Burst compiler [1.8.18] (616862665d8c) failed running

, ,

I have reinstalled Unity then created a new AR project using the newer version - Unity 6 (6000.0.36f1). It was building fine at first. This was before adding my image marker and prefab. But then soon after adding those components, the same ‘burst compiler failed running’ error is back again. I’ve been experiencing the same error using the previous version of Unity6.

I tried deleting the prefab then the image marker. the error still won’t go away. build keeps failing.

Building Library\Bee\artifacts\Android\AsyncPluginsFromLinker failed with output:
UnityEditor.Build.BuildFailedException: Burst compiler (616862665d8c) failed running

stdout:
stderr:

at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Boolean unreliableExitCode) [0x00224] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:1998
at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Collections.Generic.IReadOnlyDictionary2[TKey,TValue] environment) [0x00087] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:1856 at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Collections.Generic.IReadOnlyDictionary2[TKey,TValue] environment) [0x00000] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:1817
at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly playerAssemblies) [0x009b5] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:912
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly assemblies) [0x00013] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:353
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.GenerateNativePluginsForAssemblies (UnityEditor.Build.IGenerateNativePluginsForAssemblies+GenerateArgs args) [0x0006a] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:192
at UnityEditor.Modules.BeeBuildPostprocessor.GenerateNativePluginsForAssemblies (PlayerBuildProgramLibrary.Data.GenerateNativePluginsForAssembliesArgs args) [0x00050] in <383b67993756435b8920080a9ba43b70>:0
at Bee.BeeDriver.BuildRequest+<>c__DisplayClass63_0`1[T].b__0 (System.Object o) [0x00000] in <7d8d20144c904091b348a66cb66d50f4>:0
at Bee.BeeDriver.BeeDriver_RunBackend+<>c__DisplayClass1_0.b__0 () [0x00021] in <7d8d20144c904091b348a66cb66d50f4>:0
at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in :0
at System.Threading.Tasks.Task.Execute () [0x00000] in :0
— End of stack trace from previous location where exception was thrown —

at Bee.BeeDriver.BeeDriver_RunBackend.ProcessRPCRequest (Bee.BinLog.RPCActionMessage msg, Bee.BeeDriver.BuildRequest+RPCCallback rpcCallback, IPCConnection ipcConnection, System.Threading.Tasks.Task writePipeConnectionTask, Bee.BeeDriver.InternalState state) [0x00102] in <7d8d20144c904091b348a66cb66d50f4>:0
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()

Build completed with a result of ‘Failed’ in 12 seconds (12115 ms)
Building Library\Bee\artifacts\Android\AsyncPluginsFromLinker failed with output:
UnityEditor.Build.BuildFailedException: Burst compiler (616862665d8c) failed running

stdout:
stderr:

at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Boolean unreliableExitCode) [0x00224] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:1998
at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Collections.Generic.IReadOnlyDictionary2[TKey,TValue] environment) [0x00087] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:1856 at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Collections.Generic.IReadOnlyDictionary2[TKey,TValue] environment) [0x00000] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:1817
at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly playerAssemblies) [0x009b5] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:912
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly assemblies) [0x00013] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:353
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.GenerateNativePluginsForAssemblies (UnityEditor.Build.IGenerateNativePluginsForAssemblies+GenerateArgs args) [0x0006a] in .\Library\PackageCache\com.unity.burst@616862665d8c\Editor\BurstAotCompiler.cs:192
at UnityEditor.Modules.BeeBuildPostprocessor.GenerateNativePluginsForAssemblies (PlayerBuildProgramLibrary.Data.GenerateNativePluginsForAssembliesArgs args) [0x00050] in <383b67993756435b8920080a9ba43b70>:0
at Bee.BeeDriver.BuildRequest+<>c__DisplayClass63_0`1[T].b__0 (System.Object o) [0x00000] in <7d8d20144c904091b348a66cb66d50f4>:0
at Bee.BeeDriver.BeeDriver_RunBackend+<>c__DisplayClass1_0.b__0 () [0x00021] in <7d8d20144c904091b348a66cb66d50f4>:0
at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in :0
at System.Threading.Tasks.Task.Execute () [0x00000] in :0
— End of stack trace from previous location where exception was thrown —

at Bee.BeeDriver.BeeDriver_RunBackend.ProcessRPCRequest (Bee.BinLog.RPCActionMessage msg, Bee.BeeDriver.BuildRequest+RPCCallback rpcCallback, IPCConnection ipcConnection, System.Threading.Tasks.Task writePipeConnectionTask, Bee.BeeDriver.InternalState state) [0x00102] in <7d8d20144c904091b348a66cb66d50f4>:0
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()

Don’t stop there, keep going!

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:

thanks for the advice. that’s exactly what i did at first. I created a new blank project using the newer version of Unity and it did build successfully. but after adding my image marker and prefab then that’s when the error started happening. I deleted the prefab and tried building. it failed. then i deleted the image marker. still failed. both stating the same errors. and now even without both components (at this point it’s a blank project) the error still keeps happening and it fails to build.

i’ve also been getting the “fallback loader failed to parse XML” error. from what i’ve googled, it seems like i can’t do anything about it from my end. This is my first time using this kind of program so I’m completely clueless about this.

I’ll try to look into all other things that you have suggested. hopefully this works. thanks man! :slight_smile:

and oh, is there a way that you can recommend to completely uninstall Unity without leaving any residual files?

also, are there other free to use programs like unity that i can use to build an ar project that you know of?

someone might be having a similar problem to mine. please note that i’m working on an AR project using Unity6 (6000.0.36f1).

I don’t know which one helped it but I installed both ARKit (although i don’t plan on working on ios… i’m building on android) and XR Interaction Toolkit. Both you will find from Window → Package Manager (Unity Registry).

Also ticked the box for XR Simulation under the Windows, Mac, Linux Settings. You will find it from Edit → Project Settings → XR Plug-in Management → (click the one with a monitor icon).

So far, it’s been building fine and I’m no longer getting this error.

hope this helps! :smiley:

this helped as well: