Hello,
Second time writing this as my first post was deleted as it was in wrong forum, if thats the case again please just move it to the correct forum thanks
Okay so I’ve made a little script to build my game on certain platforms
I’ve started on the x64 build but when it builds it comes up saying BuildFailedException: Burst compiler (1.1.2) failed running.
It works using the Unitys build tool but using the BuildPipeline.BuildPlayer it doesn’t
Things I’ve tried
Reinstalling Visual Studio 2019
Updating the brust compiler (Should be the up to date one)
Changing build platform x64 x86
BuildFailedException: Burst compiler (1.1.2) failed running
stdout:
Burst requires Visual Studio (installable via Add Component in the Unity Installer) or the C++ build tools for Visual Studio, along with the Windows 10 SDK in order to build a standalone player for Windows with X64_SSE4
Unable to determine tools version of MSVC Linker, please ensure you have visual studio installed correctly!
stderr:
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:659)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:597)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:571)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:286)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:46)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:452)
UnityEditor.BuildPipeline:BuildPlayer(EditorBuildSettingsScene[], String, BuildTarget, BuildOptions)
EditorBuildTool:Build(BuildTarget, BuildOptions) (at Assets/Editor/BuildTools/EditorBuildTool.cs:42)
EditorBuildTool:BuildPipeLine(BuildTarget, BuildOptions, String[]) (at Assets/Editor/BuildTools/EditorBuildTool.cs:33)
EditorBuildTool:BuildDevelopment64() (at Assets/Editor/BuildTools/EditorBuildTool.cs:16)
Same issue here, although using the regular “build and run” process. Same callstack.
fail in both 2019.1.10f1 and 2019.3.0a10
BuildFailedException: Burst compiler (1.1.2) failed running
stdout:
Burst requires Visual Studio (installable via Add Component in the Unity Installer) or the C++ build tools for Visual Studio, along with the Windows 10 SDK in order to build a standalone player for Windows with X64_SSE4
Unable to determine tools version of MSVC Linker, please ensure you have visual studio installed correctly!
stderr:
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:659)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:597)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:571)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:286)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:46)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:452)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Got the same problem. Seen some people fixing it by reinstalling the Unity with Visual Studio component sellected in the installator, but haven’t tried it myself. Still we can all agree that by having all of the required components it should pretty much just work™.
You know when they say “the user is the issue”…
Finally solved it.
I was trying to find the problem on Unity’s side, checking module and everything, however when re-reading the error message it occured to me that VS was only setup for C# (because why wouldn’t it be if you’re only working with unity) – and so (as clearly written black on white in the log), I was actually missing VS C++ compiler (Win 10 plateform should come with C# by default, although check your setup because you need it too)
Wow. Here the Desktop development with C++ was ticked in the Visual Studio Installer, and burst compilation still didn’t work. It had to be unticked and ticked again, then it apparently found some missing components and reinstalled them.
Thanks @tommohawkaction and @Nebukam . After installing the “Desktop development with C++” workload I still couldn’t build - and figured I also needed the “Universal Windows Platform development” workload in order to get the Windows 10 SDK. But after installing that it still didn’t work. Then I realized what was going on. Besides Visual Studio 2017 (which is where these workloads were installed) I also had a barebones version of VS 2019 installed (without the workloads). After uninstalling VS 2019 I was able to build. So it must have had to do with the “Unable to determine tools version of MSVC Linker” error. It must have been looking under the VS2019 installation and not finding the C++ compiler.
Wanted to share this in case it helps anyone else out there!
Hey
The same thing happened to me and I just deleted VS2017 file that was empty; the editor tried to catch VS 2017 that was existed file but empty ,
So I deleted VS 2017 file
Hello guys i am new developen and developing a fps game with the tutorial of Brackeys on youtube i Followed it correctly. Then Brackeys says to build it for some trial he built it with no errors , But in mine i have this errors
unity Burst failed (1.1.1)
please save me guys
and yes this error is clearable
This error can come from not having Visual Studio Community installed.
I am a full time enterprise developer, and I develop in Visual Studio Enterprise. I didn’t think I needed Community. I was updating my version to the new LTS version of Unity and I saw that it offered to let you download Community edition. So, I thought, huh…could that be the problem. So I agreed to install…and tested it right away. It built, no problemo.
Make sure you have Community if you are using Burst in Unity, which you probably want to be using if you are using Unity’s 2DAnimation tools extensively.
If you don’t want to use Burst Compilation. Go to Windows>Package Manager>Advanced Project Settings>Burst AOT Settings>Disable Burst Compilation… Tick that and Errors will be gone