I've received a suite of errors under this header:
Building Library\Bee\artifacts\WinPlayerBuildProgram\u1oik\wqp6nauqn0ae.obj failed with output:, attached as a text file here. (I added some line separators to help identify individual errors)
They all seem like weird burst internal errors to me, like...
'bool EntityManager_HasBuffer_TisSideEffectBufferData_tD937F0ABF9C5DD69F0992563AAFD0C3E95146288_m5187EBAA5A0817E6EC50E2F489351106C8B2BD53(EntityManager_t245CC8C15DD62AF5BA0B385CF94EA7CD0B3F4C91 *,Entity_t56176FC78C475061A82383D9E0CEE352C6C52ABD,const RuntimeMethod *)': cannot convert argument 2 from 'int32_t' to 'Entity_t56176FC78C475061A82383D9E0CEE352C6C52ABD'
wtf lol
I recently made some big changes to how my game uses ECS (to better utilise Burst and job scheduling). The game used Unity 2022.2.0f1 when I started making the changes, and some mysterious errors (in editor, not in build) led to me upgrading to Unity 2022.3.6f1 to successfully resolve them.
Unfortunately that means there's a LOT of changes in between now and when the game was last building successfully so it's not really possible for me to bisect and find the exact moment it went from building <-> not building 😦
Any tips on how to go about dealing with these build errors?