I'm not a unity specialist, I'm doing ios development. But I need to build and export the unity model to my project. In the unit itself, I see a mozhel, it is animated, that is, everything seems to work, but when exporting, I get the following errors. Tell me what you need to do for a successful export, thanks in advance!
Problem detected while opening the Scene file: 'Assets/Scenes/debug.unity'. Check the following logs for more details. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Prefab instance problem: '1 (Missing Prefab with guid: d7cbffd902e3d0d45b47336e071f6d89)'. Missing Prefab asset with guid d7cbffd902e3d0d45b47336e071f6d89. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Prefab instance problem: 'Merge_2_f (Missing Prefab with guid: eaacf97144b803044a1ddd707eef1149)'. Missing Prefab asset with guid eaacf97144b803044a1ddd707eef1149. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
BuildFailedException: Burst compiler (1.7.4) failed running
stdout: Failed to determine xcode installation path - "xcode-select -p" is XCode installed? xcrun: error: invalid active developer path (/Library/Developer/CommandLineTools), missing xcrun at: /Library/Developer/CommandLineTools/usr/bin/xcrun
stderr:
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/[email protected]/Editor/BurstAotCompiler.cs:1468) Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/[email protected]/Editor/BurstAotCompiler.cs:1334) Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/[email protected]/Editor/BurstAotCompiler.cs:1309) Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/[email protected]/Editor/BurstAotCompiler.cs:557) Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/[email protected]/Editor/BurstAotCompiler.cs:208) UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:541) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)
Error building Player: 5 errors
Error building Player: 7 errors
Build completed with a result of 'Failed' in 3 seconds (2507 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)
UnityEditor.BuildPlayerWindow+BuildMethodException: 9 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ce] in /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPlayerWindowBuildMethods.cs:193
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPlayerWindowBuildMethods.cs:94
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)
The first errors suggest to me that you inserted prefabs in your scene and later removed them in your assets. Take a closer look at this. In the Inspector these should be marked in red.
As far as I know, you can only build for iOS if you are on one of these devices yourself. If you are not, I assume that you cannot build it.