Trying out the Unity Cloud build and getting this error all over “The type or namespace name `U3DXT’ could not be found.”
My guess since the process is automated it’s not checking the U3DXT options dialog modules. Which would explain why it can’t find U3DXT but not 100% sure that is how U3DXT works.
The build works correctly on my local macbook.
In a native Xcode project, it’s possible that you may have inadvertently included libraries or files via a local filesystem path (i.e. /Users/your-name/Projects/myapp/Frameworks). If you see your local computer’s user directory appearing in your build logs, please check your settings to confirm if this might be the case for any included files.
This error can also happen with some plug-ins (obviously). We are always on the lookout for new libraries to support, and we want to be able to build them automatically. Please contact us (cloudbuild@unity3d.com) if you believe you’re seeing an error in your build logs specific to a library or plug-in (and not code of your own) and reference this answer so we can easily keep track on problems.
Also, ensure that all files for the project have been checked in, as Unity on a local computer won’t know if a file has or hasn’t been checked in for others to see. A good test of this is to check out your project to a clean folder or directory and try to launch Unity with it locally. Finally, when diagnosing build errors, it’s always useful to check the Full Log link in the build history for further info.
Finally for apps using Unity, your scripts will need to compile when the Unity editor is configured for desktop PC/Mac/Linux builds. Make sure that platform-specific script calls are defined in #if … #endif commands. For more information visit Unity’s documentation on platform-dependent compilation: Unity - Manual: Conditional Compilation