Why is this error happening in one pc after installing multiplayer netcode library?
After installing the library com.unity.netcode.gameobjects I get this error in one pc, in the other, it builds perfectly. I am currently using Unity 2020.3.25, it seems the error is caused by the burst version the library needs to work.
This is the message:
BuildFailedException: Burst compiler (1.5.4) failed running
stdout: stderr: C:\Users\jscor\Desktop\JuanSebastian\PROYECTOS\Unity\2020.3.25f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld: error: cannot open C:\Users\jscor\Desktop\JuanSebastian\PROYECTOS\Unity\2020.3.25f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/lib/armv7-a/libatomic.a: No such file or directory clang.exe: error: linker command failed with exit code 1 (use -v to see invocation)
Excepci�n no controlada: Burst.Compiler.IL.Aot.AotLinkerException: The native link step failed. Check previous exception in the log - linker command line : "C:\Users\jscor\Desktop\JuanSebastian\PROYECTOS\Unity\2020.3.25f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang.exe "@C:\Users\jscor\AppData\Local\Temp\tmp5525.tmp"" en Burst.Compiler.IL.Aot.AotNativeLinkBase.RunNativeLinkerTool(String command, String arguments, String errorMessage, String commandType, String workingDirectory, Boolean muteOutputs) en Burst.Compiler.IL.Aot.AotNativeLinkAndroid.Link(TargetCpu targetCpu, List`1 inputFiles, String outputFile, Boolean enableDebugInfo) en Burst.Compiler.IL.Aot.AotCompiler.Link(List`1 groups, String nameSuffix, AotCompilerOptions compilerOptions, TextWriter consoleOut, TextWriter consoleError) en Burst.Bcl.BclApp.LibraryThread.Process(LibraryCompilationRequest libraryRequest) en Burst.Bcl.BclApp.LibraryThread.Run() en System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) en System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) en System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) en System.Threading.ThreadHelper.ThreadStart()
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.4/Editor/BurstAotCompiler.cs:1206) Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.4/Editor/BurstAotCompiler.cs:1103) Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.4/Editor/BurstAotCompiler.cs:1078) Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.4/Editor/BurstAotCompiler.cs:476) Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.4/Editor/BurstAotCompiler.cs:179) UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at :0) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()