When developing multiplayer games I’ve used symlinks with great success on both MacOS and Windows.
With 2018.3 I’m getting errors on MacOS (still works on the Windows version) like
error CS2011: Unable to open response file: Temp/UnityTempFile-b22c873c7ae094d91b6cd65ce970e2f4
or
MissingMethodException: void UnityEditor.Scripting.Compilers.ScriptCompilerBase.RunAPIUpdaterIfRequired(string)
UnityEditor.Scripting.Compilers.ScriptCompilerBase.BeginCompiling () (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/Compilers/ScriptCompilerBase.cs:65)
UnityEditor.Scripting.ScriptCompilation.CompilationTask.QueuePendingAssemblies () (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationTask.cs:236)
UnityEditor.Scripting.ScriptCompilation.CompilationTask.Poll () (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationTask.cs:143)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.ScriptAssembly[] scriptAssemblies, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings scriptAssemblySettings, System.String tempBuildDirectory, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.Scripting.ScriptCompilation.CompilationTaskOptions compilationTaskOptions, UnityEditor.Scripting.ScriptCompilation.EditorCompilation+CompileScriptAssembliesOptions compileScriptAssembliesOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:1053)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileCustomScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings scriptAssemblySettings, System.String tempBuildDirectory, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.BuildTargetGroup platformGroup, UnityEditor.BuildTarget platform) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:965)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileCustomScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.BuildTargetGroup platformGroup, UnityEditor.BuildTarget platform) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:959)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface+<CompileCustomScriptAssemblies>c__AnonStorey3.<>m__0 () (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:259)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.EmitExceptionAsError[T] (System.Func`1[TResult] func, T returnValue) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:97)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:CompileCustomScriptAssemblies(EditorScriptCompilationOptions, BuildTargetGroup, BuildTarget)
Since having two editors running for multiplayer development greatly speeds up the work flow I’d really like to get it working again somehow!