You may not pass in objects that are already persistent
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditorInternal.InternalEditorUtility:SaveToSerializedFileAndForgetInternal (string,UnityEngine.Object[],bool)
UnityEditorInternal.InternalEditorUtility:SaveToSerializedFileAndForget (UnityEngine.Object[],string,bool) (at /Users/bokken/build/output/unity/unity/Editor/Mono/InternalEditorUtility.bindings.cs:271)
UnityEditor.Build.Profile.BuildProfileContext:OnDisable ()
This error gets printed every time I enter play mode and open the editor. I don’t know what I did besides from moving the Build Profiles folder to my custom path that is under the Assets of course.
Edit: I also get this warning when I first open Unity Editor:
Failed to load build profile from Library/BuildProfiles/PlatformProfile.0d2129357eac403d8b359c2dcbf82502.asset.
UnityEditor.Build.Profile.BuildProfileContext:OnEnable ()
UnityEditorInternal.InternalEditorUtility:LoadSerializedFileAndForget (string)
UnityEditor.Build.Profile.BuildProfileContext:EnsureInitialized () (at /Users/bokken/build/output/unity/unity/Editor/Mono/BuildProfile/BuildProfileContext.cs:623)
I have the exact same error message. For me it occurred when importing an asset from Asset Store. (Easy Save 3).
Edit: Solved for me by deleting build profiles
Hi! We’re working on a fix for this bug (which is a duplicate of an internal one) Unity Issue Tracker - "Failed to load build profile" warning is thrown when restarting the Editor after creating a new Build Profile that should fix this issue.
I’ll be sure to update this thread when the fix lands!
hi, i’m new to unity, is it a big problem and affects the build or not?
Hi, it shouldn’t be a problem. It’s just an annoying warning message, that’s all.
still having this issue, also continually getting this related error on every domain reload:
You may not pass in objects that are already persistent
0x00007ff86b52616d (Unity) StackWalker::ShowCallstack
0x00007ff86b536129 (Unity) PlatformStacktrace::GetStacktrace
0x00007ff86c79f76e (Unity) Stacktrace::GetStacktrace
0x00007ff86cd47faf (Unity) DebugStringToFile
0x00007ff86c0e45d8 (Unity) SaveToSerializedFileAndForget
0x00007ff86a994636 (Unity) InternalEditorUtility_CUSTOM_SaveToSerializedFileAndForgetInternal
0x000001c442f9fe28 (Mono JIT Code) (wrapper managed-to-native) UnityEditorInternal.InternalEditorUtility:SaveToSerializedFileAndForgetInternal_Injected (UnityEngine.Bindings.ManagedSpanWrapper&,UnityEngine.Object[],bool)
0x000001c442f9fce3 (Mono JIT Code) UnityEditorInternal.InternalEditorUtility:SaveToSerializedFileAndForgetInternal (string,UnityEngine.Object[],bool)
0x000001c442f9fa63 (Mono JIT Code) UnityEditorInternal.InternalEditorUtility:SaveToSerializedFileAndForget (UnityEngine.Object[],string,bool)
0x000001c469a647b3 (Mono JIT Code) UnityEditor.Build.Profile.BuildProfileContext:Save ()
0x000001c469a64463 (Mono JIT Code) UnityEditor.Build.Profile.BuildProfileContext:OnDisable ()
0x000001c46dc26428 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ff8a00f697e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ff8a0038444 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
0x00007ff8a0038530 (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3115)
0x00007ff86b44a1a4 (Unity) scripting_method_invoke
0x00007ff86b422073 (Unity) ScriptingInvocation::Invoke
0x00007ff86b42215e (Unity) ScriptingInvocation::InvokeChecked
0x00007ff86b4cc226 (Unity) SerializableManagedRef::CallMethod
0x00007ff86b41ca6e (Unity) MonoBehaviour::WillUnloadScriptableObject
0x00007ff86b4163b0 (Unity) MonoManager::RemoveBehavioursFromManager
0x00007ff86b40c8ab (Unity) MonoManager::BeginReloadAssembly
0x00007ff86b415fe5 (Unity) MonoManager::ReloadAssembly
0x00007ff86c64d592 (Unity) Internal_ADB_Only_ReloadAllUsedAssemblies
0x00007ff86c978e06 (Unity) DomainReloadIfAllowed
0x00007ff86c990bcc (Unity) RefreshInternalV2
0x00007ff86c99a8ae (Unity) StopAssetImportingV2Internal
0x00007ff86c613129 (Unity) EditorSceneManager::RestoreSceneBackups
0x00007ff86c1b36d6 (Unity) PlayerLoopController::EnterPlayMode
0x00007ff86c1b541e (Unity) PlayerLoopController::SetIsPlaying
0x00007ff86c1b07dd (Unity) Application::TickTimer
0x00007ff86c7a447a (Unity) MainMessageLoop
0x00007ff86c7aa152 (Unity) UnityMain
0x00007ff650872fba (Unity) __scrt_common_main_seh
0x00007ff974f5259d (KERNEL32) BaseThreadInitThunk
0x00007ff9766aaf38 (ntdll) RtlUserThreadStart
Just adding my voice here that I’m seeing this error as well. Happens every time there’s a domain reload.
Unity 6000.1.0b1.
Still seeing this on Unity 6000.0.33f1
We had a fix land this week in 6000.1.0b2, please try that out when possible and report back! The backport for 6000.0 is in the works.
The fix landed in 6000.0.37f1, so please try that when it’s out and let us know if the issue is (or isn’t) fixed.
Appears to be fixed in 6000.0.37f1.
After updating to 6000.0.37f1, Failed to load build profile from [...] warning no longer appears in the Console window after opening a project with custom build profiles.
N8W1nD1
February 8, 2025, 6:55pm
15
Same here, updated from 6000.0.36f1 to .37f1 and it did not occur again Thank you