When build Windows platform get an error about "Unable to find player assembly"

  • Unable to find player assembly: D:\NarutoColiseum\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
  • Unable to find player assembly: D:\NarutoColiseum\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
  • Cannot find the field TypeInfos required for supporting TypeManager intrinsics in burst
    at Unity.Entities.TypeManager.GetTypeIndex()
    at Unity.Entities.ComponentType.ReadWrite()
    at Unity.Entities.EntityCommandBuffer.Concurrent.AddComponent(Unity.Entities.EntityCommandBuffer.Concurrent* this, int jobIndex, Unity.Entities.Entity e)
    at Systems.ShowNameSystem.ShowNameSystemJob.Execute(Systems.ShowNameSystem.ShowNameSystemJob* this, Unity.Entities.Entity entity, int index, ref Components.Name name)
  • BuildFailedException: Burst compiler (1.1.2) failed running
  • Error building Player: 2 errors

How can I fix it?

From the errors it looks like this is caused by using EntityCommandBuffer, which is not yet supported in Burst code. This will be coming soon - we plan to support it in the 2019.3 timeframe.

Thank you!

I Fix it by disabling burst AOT Setting in project setting.because it need a visual basic installed from unity with SDK or whatever if you want a quick solution just disable Burt.

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@tim_jones , Is this still scheduled for for fixing 2019.3? I got the error with todays’ latest versions. Also got another error message I don’t know if it is related or not, see below.

C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs(431,13): error: Cannot find the field `TypeInfos` required for supporting TypeManager intrinsics in burst
at Unity.Entities.TypeManager.GetTypeInfo(int typeIndex) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs:430)
at Unity.Entities.ChunkDataUtility.ReplicateComponents(Unity.Entities.Chunk* srcChunk, int srcIndex, Unity.Entities.Chunk* dstChunk, int dstBaseIndex, int count) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\ChunkDataUtility.cs:268)
at Unity.Entities.EntityComponentStore.InstantiateEntitiesOne(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount, Unity.Entities.EntityComponentStore.InstantiateRemapChunk* remapChunks, int remapChunksCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:432)
at Unity.Entities.EntityComponentStore.InstantiateEntitiesGroup(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity* srcEntities, int srcEntityCount, Unity.Entities.Entity* outputRootEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:502)
at Unity.Entities.EntityComponentStore.InstantiateEntities(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:203)
at Unity.Entities.StructuralChange.InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore* entityComponentStore, Unity.Entities.Entity* srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityManagerChangeArchetype.cs:135)
InvalidOperationException: Burst failed to compile the given delegate: Void InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*, Unity.Entities.Entity*, Unity.Entities.Entity*, Int32)
   attribute: Unity.Burst.BurstCompileAttribute

Unity.Burst.BurstCompiler.Compile[T] (T delegateObj) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:120)
Unity.Burst.BurstCompiler.CompileFunctionPointer[T] (T delegateMethod) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:78)
Unity.Entities.StructuralChange.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManagerChangeArchetype.cs:68)
Unity.Entities.EntityManager..ctor (Unity.Entities.World world) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManager.cs:163)
Unity.Entities.World..ctor (System.String name) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:115)
Unity.Entities.DefaultWorldInitialization.Initialize (System.String defaultWorldName, System.Boolean editorWorld) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitialization.cs:127)
Unity.Entities.AutomaticWorldBootstrap.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:15)
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Regarding the second error - “Burst failed to compile the given delegate: Void InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*, Unity.Entities.Entity*, Unity.Entities.Entity*, Int32)” - please could you try upgrading Burst to the latest 1.2.0-preview package (preview 10 at time of writing)?

I’m still investigating the first error - EntityCommandBuffer “should” work with the latest version of 2019.3, Entities, and Burst, so if it doesn’t there’s probably a bug somewhere.

I no longer get either of these errors - somehow Unity had gotten stuck on Entities 0.4.0, now that it has properly installed 1.1.2 it’s working fine.

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My apologies - the errors are still there, and I mixed up the versions. It’s Burst that’s at 1.1.2, Entities is still at 0.4.0 which seems to be the latest version.

Here’s a copy of the errors.

C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs(431,13): error: Cannot find the field `TypeInfos` required for supporting TypeManager intrinsics in burst
at Unity.Entities.TypeManager.GetTypeInfo(int typeIndex) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\Types\TypeManager.cs:430)
at Unity.Entities.ChunkDataUtility.ReplicateComponents(Unity.Entities.Chunk* srcChunk, int srcIndex, Unity.Entities.Chunk* dstChunk, int dstBaseIndex, int count) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\ChunkDataUtility.cs:268)
at Unity.Entities.EntityComponentStore.InstantiateEntitiesOne(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount, Unity.Entities.EntityComponentStore.InstantiateRemapChunk* remapChunks, int remapChunksCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:432)
at Unity.Entities.EntityComponentStore.InstantiateEntitiesGroup(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity* srcEntities, int srcEntityCount, Unity.Entities.Entity* outputRootEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:502)
at Unity.Entities.EntityComponentStore.InstantiateEntities(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityComponentStoreCreateDestroyEntities.cs:203)
at Unity.Entities.StructuralChange.InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore* entityComponentStore, Unity.Entities.Entity* srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at C:\code\World2\Library\PackageCache\com.unity.entities@0.4.0-preview.10\Unity.Entities\EntityManagerChangeArchetype.cs:135)


