Can't export game

I just made a game in unity, but when I go build, select windows and hit "build and run" it almost goes all the way through, but then stops to say in the console "extracting reference dlls failed".

Can someone please help, I really want to play my game...

I reinstalled it but it still says the same thing, it says this

This is the first error.

ArgumentException: The Assembly UnityEditor is referenced by 606e17bffcf594705a9f421d92daeaf4. But the dll is not allowed to be included or could not be found. UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache) (at E:/BuildAgent/work/71ca6fec1b41cc30/Editor/Mono/AssemblyHelper.cs:52) UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch) (at E:/BuildAgent/work/71ca6fec1b41cc30/Editor/Mono/AssemblyHelper.cs:86) UnityEditor.HostView:OnGUI()

And this is the second -

Error building Player: Extracting referenced dlls failed. UnityEditor.HostView:OnGUI()

Please help I can't really do much without knowing whats wrong.

Bumped four times!!!!! Please help!

I would suggest re-installing Unity. That doesn't sound right. Also make sure your game was created in a new project.

If you referenced any third party packages or DLL's you may want to try re-importing them just to make sure everything is referenced correctly.

If you go to Edit>Project Settings>Player and then change the API Compatibility Level from .Net 2.0 Subset to .Net 2.0 that might fix it. I got the same error on Build because of a third-party plugin DLL and this fixed it.

Look for third-party packages and DLL's. I had the same problem because I had the Path library in my Assets folder (even though it was not being referenced) and it got fixed once I removed it. Apparently it was trying to import the editor API for the final build. Not sure what the proper way to fix it is -- maybe a compiler property that would avoid importing the editor, akin to the way #define's work in other languages...?