I get the following errors when I build a Mac standalone in a Mac machine:
System.DllNotFoundException: Unable to load the unmanaged library /Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib Reason: dlopen(/Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib, 2): Symbol not found: _futimens
Referenced from: /Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib
Expected in: /usr/lib/libSystem.B.dylib
in /Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib
at Burst.Backend.UnmanagedLibrary+MacOSUnmanagedLibrary.LoadLibrary (System.String name) [0x00060] in :0
at Burst.Backend.UnmanagedLibrary.LoadLibrary (System.String name) [0x00020] in :0
at Burst.Backend.StandardCompilerBackend…ctor (System.String nativeSharedLibraryName) [0x0000d] in :0
at Burst.Bcl.BclApp…ctor (Burst.Bcl.BclOptions options) [0x00022] in :0
at Burst.Bcl.Program.Main (System.String[ ] args) [0x00189] in :0
BuildFailedException: Burst compiler (1.1.3-preview.3) failed running
stdout:
An unexpected exception occurred:
stderr:
System.DllNotFoundException: Unable to load the unmanaged library /Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib Reason: dlopen(/Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib, 2): Symbol not found: _futimens
Referenced from: /Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib
Expected in: /usr/lib/libSystem.B.dylib
in /Users/admin/academia/UnitySource/Library/PackageCache/com.unity.burst@1.1.3-preview.3/.Runtime/libburst-llvm-8.dylib
at Burst.Backend.UnmanagedLibrary+MacOSUnmanagedLibrary.LoadLibrary (System.String name) [0x00060] in :0
at Burst.Backend.UnmanagedLibrary.LoadLibrary (System.String name) [0x00020] in :0
at Burst.Backend.StandardCompilerBackend…ctor (System.String nativeSharedLibraryName) [0x0000d] in :0
at Burst.Bcl.BclApp…ctor (Burst.Bcl.BclOptions options) [0x00022] in :0
at Burst.Bcl.Program.Main (System.String[ ] args) [0x00189] in :0
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.3-preview.3/Editor/BurstAotCompiler.cs:725)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.3-preview.3/Editor/BurstAotCompiler.cs:663)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.3-preview.3/Editor/BurstAotCompiler.cs:637)
We are using the following versions:
- Unity 2019.2.3
- Unity.Entities 0.1.1
- Burst 1.1.3 preview.3
Building for Windows works fine.