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When build Windows platform get an error about "Unable to find player assembly"

Discussion in 'Entity Component System' started by et9930, Oct 18, 2019.

  1. et9930

    et9930

    Joined:
    Jun 9, 2019
    Posts:
    2
    • Unable to find player assembly: D:\NarutoColiseum\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
    • Unable to find player assembly: D:\NarutoColiseum\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
    • Cannot find the field `TypeInfos` required for supporting TypeManager intrinsics in burst
      at Unity.Entities.TypeManager.GetTypeIndex()
      at Unity.Entities.ComponentType.ReadWrite()
      at Unity.Entities.EntityCommandBuffer.Concurrent.AddComponent(Unity.Entities.EntityCommandBuffer.Concurrent* this, int jobIndex, Unity.Entities.Entity e)
      at Systems.ShowNameSystem.ShowNameSystemJob.Execute(Systems.ShowNameSystem.ShowNameSystemJob* this, Unity.Entities.Entity entity, int index, ref Components.Name name)
    • BuildFailedException: Burst compiler (1.1.2) failed running
    • Error building Player: 2 errors
    How can I fix it?
     
  2. tim_jones

    tim_jones

    Unity Technologies

    Joined:
    May 2, 2019
    Posts:
    287
    From the errors it looks like this is caused by using `EntityCommandBuffer`, which is not yet supported in Burst code. This will be coming soon - we plan to support it in the 2019.3 timeframe.
     
  3. et9930

    et9930

    Joined:
    Jun 9, 2019
    Posts:
    2
    Thank you!
     
  4. Mrhiga

    Mrhiga

    Joined:
    Oct 24, 2018
    Posts:
    1
    I Fix it by disabling burst AOT Setting in project setting.because it need a visual basic installed from unity with SDK or whatever if you want a quick solution just disable Burt.
     
  5. permalmberg

    permalmberg

    Joined:
    Dec 2, 2019
    Posts:
    16
    @tim_jones, Is this still scheduled for for fixing 2019.3? I got the error with todays' latest versions. Also got another error message I don't know if it is related or not, see below.


    Code (CSharp):
    1. C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs(431,13): error: Cannot find the field `TypeInfos` required for supporting TypeManager intrinsics in burst
    2. at Unity.Entities.TypeManager.GetTypeInfo(int typeIndex) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs:430)
    3. at Unity.Entities.ChunkDataUtility.ReplicateComponents(Unity.Entities.Chunk* srcChunk, int srcIndex, Unity.Entities.Chunk* dstChunk, int dstBaseIndex, int count) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\ChunkDataUtility.cs:268)
    4. at Unity.Entities.EntityComponentStore.InstantiateEntitiesOne(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount, Unity.Entities.EntityComponentStore.InstantiateRemapChunk* remapChunks, int remapChunksCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:432)
    5. at Unity.Entities.EntityComponentStore.InstantiateEntitiesGroup(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity* srcEntities, int srcEntityCount, Unity.Entities.Entity* outputRootEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:502)
    6. at Unity.Entities.EntityComponentStore.InstantiateEntities(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:203)
    7. at Unity.Entities.StructuralChange.InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore* entityComponentStore, Unity.Entities.Entity* srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityManagerChangeArchetype.cs:135)
    8.  
    Code (CSharp):
    1. InvalidOperationException: Burst failed to compile the given delegate: Void InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*, Unity.Entities.Entity*, Unity.Entities.Entity*, Int32)
    2.    attribute: Unity.Burst.BurstCompileAttribute
    3.  
    4. Unity.Burst.BurstCompiler.Compile[T] (T delegateObj) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:120)
    5. Unity.Burst.BurstCompiler.CompileFunctionPointer[T] (T delegateMethod) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:78)
    6. Unity.Entities.StructuralChange.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManagerChangeArchetype.cs:68)
    7. Unity.Entities.EntityManager..ctor (Unity.Entities.World world) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManager.cs:163)
    8. Unity.Entities.World..ctor (System.String name) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:115)
    9. Unity.Entities.DefaultWorldInitialization.Initialize (System.String defaultWorldName, System.Boolean editorWorld) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitialization.cs:127)
    10. Unity.Entities.AutomaticWorldBootstrap.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:15)
    11.  
     
    Jawsarn likes this.
  6. tim_jones

    tim_jones

    Unity Technologies

    Joined:
    May 2, 2019
    Posts:
    287
    Regarding the second error - "Burst failed to compile the given delegate: Void InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*, Unity.Entities.Entity*, Unity.Entities.Entity*, Int32)" - please could you try upgrading Burst to the latest 1.2.0-preview package (preview 10 at time of writing)?

    I'm still investigating the first error - EntityCommandBuffer "should" work with the latest version of 2019.3, Entities, and Burst, so if it doesn't there's probably a bug somewhere.
     
