Why can't I build Web Player in Unity while I have no problems with building standalone versions?

Hello! My second question for you: Why can’t I build Web Player in Unity while I have no problems with building standalone versions? Please don’t tell me that is shouldn’t use .NET 2.0 subset. It doesn’t work. I know my question are hard for you. My first problem hasn’t been solved so far. This is another hard question for you. I have a problems with building Web Player. The problem exists every time I try to build Web Player. I hears am error beep and see in Console:

Here’s the error:

ArgumentException: The Assembly System.Web is referenced by log4net. But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary2 cache, BuildTarget target) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/AssemblyHelper.cs:106)
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary2 cache, BuildTarget target) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/AssemblyHelper.cs:109)
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary2 cache, BuildTarget target) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/AssemblyHelper.cs:109)
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary2 cache, BuildTarget target) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/AssemblyHelper.cs:109)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String paths, System.String foldersToSearch, BuildTarget target) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/AssemblyHelper.cs:141)

And:

Error building Player: Extracting referenced dlls failed.

Well, IT specialists/game developers, please tell me how to fix it.

log4net depends on System.Web, which according to official documentation is not supported in Web Player.

To solve your problem, I guess you could download log4net sources, change them so that they won’t require System.Web, and build your own logger version. Or you can check these links - it looks like some Unity users already did it:

http://www.valion-game.com/295/use-log4net-for-efficient-logging-in-unity3d/

[http://forum.unity3d.com/threads/8380-Using-log4net-for-logging-)][3]

[3]: http://forum.unity3d.com/threads/8380-Using-log4net-for-logging-)

No, it will never work properly, with web-builds - HTML5,
in Unity,
as - the unity has FAILED to do this properly so far,
for the Web Export platform (which is now world wide known).
The new hope arises in: using Web GL instead, which is coming
with new version V5 of unity, soon, where we hope to see
a better job from Unity team, regardless web platforms exports for games.
-We did, in our studio, hours-and-hours of research about this problem,
only to have the majority of our tests results - inconclusive.
(with the properly built export modules with other game engines,
you DO know what is the problem, after such tests … but with Unity
(regardless web-builds for HTML5 - you never will).
(so, save yourself some time, and nerves - it’s not worth it).
And, no panic - there is nothing you did wrong regardless your game,
it’s Unity team who did integration, and HTML export module - wrongly.
To be even worse, for our experience - they never answered my numerous
bug reports about this (about 500 by now …), and direct enquiries
as well (about 10 so far). What more for “we don’t care” do you need
about this ?
Also - windows 8 (provided by Micros-Not( is the worst OS we have ever tried
for games production ever, which is also not helping either, so you are
caught in between these 2 careless factions, so - it’s not worth it, really,
with the Web Builds, in Unity …
Now, we are to wait and see, what happens with coming V.5, and promissed
Web GL export with it (fingers crossed).
And, do you know why this said above is absolutely correct as well:
Your Unity: Windows / Android, Etc. platform game exports - work perfectly ok.