Failed to find entry-points

I updated my project to 2022.2.14 and I cannot make a build now. Does anyone know anything?

Error 1:

Library\Bee\artifacts\Android\AsyncPluginsFromLinker: Failed to find entry-points:
UnityEditor.GenericMenu:CatchMenu (object,string,int)

Error 2:

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

stdout:
Error: Failed to find entry-points:
System.Exception: Unexpected exception while processing type UnityEngine.Animations.Rigging.MultiAimConstraintJob —> System.Exception: The type UnityEngine.Animations.ProcessAnimationJobStruct1<UnityEngine.Animations.Rigging.MultiAimConstraintJob>does not contain anExecute` method
? Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints(String rootAssemblyNames, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader, NativeCompilerOptions options, ProfileDelegate profileCallback, Boolean includeRootAssemblyReferences, Boolean splitTargets)
— ??? ??? ??? ??? ??? —
? 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)
stderr:

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) [0x00a76] 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 :0
at Bee.BeeDriver.BuildRequest+<>c__DisplayClass63_0`1[T].b__0 (System.Object o) [0x00000] in <121dc6afd18c416ebb3890a6cc2efeb0>:0
at Bee.BeeDriver.BeeDriver_RunBackend+<>c__DisplayClass1_0.b__0 () [0x00021] in <121dc6afd18c416ebb3890a6cc2efeb0>: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 <121dc6afd18c416ebb3890a6cc2efeb0>:0
UnityEditor.GenericMenu:CatchMenu (object,string,int)

2 Likes

If somebody is still interested:

For me the solution was to set code striping to minimal in player settings.

1 Like

Worked for me too, thx genebris!

What worked for me was fixing all the errors. I was copying code from a different project that had tons of errors since stuff was missing. It seems to have resolved itself when I finished copying everything and the classes were all present.

minimal striping worked for me on todays problem but this is first time ever I had an issue

I got the Failed to find entry-points error from a power outage/hard shut down (I have needed a new battery for my ups)

Closing the project, going into the files and deleting the library folder fixed it for me.
Unity will re-build in the library folder the next time you boot the project.

1 Like