Having to rebuild my Library every time I exit Unity

Hi Everyone,

I’ve submitted a support request for this but I wondered if anyone else had any ideas since i’m literally at a standstill with my project until I get this sorted.

I’ve tried uninstalling unity, reinstalling etc.

Basically if I exit my project and come back I get these 3 errors every single time without fail, the only way i’ve found to get them to go away is to reimport everything which takes ages!

This is driving me completely nuts i’ve looked everywhere and can’t find a solution.

Error messages are always the same and are as follows:

ApplicationException: Unable to find a suitable compiler
UnityEditor.Scripting.ScriptCompilers.CreateCompilerInstance (MonoIsland island, Boolean buildingForEditor, BuildTarget targetPlatform) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/Scripting/ScriptCompilers.cs:99)

Failed to create compiler instance

KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary2[System.String,UnityEditor.VisualStudioIntegration.ScriptingLanguage].get_Item (System.String key) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:151) UnityEditor.VisualStudioIntegration.SolutionSynchronizer.ProjectFile (MonoIsland island, Boolean forVisualStudio) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:296) UnityEditor.VisualStudioIntegration.SolutionSynchronizer+<GetProjectEntries>c__AnonStorey69.<>m__FA (MonoIsland i) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:354) System.Linq.Enumerable+<CreateSelectIterator>c__Iterator102[UnityEditor.Scripting.MonoIsland,System.String].MoveNext ()
System.Collections.Generic.List1[System.String].AddEnumerable (IEnumerable1 enumerable) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List1[System.String]..ctor (IEnumerable1 collection) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable.ToArray[String] (IEnumerable1 source) UnityEditor.VisualStudioIntegration.SolutionSynchronizer.GetProjectEntries (IEnumerable1 islands, Boolean forVisualStudio) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:359)
UnityEditor.VisualStudioIntegration.SolutionSynchronizer.SolutionText (IEnumerable1 islands, Boolean onlyCSharp) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:343) UnityEditor.VisualStudioIntegration.SolutionSynchronizer.SyncSolution (IEnumerable1 islands) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:334)
UnityEditor.VisualStudioIntegration.SolutionSynchronizer.Sync () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:172)
UnityEditor.SyncVS.SyncVisualStudioProjectIfItAlreadyExists () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/SyncProject.cs:115)

Nobody got any clue at all? I’ve just spent 3 hours on google and still no joy!

Try turning off your virus scanner. I get a compiler error like that and need to disable real-time scanning to make it stop.

I don’t think its that as I think I tried it but I’ll give anything a go at this point! god this is driving me completely nuts!

Oh and thank you so much for at least having a stab at it!

Out of interest are there any file types in the asset folder known to cause this issue?

Nope no joy there, I even tried moving my projects folder to C:\unityprojects\MyProject but didnt have any affect.

Does it happen in another project? Have you tried starting a blank project and imported a simple asset?
Was it always like this or just start happening? If it just started happening what did you do recently to the project? Imported a new asset?
Try narrowing it down to an unity issue or a project issue.
Hope it helps.

It actually got worse either when I downgraded from Pro and at the same time upgraded to 4.3.4f, although i’ve removed everything and started again since then.

One thing I have noticed is i’m not getting the PUN (Photon Unity networking) menu option at the moment so i’m reinstalling that first.

It used to happen if the editor crashed (when I started playing with RAIN I crashed it a couple of times) then after the upgrade it happens on every restart!

Does anyone know what those errors actually mean?

@Archania thanks for your input, anything is worth a go I was motoring along nicely learning lots and for two days i’ve just been banging my head against my desk.

Hrm on a blank project i’ve just imported PUN and RAIN and don’t get the error, trouble is I can’t start my entire project all over again so how do I figure out whats causing it!

Interesting. I have rain in a project without any issues.
So you were doing the trial of pro and now back to regular unity? Any asset using a pro feature?
Another way is to start pulling over your project one by one and see.

Yeah rain and pun are fine, i’m trying to pull the assets over but for some reason they all lose their references to the scripts that are attached to them, even if I export them as a package! Making it really tough to put it back together again, i’m just trying one asset from the store that I most recently got to see if its that!

Yeah was on pro, it expired then back, I can’t remember what needed pro and what didn’t but i’d assumed(maybe wrongly) that i’d get an error message if it wasn’t free compatible?

Only when you go to run it. You can import anything you want but won’t run if there is a pro asset.
Ya it sucks but not sure what else you can do.

Trouble this was my first project so putting it all back together is gonna take some time as I can’t remember what went where.

I was just starting to work on master clients for each zone too!

Really though thanks for the help, i’m hoping if I import each asset I can find the culprit and fix my old project without having to join everything up all over again.

I have the same problems exactly the same errors
I have couple assets from store and some my very simple scripts poolmanager, 2dtoolkit, JMF pro, leantween, and some particle packs like cartoonfx pack 1,2,3 and SOmobileFX thats about it and sometimes it just give me error, onece when I just import script from web, once, when i just create new C# script and did’t even choose name, or just random, like nothing change just play level and when i stop it give me those errors :confused:

I can create fresh project, move assets and it’s working for some time but it take some time and it’s annoying as hell :confused:

I am new to unity so I wan thinking that I doing something wrong, or maybe some script in asset causing this errors but even when a delete everything from project in unity window error are still there only clean project can help for some time :confused:

Win 8.1 x64 and unity 4.3.4f1

would be great to know what is the reason for this

Yeah every time this has come up i’ve never seen a solution posted even going back to 2010, i’m not gonna let this thread die off until I get an answer for it - i’ve also submitted a support request and a bug report so i’ll post back when I get anything positive!

I’ve even tried created a blank project and moving the assets folder into that directory, its almost like theres a bug in the asset database.

I’m new too and theres nothing more annoying than spending hours trying to fix something that isn’t anything to do with your coding, I’d of subscribed and gone pro if it weren’t for this.

Anyways subscribe to this thread and i’ll update with anything that comes back off my support ticket!

Edit
Interestingly i’ve nearly finished importing every asset I had and i’m still not getting the error back which is annoying I wouldn’t mind if I could pin it on one particular asset, again maybe that lends weight to the theory its not actually the assets but maybe something else.

Ok well after 4 hours thats every asset imported back in and still couldn’t replicate the error!

It does however still exist in my old project, that’s just weird…