since yesterday - or our upgrade to 5.5 - we get this error message:
Fatal Error! Support for build target platform ‘standaloneosxuniversal’ is not installed.
Windows does also not work anymore, “Failed with 13 errors” which are not visible in the change log (or not highlightet).
I’ve just had a successful build myself using Clean Build. The build after that (started from a git commit) failed. Just waiting to see if a further build is successful or not. I’m building for Mac 64, but the windows build is behaving in a similar fashion. A Clean build works ok.
Edit:
Under Config i’ve set the “Cache Library” option to false to see if builds work. Not ideal but avoids the error as far as I can tell.
Build Target
Target Name Default Mac desktop 64-bit
Platform standaloneosxintel64
Repo branch master
Sub-folder
Unity version Unity 5.5.0f3
Auto-Build true
Short version of the success logs
1: No Library cache found - ALL assets will be re-imported.
2: [Unity] Fatal Error! Support for build target platform ‘standaloneosxintel64’ is not installed.
3: [Unity] Initialize engine version: 5.5.0f3 (38b4efef76f0)
4: [Unity] UnityEngine.Debug:LogWarning(Object) …various warning messages.
172: [Unity] Finished exporting player successfully.
1: [Unity] Fatal Error! Support for build target platform ‘standaloneosxintel64’ is not installed.
2: [Unity] Initialize engine version: 5.5.0f3 (38b4efef76f0)
3: [Unity] UnityEngine.Debug:LogWarning(Object) …various warning messages.
301: [Unity] WARNING: BC6H/BC7 texture format is not supported, decompressing texture
302: [Unity] ArgumentException: The Assembly UnityEditor is referenced by Assembly-CSharp-firstpass (‘Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll’). But the dll is not allowed to be included or could not be found.
303: [Unity] UnityEngine.Debug:LogWarning(Object)
304: [Unity] Player export failed. Reason: Extracting referenced dlls failed.
305: ! build of ‘default-mac-desktop-64-bit’ failed. compile failed
306: publishing finished successfully.
307: Finished: FAILURE
We think we may have identified the issue - a test project here for Mac 64bit is now repeatedly succeeding with an existing library cache with 5.5.0f3. If anyone continues to see problems in this scenario (5.5.0f3, Mac64, library cache enabled) please pass the word - more details to follow if that holds up.
In overnight testing and monitoring this still appears to be fixed - again, if anyone sees this error again, please weigh in.
For the curious (or anyone who runs into this error!), running Unity 5.5.0f3 on a Mac on a case-sensitive filesystem, you’ll need to symlink Unity.app/Contents/PlaybackEngines/macstandalonesupport to “MacStandaloneSupport”. If not, a first build will succeed, but reusing the library won’t work. We’re getting that addressed for future 5.5.x releases now.
I had this issue trying to open an old project in 5.5.2f1. Turns out Unity Hub had gotten the license into a confused state between the different versions of Unity I have installed (2017.x and 5.x)
Closed Unity Hub, opened Unity 5.5.2 on its own (without a project), it prompted me to sign in and put in the license key again. Then it was happy after that.