ArgumentException: 'Default' is not a valid subtarget for the Standalone build target

Lovely bug, no idea how this happened but not very obvious as to what the fix is …

ArgumentException: 'Default' is not a valid subtarget for the Standalone build target
UnityEditor.Build.NamedBuildTarget.FromTargetAndSubtarget (UnityEditor.BuildTarget target, System.Int32 subtarget) (at <9e6ebc012b944bf1ac9a620fd8e232d1>:0)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CreateScriptAssemblySettings (UnityEditor.BuildTarget buildTarget, System.Int32 subtarget, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, System.String[] extraScriptingDefines) (at <9e6ebc012b944bf1ac9a620fd8e232d1>:0)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScripts (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions editorScriptCompilationOptions, UnityEditor.BuildTarget platform, System.Int32 subtarget, System.String[] extraScriptingDefines) (at <9e6ebc012b944bf1ac9a620fd8e232d1>:0)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface+<>c__DisplayClass21_0.<CompileScripts>b__0 () (at <9e6ebc012b944bf1ac9a620fd8e232d1>:0)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.EmitExceptionAsError[T] (System.Func`1[TResult] func, T returnValue) (at <9e6ebc012b944bf1ac9a620fd8e232d1>:0)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:CompileScripts(EditorScriptCompilationOptions, BuildTarget, Int32, String[])

Removing rider removes that last error but the others remain, can’t build a project Windows11 64x

How to troubleshoot build failures:

Obviously, if there is actionable data, clues or information within any of the errors, fix those problems. Each error entry may have more information than can fit in the console log so select each error and read the expanded view below it.

If that gives you nothing worthwhile (look to Google! You’re never the first one!), then…

First, make a blank project with a single blank scene and prove that it builds successfully.

If the blank project does NOT build, go fix your Unity installation or your other tools, such as Android SDK, NDK, JDK, etc. It may even be necessary to change to a different version of Unity3D. It is generally best to stay with LTS versions of Unity3D.

Until you can build a blank project to the target platform, don’t fiddle with anything else.

Once you can build a blank project, now bisect the problem by bringing over parts of your current project and building it one subsystem at a time, perhaps stubbing things out that might trigger compiler errors.

Most often things that prevent building are misconfigured or incorrectly-installed or incompatible third-party libraries such as Firebase or AdMob or IronSource.

Once you identify the subsystem, go to the documentation for it and make sure you are doing it correctly.

It may also be helpful to work through a tutorial or two for whatever subsystem is making the build fail.

Android build not building:

Circa July 2022 here have been reports of Unity’s installer failing to install the Android Tools.

Here was how I brought up Unity2020.3.41 and the Android SDK 31 on October 30, 2022 (edited on August 23, 2023 to include Android SDK 33…) (and again for SDK34):

Android Gradle errors and other related stuff:

Android SDK35 stuff: