When I attempt to install SimpleRockets2_ModTools.unitypackage either into a brand new mod project or into an existing mod project with the ModTools folder removed, I get the following error:


PrecompiledAssemblyException: Multiple precompiled assemblies with the same name Unity.Burst.dll included or the current platform. Only one assembly with the same name is allowed per platform. Assembly paths:
Assets/ModTools/Assemblies/Unity.Burst.dll
Assets/ModTools/Assemblies/EditorAssemblies/Unity.Burst.dll
UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.ValidateAndGetNameToPrecompiledAssembly (UnityEditor.Scripting.ScriptCompilation.PrecompiledAssembly[] precompiledAssemblies) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorBuildRules.cs:627)
UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.ToScriptAssemblies (System.Collections.Generic.IDictionary`2[TKey,TValue] targetAssemblies, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+CompilationAssemblies assemblies, System.Collections.Generic.HashSet`1[T] runUpdaterAssemblies) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorBuildRules.cs:639)
UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.GetAllScriptAssemblies (System.Collections.Generic.Dictionary`2[TKey,TValue] allSourceFiles, System.String projectDirectory, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+CompilationAssemblies assemblies, System.Collections.Generic.HashSet`1[T] runUpdaterAssemblies, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+TargetAssemblyType onlyIncludeType) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorBuildRules.cs:366)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.GetAllScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.Scripting.ScriptCompilation.PrecompiledAssembly[] unityAssembliesArg, UnityEditor.Scripting.ScriptCompilation.PrecompiledAssembly[] precompiledAssembliesArg, System.String[] defines) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:2201)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.GetAllScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, System.String[] defines) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:2178)
UnityEditor.Compilation.CompilationPipeline.GetEditorAssemblies (UnityEditor.Scripting.ScriptCompilation.EditorCompilation editorCompilation, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions additionalOptions, System.String[] defines) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationPipeline.cs:392)
UnityEditor.Compilation.CompilationPipeline.GetAssemblies (UnityEditor.Scripting.ScriptCompilation.EditorCompilation editorCompilation, UnityEditor.Compilation.AssembliesType assembliesType) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationPipeline.cs:216)
UnityEditor.Compilation.CompilationPipeline.GetAssemblies (UnityEditor.Compilation.AssembliesType assembliesType) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationPipeline.cs:206)
UnityEditor.Compilation.CompilationPipeline.GetAssemblies () (at /Users/bokken/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationPipeline.cs:201)
Packages.Rider.Editor.AssemblyNameProvider.GetAssemblies (System.Func`2[T,TResult] shouldFileBePartOfSolution) (at Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/ProjectGeneration/ProjectGeneration.cs:60)
Packages.Rider.Editor.ProjectGeneration.GenerateAndWriteSolutionAndProjects (System.Type[] types) (at Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/ProjectGeneration/ProjectGeneration.cs:297)
Packages.Rider.Editor.ProjectGeneration.Sync () (at Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/ProjectGeneration/ProjectGeneration.cs:223)
Packages.Rider.Editor.ProjectGeneration.SyncIfNeeded (System.Collections.Generic.IEnumerable`1[T] affectedFiles, System.Collections.Generic.IEnumerable`1[T] reimportedFiles) (at Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/ProjectGeneration/ProjectGeneration.cs:197)
Packages.Rider.Editor.RiderScriptEditor.SyncIfNeeded (System.String[] addedFiles, System.String[] deletedFiles, System.String[] movedFiles, System.String[] movedFromFiles, System.String[] importedFiles) (at Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/RiderScriptEditor.cs:229)
UnityEditor.CodeEditorProjectSync.PostprocessSyncProject (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at /Users/bokken/buildslave/unity/build/Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:35)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/bokken/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:173)

Bug Done Fixed in 0.9.507.0

3 Comments

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  • Profile image
    Mod sflanker

    @NathanMikeska Thanks. I can confirm that everything seems to be working now in v0.9.503. I did have to update my asmdef like so:

    {
    "name": "VizzyGL",
    "references": [
    "UnityEngine.UI",
    "Unity.TextMeshPro",
    "Unity.Mathematics"
    ]
    }

    4.2 years ago
  • Profile image

    My bad, sorry about that. I thought this was tested and working but clearly it is not.

    I have just reworked some of the ModTools stuff with regard to how packages are referenced. The good news is that these changes, in conjunction with some changes in Unity since this stuff was first developed, have allowed me to simplify the setup process for mods. You should now just be able to import the mod tools in an empty project and it should handle configuring the player settings and package references.

    The bad news is there are some manual steps to take to update existing mods. First of all, don't use the mod tools from the initial beta release since they are messed up (as you have seen). You can grab them from the next beta release or, if you want to get started sooner, you can get a dev build of them here. I'd recommend deleting your ModTools/Assemblies/ folder first. After that, use the Unity package manager to reference TextMeshPro (v2.1.1) and Unity Mathematics (v1.2.1). You should then be able to import the new mod tools package. The last step, if your code is using anything from Unity.UI, TextMeshPro, or Mathematics, you will need to update your project's asmdef file (should be under Assets/[ProjectName]) to reference UnityEngine.UI, Unity.TextMeshPro, and Unity.Mathematics.

    Please let me know how it goes if you get a chance to test it. Once again, sorry about the trouble.

    4.2 years ago
  • Profile image
    Mod sflanker

    I can sorta get it to install by unchecking the the duplicate assemblies, but then I do not get the SimpleRockets menu in Unity. Or I don't get the necessary assembly references in the C# project, depending on which copy I uncheck.

    4.2 years ago

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