  7. permalmberg

    permalmberg

    Joined:
    Dec 2, 2019
    Posts:
    16
    I no longer get either of these errors - somehow Unity had gotten stuck on Entities 0.4.0, now that it has properly installed 1.1.2 it's working fine.
     
    tim_jones likes this.
  8. permalmberg

    permalmberg

    Joined:
    Dec 2, 2019
    Posts:
    16
    My apologies - the errors are still there, and I mixed up the versions. It's Burst that's at 1.1.2, Entities is still at 0.4.0 which seems to be the latest version.

    Here's a copy of the errors.

    Code (CSharp):
    1. C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs(431,13): error: Cannot find the field `TypeInfos` required for supporting TypeManager intrinsics in burst
    2. at Unity.Entities.TypeManager.GetTypeInfo(int typeIndex) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs:430)
    3. at Unity.Entities.ChunkDataUtility.ReplicateComponents(Unity.Entities.Chunk* srcChunk, int srcIndex, Unity.Entities.Chunk* dstChunk, int dstBaseIndex, int count) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\ChunkDataUtility.cs:268)
    4. at Unity.Entities.EntityComponentStore.InstantiateEntitiesOne(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount, Unity.Entities.EntityComponentStore.InstantiateRemapChunk* remapChunks, int remapChunksCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:432)
    5. at Unity.Entities.EntityComponentStore.InstantiateEntitiesGroup(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity* srcEntities, int srcEntityCount, Unity.Entities.Entity* outputRootEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:502)
    6. at Unity.Entities.EntityComponentStore.InstantiateEntities(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:203)
    7. at Unity.Entities.StructuralChange.InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore* entityComponentStore, Unity.Entities.Entity* srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityManagerChangeArchetype.cs:135)
    8.  
    9.  
    10. While compiling job: System.Void Unity.Entities.StructuralChange::InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*,Unity.Entities.Entity*,Unity.Entities.Entity*,System.Int32)
    11.  
    Code (CSharp):
    1. InvalidOperationException: Burst failed to compile the given delegate: Void InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*, Unity.Entities.Entity*, Unity.Entities.Entity*, Int32)
    2.    attribute: Unity.Burst.BurstCompileAttribute
    3.  
    4. Unity.Burst.BurstCompiler.Compile[T] (T delegateObj) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:120)
    5. Unity.Burst.BurstCompiler.CompileFunctionPointer[T] (T delegateMethod) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:78)
    6. Unity.Entities.StructuralChange.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManagerChangeArchetype.cs:68)
    7. Unity.Entities.EntityManager..ctor (Unity.Entities.World world) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManager.cs:163)
    8. Unity.Entities.World..ctor (System.String name) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:115)
    9. Unity.Entities.DefaultWorldInitialization.Initialize (System.String defaultWorldName, System.Boolean editorWorld) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitialization.cs:127)
    10. Unity.Entities.AutomaticWorldBootstrap.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:15)
    11.  
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. Unity.Entities.World.Dispose () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:146)
    3. Unity.Entities.World.DisposeAllWorlds () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:164)
    4. Unity.Entities.DefaultWorldInitialization.DomainUnloadOrPlayModeChangeShutdown () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitialization.cs:87)
    5. Unity.Entities.DefaultWorldInitializationProxy.OnDisable () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitializationProxy.cs:28)
    6.  
     
  9. tim_jones

    tim_jones

    Unity Technologies

    Joined:
    May 2, 2019
    Posts:
    287
    Please could you try updating Burst from 1.1.2 to 1.2.0-preview11? I think this is one of the bugs we have fixed.
     
  10. Deleted User

    Deleted User

    Guest

    I'm not the OP; but I ran into similar issues. Upon updating to 1.2.0-preview11 of Burst; I encountered the following two errors:

     
  11. tim_jones

    tim_jones

    Unity Technologies

    Joined:
    May 2, 2019
    Posts:
    287
    ComputerKim and Deleted User like this.
  12. Blindleistung

    Blindleistung

    Joined:
    Apr 16, 2018
    Posts:
    2
    Hi.

    I tried to build the ECS sample 'Boids' as Windows x86_64 standalone. (git commit # below)
    It outputs the very similar error message about two missing assemblies. see below.

    Result is a running executable showing only the blank blue background. The subordinate scenes with the environment and the fishes seem to be missing. As if the two sub-scenes "Environment" and "Simulation" are not being loaded.

    I tried updating Burst as recommended in this thread, did not change it.
    Tried switch build environment from .NET 2.0 to 4.X, tried changing from 'mono' to 'IL2CPP', no change.


    Using Unity 2020.1.0b5.3485,
    Burst 1.3.0 preview.9
    Entities 0.6.0 preview.24
    Jobs 0.2.5 preview.20

    git "EntityComponentSystemSamples",
    branch "master",
    commit 5c71cb85f4

    Errormessages are (two):

    Unable to find player assembly: C:\Unity\EntityComponentSystemSamples\ECSSamples\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
    UnityEngine.Debug:LogWarning(Object)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:230)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:107)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)


    Unable to find player assembly: C:\Unity\EntityComponentSystemSamples\ECSSamples\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
    UnityEngine.Debug:LogWarning(Object)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:230)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:107)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  13. PublicEnumE

    PublicEnumE

    Joined:
    Feb 3, 2019
    Posts:
    729
    I'm seeing similar warnings when making Windows builds:

    Also:

    But the build then claims to have completed successfully. The resulting build runs and seemingly has good performance, but outputs log errors on start, and has difficulty staying connected to the profiler.

