Burst DllNotFoundException burst-llvm-11.dll

System.DllNotFoundException: Unable to load the unmanaged library D:\KJPiGames\Projects\Lady of Dreams\Library\PackageCache\com.unity.burst@1.5.4\.Runtime\burst-llvm-11.dll, error code 193

The library is located in this folder, previously it worked stably on Windows 10, now the compiler has stopped working in Unity, it is not possible to compile a new version of the game, sticks in the wheels again, I have URP shaders installed, as well as DOTS using Burst 1.5.4, it does not work to upgrade to 1.5.6 because the version of the engine on which the project is built does not allow, a year ago. What can be done to fix this error?

I also tried deleting the burst folder from the Package cache but it didn’t help

Hey @MrKsi
Can you try to update to Burst 1.8?

The other thing you can try, is to rename your project folder (while the editor is closed!) and remove the spaces, older versions of burst can have difficulties with spaces in the project path.

I tried removing spaces from the project path it didn’t help

on which version 1.8 Unity came out? you can try to cross a hedgehog with a grass snake

in general, I tried to delete the Library folder, it didn’t help, I also tried to uninstall Unity and reinstall it also didn’t help. the funny thing is that I installed Burst version 1.5.6 of the latest version for my engine version 2021.1.16f1 on a clean project and I see the same error, what could be the reason, there was no such thing before

BuildFailedException: Burst compiler (1.5.4) failed running

stdout:
An unexpected exception occurred:
stderr:
System.DllNotFoundException: Unable to load the unmanaged library D:\KJPiGames\Projects\LadyofDreams\Library\PackageCache\com.unity.burst@1.5.4\.Runtime\burst-llvm-11.dll, error code 193
Burst.Backend.UnmanagedLibrary.WindowsUnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
Burst.Backend.UnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
Burst.Backend.StandardCompilerBackend…ctor(String nativeSharedLibraryName)
Burst.Backend.StandardCompilerBackend.GetSingleton(String backendName)
Burst.Bcl.BclApp…ctor(BclOptions options)
Burst.Bcl.Program.BuildTheThing(BclOptions options, Stopwatch& individualTimer)
Burst.Bcl.Program.Main(String[ ] args)

BuildFailedException: Burst compiler (1.5.6) failed running

stdout:
An unexpected exception occurred:
stderr:
System.DllNotFoundException: Unable to load the unmanaged library C:\Users\DmitriyBatkovich\TestBluetoothDevices\Library\PackageCache\com.unity.burst@1.5.6\.Runtime\burst-llvm-11.dll, error code 193
� Burst.Backend.UnmanagedLibrary.WindowsUnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
� Burst.Backend.UnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
� Burst.Backend.StandardCompilerBackend…ctor(String nativeSharedLibraryName)
� Burst.Backend.StandardCompilerBackend.GetSingleton(String backendName)
� Burst.Bcl.BclApp…ctor(BclOptions options)
� Burst.Bcl.Program.BuildTheThing(BclOptions options, Stopwatch& individualTimer)
� Burst.Bcl.Program.Main(String[ ] args)

Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1225)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1122)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1097)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:483)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:186)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

I also downloaded a new version of Unity 2022.2.18 created a clean project in it and decided to add Burst 1.8 as you said in fact I got the same error:

Building Library\Bee\artifacts\WinPlayerBuildProgram\AsyncPluginsFromLinker failed with output:
UnityEditor.Build.BuildFailedException: Burst compiler (1.8.4) failed running

stdout:
stderr:

����ࠡ�⠭��� �᪫�祭��: System.AccessViolationException: ����⪠ �⥭�� ��� ����� � ���饭��� ������. �� ��� ᢨ��⥫����� � ⮬, �� ��㣠� ������ ���०����.
� Burst.Compiler.IL.Hashing.Storage.TokenListStoreRuntime1..ctor(Void*& ptr) � Burst.Compiler.IL.Hashing.Storage.ILHashingResultRuntime..ctor(String hashCachePath) � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheLoader.CreateHashingResult(AssemblyNameReference assemblyNameReference, AssemblyLoader assemblyLoader, DebugLogWriter debugLogWriter) � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheAssemblyStore.GetAssemblyState(String assemblyName, AssemblyLoader assemblyLoader) � Burst.Compiler.IL.Server.EntryPointMethodFinder.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary2 visited, Dictionary`2 jobProducers, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader)
� Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints(String[ ] rootAssemblyNames, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader, NativeCompilerOptions options, ProfileDelegate profileCallback, Boolean includeRootAssemblyReferences, Boolean splitTargets)
� Burst.Compiler.IL.Server.FindMethodsJob.Execute(CompilerServerJobExecutionContext context)
� Burst.Compiler.IL.Server.CompilerThread.CompilerThreadLoop()
� System.Threading.ThreadHelper.ThreadStart_Context(Object state)
� System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
� System.Threading.ThreadHelper.ThreadStart()

