Description of issue:
My win 64 build fails on Cloud Build stating that it can’t find any of the Unity libraries. I’m using the .NET 4.6 scripting runtime.
Unity version: 2017.2.0f3
Source control: Git w/ LFS with Visual Studio Team Services.
Local build platform: Windows 64-bit
Build target: Windows 64-bit
Relevant plugins being used (i.e. Google Play Game Services, other plugins that may perform automatic post-build behaviors)
None.
Project name: Tavern
Build log (relevant chunk):
Error: System.Exception: 'UnityEngine.MonoBehaviour' was not found in any of the referenced assemblies
28094: [Unity] at us.UnityScriptCompilerFactoryModule.resolveType (System.Object assemblies, System.String typeName) [0x00089] in <c640d65315cc44779b32219854912c61>:0
28095: [Unity] at us.UnityScriptCompilerFactory.FromCommandLineOptions (us.CommandLineOptions options) [0x002a8] in <c640d65315cc44779b32219854912c61>:0
28096: [Unity] at us.UsModule.compile (us.CommandLineOptions options) [0x00000] in <c640d65315cc44779b32219854912c61>:0
28097: [Unity] at us.UsModule.runWithCommandLine (System.String[] commandLine) [0x0001d] in <c640d65315cc44779b32219854912c61>:0
28098: [Unity] at us.UsModule.Main (System.String[] argv) [0x00000] in <c640d65315cc44779b32219854912c61>:0
28099: [Unity] (Filename: Line: 0)
28100: [Unity] Error building Player because scripts had compiler errors
16618: [Unity] -----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/Assembly-CSharp.dll
16619: [Unity] Compilation failed: 3821 error(s), 2 warnings
16620: [Unity] Assets/3rdParty/Cinemachine/Base/Runtime/Behaviours/CinemachineBrain.cs(5,19): error CS0234: The type or namespace name `Events' does not exist in the namespace `UnityEngine'. Are you missing an assembly reference?
16621: [Unity] Assets/3rdParty/Cinemachine/Base/Runtime/Behaviours/CinemachineCollider.cs(4,19): error CS0234: The type or namespace name `Serialization' does not exist in the namespace `UnityEngine'. Are you missing an assembly reference?
Does it build locally from a fresh checkout?
Yes. Local build from a fresh git clone is ok with no errors.
I do get the error below in the editor, starting with 2017.2.0f3 however, but I can build successfully. I have yet to find out why.
scriptParameterClass != NULL