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Fixed in 2020.1

Fixed in 2018.4, 2019.2, 2019.3



Found in






Issue ID




BuiltinAssemblies.stamp in Library folder is not being regenerated



How to reproduce:
0. Download and extract ""
1. Ensure `SampleProject\Library\ScriptAssemblies\BuiltinAssemblies.stamp` does not exist
2. Edit `RunSample.cmd` to change the path to the editor to your install of Unity 2018.4.1f1.
3. Run `RunSample.cmd` and wait for it to finish. The build output will be logged to `BuildReport.log` next to the `cmd` file
4. View `BuildReport.log` and see that user assemblies are compiled by looking for the log
`- Starting compile Library/ScriptAssemblies/*`
* This is normal on a first run so let's continue
5. Note that `SampleProject\Library\ScriptAssemblies\BuiltinAssemblies.stamp` does not exist
6. Re-run `RunSample.cmd` and wait for it to finish.
7. View `BuildReport.log` and see that user assemblies are compiled by looking for the log
`- Starting compile Library/ScriptAssemblies/*`
* User assemblies should not be recompiled as nothing has changed
* Note that `SampleProject\Library\ScriptAssemblies\BuiltinAssemblies.stamp` does not exist

Expected result: the BuiltinAssemblies.stamp file is generated
Actual result: the BuiltinAssemblies.stamp is not generated

Reproducible with: 2018.4.11f1, 2019.2.8f1, 2019.3.0b4, 2020.1.0a8
Could not test with: 2017.4.33f1 (the .bat file stopped at "Couldn't set project path to: SampleProject")

Comments (2)

  1. 96aedf8bea46eea1fe19a8f07c061453?d=mm


    Jun 23, 2020 12:14

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  2. 208ae70fb5c1431dbfce1da67134c125?d=mm


    Oct 17, 2019 13:16

    We are having an issue that seems to stem from this problem, so I am posting the current state of our research here.
    Context: We would like to build our project in batch mode, for continuous integration purposes.
    Issue: In batch mode, the generated Win64 builds are corrupted/broken.
    Those Win64 builds will crash instantly at launch.
    However a Win64 build created via Unity Editor GUI will work.
    We use Unity 2019.1.12f1.

    - If we use a "buffer" scene as first scene, that is, an empty scene with a single button that launches the actual first scene of our project, the crash is shifted and happens when one clicks on the button and load the scene => Which tells us the issue might lie within our code and dependencies
    - However the only difference betweeen a build that works and a build that crashes is the `Library/ScriptAssemblies/BuiltinAssemblies.stamp` file. We don't know what it does and we couldn't find anything else on the topic on the internet beside this issue ticket.
    When this stamp is not regenerated our builds will crash (the file is removed when we start a batch mode build). When it is properly generated our builds work. If we cheat and inject the file manually, our builds work.
    Judging from this
    It looks like some assemblies are being *saved from stripping* based on the content of this file, and if the file isn't generated, well probably some assemblies we need get stripped.

    The workaround we have is to simply inject a `BuiltinAssemblies.stamp` file based on the content we have on a machine that works (it looks like all of our dev machines have the same file content), right before starting the build. However we have the gut feeling this won't last long, especially if the content of the file is going to change.

    If we can get some info on what this file is and what it does we would be grateful.

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