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) [0x00237] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1706
at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0004d] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1583
at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00001] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1558
at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly[ ] playerAssemblies) [0x00a3d] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:706
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly[ ] assemblies) [0x0001b] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:265
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.GenerateNativePluginsForAssemblies (UnityEditor.Build.IGenerateNativePluginsForAssemblies+GenerateArgs args) [0x0008a] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:179
at UnityEditor.Modules.BeeBuildPostprocessor.GenerateNativePluginsForAssemblies (PlayerBuildProgramLibrary.Data.GenerateNativePluginsForAssembliesArgs args) [0x00050] in <10c84b1f46b048e28e06a4f5c75562ed>:0
at Bee.BeeDriver.BuildRequest+<>c__DisplayClass63_0`1[T].b__0 (System.Object o) [0x00000] in :0
at Bee.BeeDriver.BeeDriver_RunBackend+<>c__DisplayClass1_0.b__0 () [0x00021] in :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) [0x00111] in :0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

I was also able to install Burst 1.8 on an old version of Unity 2021.1.16f1, but I still catch this error

BuildFailedException: Burst compiler (1.8.4) failed running

stdout:
stderr:

����ࠡ�⠭��� �᪫�祭��: System.AccessViolationException: ����⪠ �⥭�� ��� ����� � ���饭��� ������. �� ��� ᢨ��⥫����� � ⮬, �� ��㣠� ������ ���०����.
� Burst.Compiler.IL.Hashing.Storage.TokenListStoreRuntime1..ctor(Void*& ptr) � Burst.Compiler.IL.Hashing.Storage.ILHashingResultRuntime..ctor(String hashCachePath) � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheLoader.CreateHashingResult(AssemblyNameReference assemblyNameReference, AssemblyLoader assemblyLoader, DebugLogWriter debugLogWriter) � Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheAssemblyStore.GetAssemblyState(String assemblyName, AssemblyLoader assemblyLoader) � Burst.Compiler.IL.Server.EntryPointMethodFinder.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary2 visited, Dictionary`2 jobProducers, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader)
� Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints(String[ ] rootAssemblyNames, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader, NativeCompilerOptions options, ProfileDelegate profileCallback, Boolean includeRootAssemblyReferences, Boolean splitTargets)
� Burst.Compiler.IL.Server.FindMethodsJob.Execute(CompilerServerJobExecutionContext context)
� Burst.Compiler.IL.Server.CompilerThread.CompilerThreadLoop()
� System.Threading.ThreadHelper.ThreadStart_Context(Object state)
� System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
� System.Threading.ThreadHelper.ThreadStart()

Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:1706)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:1583)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:1558)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly[ ] playerAssemblies) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:706)
Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly[ ] assemblies) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:265)
Unity.Burst.Editor.BurstAOTCompilerPostprocessor.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstAotCompiler.cs:189)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

@MrKsi have you tried deleting your Library/BurstCache folder since updating to Burst 1.8?

Hi @tim_jones - I’ve deleted Library/BurstCache folder and also even Deleted entire Library folder and reloaded the Unity Editor (2023.2.3) but still getting the error:
NullReferenceException: Object reference not set to an instance of an object
Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoSetup (UnityEditor.Build.Reporting.BuildReport report)

@alamrezoanul that looks like a different error from the above thread. Please could you log a bug via Help > Report a Bug - then we’ll be able to investigate.

That is why caching was a bad choice. Stateless code always deterministic, now i am struggling with errors wasting my time deleting DLL’s in the BurstCache folder.
This error still occurs in 6.3

@Wilhelm_LAS what error(s) are you getting? Does it happen every time or sporadically? Please could you log a bug via Help > Report a Bug, and then we’ll be able to investigate.

That is why caching was a bad choice.

Caching is essential for Burst. If Burst compiled everything from scratch every time it would take a long time.

I’m sorry, but I deleted unity 2 years ago, I developed my game engine a long time ago and make games on it, goodbye

In my case, i cannot reproduce the ‘bug’. I use DOTS, ECS with bursted jobs a lot. Randomly, some dlls kept getting missed every time i delete library folder and open the Unity again. I just delete it and fix it manually.

The only thing i can think of, that bug happened after i used generic job in my project.
If next time it occurs, i will send the dll itself. So you can find the root cause of it. (hopefully)

Yeah a compiler may need caching for run faster. But i believe someone actually will find a way to create a bursted interpreter.