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.
system
4
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.
system
3
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...?