Jenkins failing on UnityEditor.iOS.Extensions.Xcode

My jenkins build server keeps failing on UnityEditor.iOS.Extensions.Xcode, see error below:

FileNotFoundException: Could not load file or assembly 'UnityEditor.iOS.Extensions.Xcode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
  at (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool,uint&)
  at UnityEditor.BuildPipeline.BuildPlayerInternal (System.String[] levels, System.String locationPathName, BuildTarget target, BuildOptions options, System.UInt32& crc) [0x00044] in /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/BuildPipelineBindings.gen.cs:212 
  at UnityEditor.BuildPipeline.BuildPlayer (System.String[] levels, System.String locationPathName, BuildTarget target, BuildOptions options) [0x00000] in /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/BuildPipelineBindings.gen.cs:152 

The game builds just fine out of the actual editor. I have even #if UNITY_EDITOR && UNITY_IOS’d out all code using UnityEditor.iOS.Extensions. Still doesn’t work.

Anyone have any ideas?

You must force it to import an asset to rebuild the code, and thus it’s connections to the DLL’s, on the function that jenkins calls.