    Do these errors suggest that Burst is failing? What could be happening here?

    I am using an ECB in a Burst job, but I was under the impression that is supported now (just not ECB playback).

    Thank you for any help!
     
  14. PublicEnumE

    PublicEnumE

    Joined:
    Feb 3, 2019
    Posts:
    729
    Hm...I get this error even if I disable Burst compilation from the Jobs menu in the editor. Not sure if that also disables it for builds.

    I have HDRP and Hybrid Renderer v2 active in my project, fwiw.
     
  15. benzy54n

    benzy54n

    Joined:
    Dec 21, 2013
    Posts:
    34
    I get this same warning. Would love to know what is going on with it.
     
  16. Vincent454

    Vincent454

    Joined:
    Oct 26, 2014
    Posts:
    165
    I have this warning too, is this a problem?
     
  17. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,115
    I get this error too. Please clarify. Thanks
     
    JudeJeremy likes this.
  18. pantang

    pantang

    Joined:
    Sep 1, 2016
    Posts:
    219
    I am getting these errors in 2019.3.7f1 after installing burst, I also seem to have lost my save functionality that just uses File.WriteAllLines, but it does happen when the game time is set to zero which I am pressuming is causing he problem as the games buttons no longer respond correctly in the UI either. it all works great in the editor still though but I havent had a chance to check the logs yet to see what the errors are. I did add a few packages to visual studio c++ .net etc just to make sure i had covered everything Lol and here I was thinking I was almost done :p
     
    JudeJeremy likes this.
  19. homemacai

    homemacai

    Joined:
    Jul 22, 2020
    Posts:
    74
    Made a quick test here, and just by importing Jobs to the project make these errors pop in 2020.3.2f1 together with the Windows.Forms.dll reference and various failures may occur. Is there a way to fix this currently?

    The errors:

    System.Windows.Forms.dll assembly is referenced by user code, but is not supported on StandaloneWindows platform. Various failures might follow.
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()



    Unable to find player assembly: C:\Unity\New Unity Project\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
    UnityEngine.Debug:LogWarning (object)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:287)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:164)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()



    Unable to find player assembly: C:\Unity\New Unity Project\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
    UnityEngine.Debug:LogWarning (object)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:287)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:164)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
     
    IronFree likes this.
  20. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,115
    Happens in 2022.1b4 HDRP, Burst 1.6.0

    Don't know why this is not fixed after all this time...

    Untitled-12.png
     
    DuckTyping, pashok77007 and Jimaniki like this.
  21. RV1

    RV1

    Joined:
    Nov 18, 2012
    Posts:
    68
    I get the same warning when doing a Windows x86_64 standalone build with Unity 2019.4.35f1 and Burst 1.6.4.

    Code (CSharp):
    1. Unable to find player assembly: Z:\GameProject\GameProject\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
    2. UnityEngine.Debug:LogWarning (object)
    3. Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.6.4/Editor/BurstAotCompiler.cs:350)
    4. Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.6.4/Editor/BurstAotCompiler.cs:208)
    5. UnityEngine.GUIUtility:ProcessEvent (int,intptr)
     
  22. lclemens

    lclemens

    Joined:
    Feb 15, 2020
    Posts:
    760
    I think the problem is that you need a test runner. You probably have a test walker or maybe a test jogger instead. You'll get that error for sure if your test runner is actually just a test sit-on-the-couch-beer-drinker.
     
    elliotc-unity and Jimaniki like this.
  23. Magnesium

    Magnesium

    Joined:
    Sep 14, 2014
    Posts:
    179
    Having this issue Unity 2021.3.4f1 and Burst 1.6.6 / 1.7.3
     
  24. huulong

    huulong

    Joined:
    Jul 1, 2013
    Posts:
    224
    Considering that https://issuetracker.unity3d.com/is...ults-in-unable-to-find-player-assembly-errors is marked fixed and https://issuetracker.unity3d.com/is...ears-in-the-console-after-building-standalone is marked Not Reproducible, I've sent yet another bug report with a project for full repro (apparently it needs at least one test to repro?).

    The issue seems to be at https://github.com/needle-mirror/com.unity.burst/blob/master/Editor/BurstAotCompiler.cs#L280 where it would iterate on all player assemblies, even test ones, and check that they are on staging.
     
    SA357, Predulus, jjejj87 and 3 others like this.
  25. CreamSoda77

    CreamSoda77

    Joined:
    Mar 14, 2018
    Posts:
    2
    it might be user system dependant
     
  26. unity_C3BEC1FE761E3308D209

    unity_C3BEC1FE761E3308D209

    Joined:
    Mar 17, 2023
    Posts:
    1
  27. robert-nally

    robert-nally

    Joined:
    Mar 5, 2014
    Posts:
    76
    I am also getting these errors with 2019.4.40 LTS and Burst 1.6.6. Has anyone figured out what is happening here and/or how to resolve it?