FileNotFoundException: Could not find file build.asm.js

I’ve been trying to create a WebGL build for a test game, and everytime I do so the error log keeps bringing this up:

FileNotFoundException: Could not find file "D:\Stuff\Unity

Projects\Solar
System\Temp\StagingArea\Data\Native\build.asm.js".
System.IO.FileStream…ctor (System.String path, FileMode mode,
FileAccess access, FileShare share,
Int32 bufferSize, Boolean anonymous,
FileOptions options) (at
/Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:305)
System.IO.FileStream…ctor (System.String path, FileMode mode,
FileAccess access, FileShare share)
(wrapper remoting-invoke-with-check)
System.IO.FileStream:.ctor
(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
System.IO.File.OpenRead (System.String path) (at
/Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:363)
System.IO.StreamReader…ctor (System.String path,
System.Text.Encoding encoding, Boolean
detectEncodingFromByteOrderMarks,
Int32 bufferSize) (at
/Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/StreamReader.cs:167)
System.IO.StreamReader…ctor (System.String path,
System.Text.Encoding encoding)
(wrapper remoting-invoke-with-check)
System.IO.StreamReader:.ctor
(string,System.Text.Encoding)
System.IO.File.ReadAllText (System.String path,
System.Text.Encoding encoding) (at
/Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:587)
System.IO.File.ReadAllText (System.String path) (at
/Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:582)
UnityEditor.WebGL.CodeAnalysisUtils.ReplaceDuplicates
(System.String builtCodePath, Int32
interations) (at
/Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/CodeAnalysisUtils.cs:145)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess
(BuildPostProcessArgs args) (at
/Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:589)
UnityEditor.PostprocessBuildPlayer.Postprocess
(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.BuildPlayerWindow:BuildPlayerAndRun()

I had the same error. Deleting the project settings, temp and library folders fixed the problem for me.

Yep, save your scene and project, then in file explorer, delete the settings, temp and library folders. Then reopen the scene. Go to file/build settings, choose WebGL, choose folder to save build in and click the build button. Wait, then wait some more. Be paitent, then wait some more. You’ll eventually see converting C++, then wait some more. Too my awesome rig several minutes to complete. Patience is the virtue in this case.

After buildng the game I got following error:

https://stackoverflow.com/questions/43968478/error-at-webgl-uncaught-abort-130

problem fixed here How To Export Unity Games To WebGL - YouTube

I suspect that the lack and / or fragmentation of RAM is to blame. When using RAMmanager, the situation has improved, but not 100 percent. I have 8 GB Ram. The project weighs 1.32 GB. When compiling, if the free and defragmented RAM is more than 4.8 GB, we can most likely say that the compilation will be successful. If there is less free memory (for example, 4.5 GB), compilation will definitely fail.

We have real “dance with shaman tambourines” in stock. In general, this is a real mockery on the part of Unity. For example, I still cannot afford a powerful computer with 32 GB of RAM, and what should I do now?

I had the same error. Deleting the project settings, temp and library folders fixed the problem for me.
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