Editor Script Updater Error

I frequently get an error in the editor. It doesn’t appear to cause any issues executing in the editor.

This error appears randomly after I change code. Playing, does not clear it. Clearing the console, also does not clear it. The error will remain until I restart unity.

I occasionally have issues connecting the visual studio debugger, which I think is related to this.

I have turned off antivirus and firewall. I have also deleted the library folder. Neither fixed the issue.

This error only appeared after upgrading to Unity 6. I am currently on 6000.0.32f1. I am on WIndows 11 and using URP.

editorlog.txt (956.3 KB)

The Error: (See attached log for further detail)
Script updater for Library\Bee\artifacts\1900b0aEDbg.dag\Assembly-CSharp-Editor.dll failed with exitcode 130 and stdout:

So. There are errors in your code

Therefore failed seems reasonable

Eg Assets\DeadFear\Client\Scripts\AI\ZombieSensorsBase.cs(8,53): error CS0535: ‘ZombieSensorsBase’ does not implement interface member ‘IZombieSenses.GetSenseState()’

That’s not actually the issue, but it might be an important clue.

Bear with me—this requires some explanation.

The errors you saw in the log were ones I had already fixed in the editor. The only error still appearing in the console was the script updater error I mentioned in my original post.

This issue has occurred multiple times this morning, and I’ve found a convoluted way to clear it. I check the Editor.Log for any errors, then make a dummy change in a script within the affected assembly to force a recompile. I repeat this process for any other errors in the log. This clears the script updater error, with the console clear of errors.

I can only speculate on the cause, but it seems like some kind of caching issue where Unity is holding on to outdated DLLs despite them being fixed.

I understand that errors like this often stem from user mistakes, and that’s always a possibility here too. However, I think it’s worth noting that I have 13 years of experience with Unity and over 30 years in software development. To validate the issue, here’s a (long—sorry!) video demonstrating the problem.

Note also, the project builds without errors.

Does it happen without things like the enhanced editor bits etc? Note the editor log isnt reset when you compiile its appended to, so earlier errors remain. So hence when it compiles those earlier errors remain, as your search cycled round to the top

You need to all but check for the new content only…

I took a copy of the project. It is over 100GB, so took a little while. I removed the ultimate editor enhancer asset. The error still comes back.

Why would you suggest trying to remove this?

I upgraded the project to latest LTS version: 6000.0.40f1. Problem still presented. See line 1350 in log.

editorlog2.txt (225.1 KB)

It has to be some script in Assembly-CSharp-Editor. But the log is not giving any clues what it is. I have almost 800 class’s in this assembly. Finding the problem child would prove very difficult.

I did say “and bits” eg, i was thinking anything that is making changes to the editor, why? cos Im wondering if something is interfering.

100gb is a lot, but I would say log a bug with unity, because the changes you make are white space, clearly something is interfering with the compiles somehow

Since the error was coming from Assembly-CSharp-Editor.dll, I began isolating the issue by removing chunks of Editor scripts until I found the culprit. Thankfully, it wasn’t in Assembly-CSharp.dll editor scripts tend to be more self-contained, with fewer interdependencies.

The problem turned out to be in the following script:

BuildSceneLoaderEditor.cs (12.0 KB)

I’m not entirely sure why it broke the compiler, but since I had recently migrated its functionality to another utility, I simply removed it.

I’m just glad I considered the possibility that a specific script might be responsible. In hindsight, I probably should have checked that sooner—but I’ve never had a script actually break the compiler before.

This script has been part of my project for a long time, and the issue only began after upgrading to Unity 6. My best guess is that it’s somehow related to Odin. I am on version 3.3.1.11 of Odin, which is the current release when I posted this.

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