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Question by Folcon_Red · Nov 29, 2021 at 05:31 PM · build-errorbuildpipeline

Trying to build a pipeline but getting error path contains project built with "Create Visual Studio Solution" option

Some background:

I'm using Arcadia, but that shouldn't matter as the output is just a c# lib that gets called by the project.

This is super confusing as using the Unity build option works perfectly, but I would like to automate the creation of Windows / Macos / Linux builds, so just trying to get this working as an editor build script.

If I've made a silly assumption please let me know, perhaps I should be approaching this differently.

Here are the errors I'm getting:

 error:  Build path contains project built with "Create Visual Studio Solution" option, which is incompatible with current build settings. Consider building your project into an empty directory.
 UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions)
 Build:BuildAllPipeline () (at Assets/Scripts/Editor/Build.cs:25)

 Internal build system error. BuildProgram exited with code -2146233088.
 error:  Build path contains project built with "Create Visual Studio Solution" option, which is incompatible with current build settings. Consider building your project into an empty directory.
 System.Exception: Build path contains project built with "Create Visual Studio Solution" option, which is incompatible with current build settings. Consider building your project into an empty directory.
    at WinPlayerBuildProgram.WinPlayerPrerequisiteChecks.CheckSafeProjectOverwrite(PlayerBuildConfig playerBuildConfig)
    at WinPlayerBuildProgram.WinPlayerBuildProgram..ctor(String[] args)
    at PlayerBuildProgramTypeWrapper.Run(String[] args)
    at Program.Main(String[] args)
 UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions)
 Build:BuildAllPipeline () (at Assets/Scripts/Editor/Build.cs:25)

 BuildFailedException: Incremental Player build failed!
 UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <ca9371748a7e4a518cfda3ab1cf36aff>:0)
 UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <ca9371748a7e4a518cfda3ab1cf36aff>:0)
 UnityEditor.WindowsStandalone.WinPlayerPostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/PlatformDependent/WinPlayer/Extensions/Managed/WinPlayerPostProcessor.cs:33)
 UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <ca9371748a7e4a518cfda3ab1cf36aff>:0)
 UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
 Build:BuildAllPipeline() (at Assets/Scripts/Editor/Build.cs:25)

Here's my build script:

 using UnityEditor;
 using UnityEngine;
 using UnityEditor.Build.Reporting;
 using Arcadia;
 
 
 public class Build : MonoBehaviour
 {
     [MenuItem("Build/Build All")]
     public static void BuildAllPipeline()
     {
         // Don't forget to set the namespace you're interested in the configuration.edn
         // Build Clojure Bits
         Arcadia.BuildPipeline.PrepareExport();
         
         // ===== This sample is taken from the Unity scripting API here:
         // https://docs.unity3d.com/ScriptReference/BuildPipeline.BuildPlayer.html
         BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
         buildPlayerOptions.scenes = new[] { "Assets/Scenes/Main.unity" };
         buildPlayerOptions.locationPathName = "BuildAll";
         buildPlayerOptions.target = BuildTarget.StandaloneWindows64;
         // buildPlayerOptions.options = BuildOptions.None;
         buildPlayerOptions.options = BuildOptions.DetailedBuildReport | BuildOptions.StrictMode;
 
         BuildReport report = UnityEditor.BuildPipeline.BuildPlayer(buildPlayerOptions);
         BuildSummary summary = report.summary;
 
         if (summary.result == BuildResult.Succeeded)
         {
             Debug.Log("Build succeeded: " + summary.totalSize + " bytes");
         }
 
         if (summary.result == BuildResult.Failed)
         {
             Debug.Log("Build failed");
         }
     }
 }

Things I've tried so far: Googling the error got me [0], [1] and [2]: [0] suggests, to create a new folder Build Versions and run the command from there, I feel that I migh be doing this using locationPathName = "BuildAll", but not certain. It also mentions that Unity expects the result of locationPathName as a folder will trigger will trigger this error, not certain why the Unity example from the docs [3] uses the folder iOSBuild.

[1] and [2] suggests deleting the .sln files which I tried, but didn't appear to make any difference.

PS: Sorry about the formatting, the preview seems to make everything look really clumped together.

  • [0]: https://forum.unity.com/threads/unable-to-build-my-projects-in-2018-2-0b7-after-receiving-fatal-build-error.535810/

  • [1]: https://answers.unity.com/questions/1612956/why-this-fatal-error-when-i-try-to-build-my-projec.html

  • [2]: https://stackoverflow.com/questions/56844138/unity-build-errors

  • [3]: https://docs.unity3d.com/ScriptReference/BuildPipeline.BuildPlayer.html

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