Failure to build - AssemblyResolutionException - OnGUI()

Hello,

I’m running into trouble hen trying to build my project for webGL.

I get the following errors :

Assertion failed on expression: ‘!IsDirectoryCreated(kManagedDllsFolder)’
UnityEditor.HostView:OnGUI()

AssemblyResolutionException: Failed to resolve assembly: ‘UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’
Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters)
UnityEditor.MonoAssemblyStripping.ResolveAssemblyReference (IAssemblyResolver resolver, Mono.Cecil.AssemblyNameReference assemblyName) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:283)
UnityEditor.HostView:OnGUI()

Any idea of a way to fix it?
I tried to switch to different asset serialization modes without success, and to uncheck “strip engine code”

I have different errors when switching to Mixed asset serialization mode :

Unable to parse YAML file: [Control characters are not allowed] at line 0

Maybe the two issues are linked?
I read this last error can come from some conflicts when using Git but I use no version control at all in this case.

Thanks for your time!

– EDIT — The problem still persists with il2cpp crashing systematically

Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:98) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1 arguments, System.Action1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:313) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:304)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:343)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:871)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186)
UnityEditor.HostView:OnGUI()

could you attach the entire editor.log?

Sure! Here it is - This is what I get when starting Unity

3078623–231708–EditorLog.txt (50.8 KB)

I don’t see anything specific to WebGL. Does Play Mode works? Are you able to build for another platform?

I get the same error when I try to export to webgl. I just downloaded 2017.1.0b2 and on export I get a bunch of errors. On WebGL I get the same one as above, on Windows standalone I get the error cannot move […] access denied.

For me deinstalling my virus scanner did the trick now. IDK why it didn’t mind 0b1, but both the scanner and the problem are gone now

Im getting a similar issue using 5.61
Im trying to build for ios. My project is on a SD card but Unity is on my Mac.

AssemblyResolutionException: Failed to resolve assembly: ‘UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’
Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters)
UnityEditor.MonoAssemblyStripping.ResolveAssemblyReference (IAssemblyResolver resolver, Mono.Cecil.AssemblyNameReference assemblyName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:283)
UnityEditor.HostView:OnGUI()

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