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Question by junsungkim04 · Jun 05 at 09:58 AM · c#errorcompile

NotSupportedException: Microsoft.CSharp.CSharpCodeProvider::.ctor error

It works without errors in the editor.

But in post-build debugging I get that error.

I don't know how to fix it.

Any help would be appreciated

An error occurred in that code.

 using UnityEngine;
 using System;
 using Microsoft.CSharp;
 using System.CodeDom.Compiler;
 using System.Reflection;
 using System.Text;
 
 public class test : MonoBehaviour
 {
     private void Start()
     {
         var assembly = Compile(@"
             using UnityEngine;
             using System.Collections;
 
             public class RuntimeCompiled : MonoBehaviour
             {
                 public static RuntimeCompiled AddYourselfTo(GameObject host)
                 {
                     return host.AddComponent<RuntimeCompiled>();
                 }
 
                 void Start()
                 {
                     Debug.Log(""TEST"");
                 }
             }");
 
         var runtimeType = assembly.GetType("RuntimeCompiled");
         var method = runtimeType.GetMethod("AddYourselfTo");
         var del = (Func<GameObject, MonoBehaviour>)
             Delegate.CreateDelegate(
             typeof(Func<GameObject, MonoBehaviour>),
             method
             );
 
         // We ask the compiled method to add its component to this.gameObject
         var addedComponent = del.Invoke(gameObject);
 
         // The delegate pre-bakes the reflection, so repeated calls don't
         // cost us every time, as long as we keep re-using the delegate.
     }
 
     public static Assembly Compile(string source)
     {
         // Replace this Compiler.CSharpCodeProvider wth aeroson's version
         // if you're targeting non-Windows platforms:
         var provider = new CSharpCodeProvider();
         var param = new CompilerParameters();
 
         // Add ALL of the assembly references
         foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
         {
             param.ReferencedAssemblies.Add(assembly.Location);
         }
 
         // Or, uncomment just the assemblies you need...
 
         // System namespace for common types like collections.
         //param.ReferencedAssemblies.Add("System.dll");
 
         // This contains methods from the Unity namespaces:
         //param.ReferencedAssemblies.Add("UnityEngines.dll");
 
         // This assembly contains runtime C# code from your Assets folders:
         // (If you're using editor scripts, they may be in another assembly)
         //param.ReferencedAssemblies.Add("CSharp.dll");
 
 
         // Generate a dll in memory
         param.GenerateExecutable = false;
         param.GenerateInMemory = true;
 
         // Compile the source
         var result = provider.CompileAssemblyFromSource(param, source);
 
         if (result.Errors.Count > 0)
         {
             var msg = new StringBuilder();
             foreach (CompilerError error in result.Errors)
             {
                 msg.AppendFormat("Error ({0}): {1}\n",
                   error.ErrorNumber, error.ErrorText);
             }
             throw new Exception(msg.ToString());
         }
 
         // Return the assembly
         return result.CompiledAssembly;
     }
 }


Attached below is the error log.

 PlayerConnection initialized from D:/Documents/Unity/MRS_Main/build/MRS_Main_Data (debug = 0)
 PlayerConnection initialized network socket : 0.0.0.0 55266
 Multi-casting "[IP] Hide [Port] 55266 [Flags] 3 [Guid] 1841677575 [EditorId] 2013053427 [Version] 1048832 [Id] WindowsPlayer(DESKTOP-Hide) [Debug] 1 [PackageName] WindowsPlayer [ProjectName] MRS_Main" to [225.0.0.222:54997]...
 Waiting for connection from host on [0.0.0.0:55266]...
 Remaining time:8s
 Remaining time:7s
 Remaining time:6s
 Remaining time:5s
 Remaining time:4s
 Remaining time:3s
 Remaining time:2s
 Remaining time:1s
 Remaining time:0s
 Timed out. Continuing without host connection.
 Started listening to [0.0.0.0:55266]
 Starting managed debugger on port 56575
 PlayerConnection already initialized - listening to [0.0.0.0:55266]
 Initialize engine version: 2019.3.15f1 (59ff3e03856d)
 [Subsystems] Discovering subsystems at path D:/Documents/Unity/MRS_Main/build/MRS_Main_Data/UnitySubsystems
 GfxDevice: creating device client; threaded=1
 Direct3D:
     Version:  Direct3D 11.0 [level 11.1]
     Renderer: NVIDIA GeForce RTX 3050 Laptop GPU (ID=0x25a2)
     Vendor:   
     VRAM:     3991 MB
     Driver:   30.0.14.9649
 D3D11 device created for Microsoft Media Foundation video decoding.
 <RI> Initializing input.
 <RI> Input initialized.
 <RI> Initialized touch support.
 UnloadTime: 0.496700 ms
 Curl error 7: Failed to connect to 127.0.0.1 port 8800: Connection refused
  
 (Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 813)
 
 NotSupportedException: Microsoft.CSharp.CSharpCodeProvider::.ctor
   at Microsoft.CSharp.CSharpCodeProvider..ctor () [0x00000] in <00000000000000000000000000000000>:0 
   at RobotMove.Compile (System.String source) [0x00000] in <00000000000000000000000000000000>:0 
   at RobotMove+<caserun>d__10.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator routine) [0x00000] in <00000000000000000000000000000000>:0 
   at RobotMove+<caserunner>d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator routine) [0x00000] in <00000000000000000000000000000000>:0 
   at RobotUI.StartOnClick () [0x00000] in <00000000000000000000000000000000>:0 
   at System.Threading.ThreadStart.Invoke () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.UI.Button.Press () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 
   at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 
   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 
 UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
 <caserunner>d__8:MoveNext()
 UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
 RobotUI:StartOnClick()
 System.Threading.ThreadStart:Invoke()
 UnityEngine.Events.InvokableCall:Invoke()
 UnityEngine.Events.UnityEvent:Invoke()
 UnityEngine.UI.Button:Press()
 UnityEngine.UI.Button:OnPointerClick(PointerEventData)
 UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData)
 System.EventHandler`1:Invoke(Object, TEventArgs)
 UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
 UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
 UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
 UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
 UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
 UnityEngine.EventSystems.StandaloneInputModule:Process()
 UnityEngine.EventSystems.EventSystem:Update()
  
 (Filename: currently not available on il2cpp Line: -1)


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