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Failure to build - AssemblyResolutionException - OnGUI()

Discussion in 'Web' started by alpha_rat, May 15, 2017.

  1. alpha_rat

    alpha_rat

    Joined:
    Apr 18, 2015
    Posts:
    12
    Hello,

    I'm running into trouble hen trying to build my project for webGL.

    I get the following errors :

    Assertion failed on expression: '!IsDirectoryCreated(kManagedDllsFolder)'
    UnityEditor.HostView:OnGUI()

    AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
    Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters)
    UnityEditor.MonoAssemblyStripping.ResolveAssemblyReference (IAssemblyResolver resolver, Mono.Cecil.AssemblyNameReference assemblyName) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:283)
    UnityEditor.HostView:OnGUI()
    Any idea of a way to fix it?
    I tried to switch to different asset serialization modes without success, and to uncheck "strip engine code"

    I have different errors when switching to Mixed asset serialization mode :

    Unable to parse YAML file: [Control characters are not allowed] at line 0
    Maybe the two issues are linked?
    I read this last error can come from some conflicts when using Git but I use no version control at all in this case.

    Thanks for your time!

    -- EDIT --- The problem still persists with il2cpp crashing systematically

    Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:98)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1 arguments, System.Action`1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:313)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:304)
    UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
    UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:343)
    UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:871)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186)
    UnityEditor.HostView:OnGUI()​
     
    Last edited: May 16, 2017
  2. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    could you attach the entire editor.log?
     
  3. alpha_rat

    alpha_rat

    Joined:
    Apr 18, 2015
    Posts:
    12
    Sure! Here it is - This is what I get when starting Unity
     

    Attached Files:

  4. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    I don't see anything specific to WebGL. Does Play Mode works? Are you able to build for another platform?
     
  5. Blenderik

    Blenderik

    Joined:
    May 14, 2013
    Posts:
    146
    I get the same error when I try to export to webgl. I just downloaded 2017.1.0b2 and on export I get a bunch of errors. On WebGL I get the same one as above, on Windows standalone I get the error cannot move [...] access denied.
     
  6. Blenderik

    Blenderik

    Joined:
    May 14, 2013
    Posts:
    146
    For me deinstalling my virus scanner did the trick now. IDK why it didn't mind 0b1, but both the scanner and the problem are gone now
     
  7. Bess2k2

    Bess2k2

    Joined:
    May 7, 2017
    Posts:
    11
    Im getting a similar issue using 5.61
    Im trying to build for ios. My project is on a SD card but Unity is on my Mac.

    AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
    Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters)
    UnityEditor.MonoAssemblyStripping.ResolveAssemblyReference (IAssemblyResolver resolver, Mono.Cecil.AssemblyNameReference assemblyName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:283)
    UnityEditor.HostView:OnGUI()
     
    longjianyunUn1 and juliocrm like this.