotsBuildSystemTarget+<GetConfigs>d__0.MoveNext in D:/Programming/TinyDots/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/DotsBuildTargets.cs(19)
    24.  at DotsConfigs+<MakeConfigs>d__0.MoveNext in D:/Programming/TinyDots/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/DotsConfigs.cs(40)
    25.  at System.Linq.Buffer`1[TElement]..ctor
    26.  at System.Linq.Enumerable.ToArray
    27.  at System.Lazy`1[T].CreateValue
    28.  at System.Lazy`1[T].LazyInitValue
    29.  at BuildProgram.SetupGame
    30.  at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].MoveNext
    31.  at System.Linq.Buffer`1[TElement]..ctor
    32.  at System.Linq.Enumerable.ToArray
    33.  at BuildProgram.Main in D:/Programming/TinyDots/Library/PackageCache/com.unity.tiny@0.15.3-preview/DotsPlayer/bee~/BuildProgramSources/BuildProgram.bee.cs(72)
    34. *** Tundra build failed to setup error (1.64 seconds), 0 items updated
    35. [E] DAG generator driver failed: "D:\Programming\TinyDots\Library\PackageCache\com.unity.tiny@0.15.3-preview\DotsPlayer\bee~\bee.exe" build --beemode=ToCreateBuildGraph --root-artifacts-path=artifacts --bee-driver-buildprogramroot=.
    36.  
     
  48. Rocco_B

    Rocco_B

    Joined:
    Oct 28, 2016
    Posts:
    25
    I am unable to see Unity.Authoring.Core. Presumably this is where the [HideInInspector] is located? I'm looking at the Drag and Drop example as a reference and that is the only thing I can see as to what [HideInInspector] would cause an error. Anyone have any insight on this?
     
    Last edited: Jun 4, 2019
    gattzack likes this.
  49. Rocco_B

    Rocco_B

    Joined:
    Oct 28, 2016
    Posts:
    25
    Additionally it would seem that Sprite Atlases are not currently supported. I tried making a build with one and received the following error.

    Code (CSharp):
    1. Build step 'Packing all sprite atlases' failed with exception: System.NotSupportedException: Property is ReadOnly
    2.   at Unity.Entities.EntityContainerPropertyBag+ComponentsProperty+DynamicBufferProperty`1[TValue].SetValue (Unity.Entities.EntityContainer& container, Unity.Entities.DynamicBufferContainer`1[T] value) [0x00000] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:197
    3.   at Unity.Properties.PropertyVisitor.VisitProperty[TProperty,TContainer,TValue] (TProperty property, TContainer& container, Unity.Properties.ChangeTracker& propertyChangeTracker) [0x00075] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:72
    4.   at Unity.Properties.VisitCollectionElementCallback`1[TContainer].VisitProperty[TElementProperty,TElement] (TElementProperty property, TContainer& container) [0x00001] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:21
    5.   at Unity.Entities.EntityContainerPropertyBag+ComponentsProperty+GetBufferElementDataCallback`1[TCallback].Invoke[TBuffer] () [0x00001] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:95
    6.   at Unity.Properties.PropertyBag`1[TContainer].Cast[TCallback] (TCallback callback) [0x00001] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/IPropertyBag.cs:37
    7.   at Unity.Entities.EntityContainerPropertyBag+ComponentsProperty.GetPropertyAtIndex[TGetter] (Unity.Entities.EntityContainer& container, System.Int32 index, Unity.Properties.ChangeTracker& changeTracker, TGetter getter) [0x000ea] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:239
    8.   at Unity.Properties.PropertyVisitor.TryVisitCollectionWithAdapters[TProperty,TContainer,TValue] (TProperty property, TContainer& container, TValue& value, Unity.Properties.ChangeTracker& changeTracker) [0x000a1] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:164
    9.   at Unity.Properties.PropertyVisitor.VisitCollectionProperty[TProperty,TContainer,TValue] (TProperty property, TContainer& container, Unity.Properties.ChangeTracker& propertyChangeTracker) [0x00021] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:93
    10.   at Unity.Entities.EntityContainerPropertyBag.Accept[TVisitor] (Unity.Entities.EntityContainer& container, TVisitor visitor, Unity.Properties.ChangeTracker& changeTracker) [0x00017] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:256
    11.   at Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer& container, TVisitor visitor, Unity.Properties.ChangeTracker& changeTracker) [0x00039] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:27
    12.   at Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer& container, TVisitor visitor, Unity.Properties.IVersionStorage versionStorage) [0x00009] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:15
    13.   at Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer container, TVisitor visitor, Unity.Properties.IVersionStorage versionStorage) [0x00001] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:8
    14.   at Unity.Editor.AssetManager.RemapEntityReferences (Unity.Collections.NativeHashMap`2[TKey,TValue] remap) [0x0003c] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetManager.cs:318
    15.   at Unity.Editor.AssetManager.Refresh () [0x000eb] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetManager.cs:185
    16.   at Unity.Editor.Build.BuildStep+BuildStepPackAllSpriteAtlases.Run (Unity.Editor.Build.BuildPipeline+BuildContext context) [0x0000d] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildStepPackAllSpriteAtlases.cs:29
    17.   at Unity.Editor.Build.BuildPipeline.RunBuildSteps (System.Collections.Generic.IReadOnlyList`1[T] buildSteps, Unity.Editor.Build.BuildPipeline+BuildContext context) [0x00072] in /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildPipeline.cs:137
    18. UnityEngine.Debug:LogError(Object)
    19. Unity.Debug:LogError(Object) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities/Stubs/Unity/Debug.cs:10)
    20. Unity.Editor.Build.BuildPipeline:RunBuildSteps(IReadOnlyList`1, BuildContext) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildPipeline.cs:149)
    21. Unity.Editor.Build.BuildPipeline:Build(BuildSettings) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Build/BuildPipeline.cs:110)
    22. Unity.Editor.Application:Build() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Application.cs:131)
    23. Unity.Editor.Application:BuildAndRun() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/Application.cs:142)
    24. Unity.Editor.Modes.PlayBar:PlayCommandHandler(CommandExecuteContext) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/PlayBar.cs:15)
    25. UnityEditor.CommandService:Execute(String)
    26. Unity.Editor.Modes.PlayBar:DrawPlayBar(CommandExecuteContext) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/PlayBar.cs:79)
    27. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    28.  
     
  50. robertg_unity

    robertg_unity

    Unity Technologies

    Joined:
    May 4, 2018
    Posts:
    18
    SpriteAtlas are supported. This is a bug. Thanks for reporting, will investigate.