While compiling job: System.Void Unity.Entities.StructuralChange::InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*,Unity.Entities.Entity*,Unity.Entities.Entity*,System.Int32)
InvalidOperationException: Burst failed to compile the given delegate: Void InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*, Unity.Entities.Entity*, Unity.Entities.Entity*, Int32)
   attribute: Unity.Burst.BurstCompileAttribute

Unity.Burst.BurstCompiler.Compile[T] (T delegateObj) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:120)
Unity.Burst.BurstCompiler.CompileFunctionPointer[T] (T delegateMethod) (at Library/PackageCache/com.unity.burst@1.1.2/Runtime/BurstCompiler.cs:78)
Unity.Entities.StructuralChange.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManagerChangeArchetype.cs:68)
Unity.Entities.EntityManager..ctor (Unity.Entities.World world) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManager.cs:163)
Unity.Entities.World..ctor (System.String name) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:115)
Unity.Entities.DefaultWorldInitialization.Initialize (System.String defaultWorldName, System.Boolean editorWorld) (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitialization.cs:127)
Unity.Entities.AutomaticWorldBootstrap.Initialize () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:15)
NullReferenceException: Object reference not set to an instance of an object
Unity.Entities.World.Dispose () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:146)
Unity.Entities.World.DisposeAllWorlds () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/World.cs:164)
Unity.Entities.DefaultWorldInitialization.DomainUnloadOrPlayModeChangeShutdown () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitialization.cs:87)
Unity.Entities.DefaultWorldInitializationProxy.OnDisable () (at Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities.Hybrid/Injection/DefaultWorldInitializationProxy.cs:28)

Please could you try updating Burst from 1.1.2 to 1.2.0-preview11? I think this is one of the bugs we have fixed.

I’m not the OP; but I ran into similar issues. Upon updating to 1.2.0-preview11 of Burst; I encountered the following two errors:

Did you restart the Editor after upgrading Burst? Those errors look like something that could happen if you upgrade Burst and immediately use it, without restarting the Editor.

We have documented that limitation here - Burst User Guide | Burst | 1.2.3 - and this is something we hope to improve in future releases.

2 Likes

Hi.

I tried to build the ECS sample ‘Boids’ as Windows x86_64 standalone. (git commit # below)
It outputs the very similar error message about two missing assemblies. see below.

Result is a running executable showing only the blank blue background. The subordinate scenes with the environment and the fishes seem to be missing. As if the two sub-scenes “Environment” and “Simulation” are not being loaded.

I tried updating Burst as recommended in this thread, did not change it.
Tried switch build environment from .NET 2.0 to 4.X, tried changing from ‘mono’ to ‘IL2CPP’, no change.

Using Unity 2020.1.0b5.3485,
Burst 1.3.0 preview.9
Entities 0.6.0 preview.24
Jobs 0.2.5 preview.20

git “EntityComponentSystemSamples”,
branch “master”,
commit 5c71cb85f4

Errormessages are (two):

Unable to find player assembly: C:\Unity\EntityComponentSystemSamples\ECSSamples\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
UnityEngine.Debug:LogWarning(Object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:230)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:107)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Unable to find player assembly: C:\Unity\EntityComponentSystemSamples\ECSSamples\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
UnityEngine.Debug:LogWarning(Object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:230)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.0-preview.9/Editor/BurstAotCompiler.cs:107)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

I’m seeing similar warnings when making Windows builds:

Also:

But the build then claims to have completed successfully. The resulting build runs and seemingly has good performance, but outputs log errors on start, and has difficulty staying connected to the profiler.

Do these errors suggest that Burst is failing? What could be happening here?

I am using an ECB in a Burst job, but I was under the impression that is supported now (just not ECB playback).

Thank you for any help!

Hm…I get this error even if I disable Burst compilation from the Jobs menu in the editor. Not sure if that also disables it for builds.

I have HDRP and Hybrid Renderer v2 active in my project, fwiw.

I get this same warning. Would love to know what is going on with it.

1 Like

I have this warning too, is this a problem?

I get this error too. Please clarify. Thanks

1 Like

I am getting these errors in 2019.3.7f1 after installing burst, I also seem to have lost my save functionality that just uses File.WriteAllLines, but it does happen when the game time is set to zero which I am pressuming is causing he problem as the games buttons no longer respond correctly in the UI either. it all works great in the editor still though but I havent had a chance to check the logs yet to see what the errors are. I did add a few packages to visual studio c++ .net etc just to make sure i had covered everything Lol and here I was thinking I was almost done :stuck_out_tongue:

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Made a quick test here, and just by importing Jobs to the project make these errors pop in 2020.3.2f1 together with the Windows.Forms.dll reference and various failures may occur. Is there a way to fix this currently?

The errors:

System.Windows.Forms.dll assembly is referenced by user code, but is not supported on StandaloneWindows platform. Various failures might follow.
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
Unable to find player assembly: C:\Unity\New Unity Project\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
UnityEngine.Debug:LogWarning (object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:287)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:164)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
Unable to find player assembly: C:\Unity\New Unity Project\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
UnityEngine.Debug:LogWarning (object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:287)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.4.1/Editor/BurstAotCompiler.cs:164)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
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Happens in 2022.1b4 HDRP, Burst 1.6.0

Don’t know why this is not fixed after all this time…

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