How to resolve the error on Unity 3d: Deterministic compilation failed. You can disable Deterministic builds in Player Settings…
Yesterday we encountered this issue after updating to Unity 2020.1.1f1.
Our game could not launch in this version of Unity.
If you have encountered the same problem, here is the solution.
The game we developed was with an old version of Unity.
After importing into the new editor, we see this text displayed:
Deterministic compilation failed. You can disable Deterministic builds in Player Settings ... error CS8357: The specified version string contains wildcards, which are not compatible with determinism. Either remove wildcards from the version string, or disable determinism for this compilation.
In this post we will show you the ways that allowed us to solve this problem.
[SOLVED] Deterministic compilation failed. You can disable Deterministic builds in Player Settings…
Causes of Deterministic Compilation Failure
We suspect that the main cause of this error comes from the incompatibility with the new Unity 3d version 2020.1.1f1.
To solve this problem we therefore disabled deterministic compilation. Below we show you exactly how.
Unity 3d Problems Solution
- To resolve this issue, click on Project Settings… by following this path using the pointer on the bar at the very top: Edit > Project Settings…
- Then in the window that appears, type in the search deterministic . Scroll down among the results, more precisely in Others Settings, you will find Use deterministic compilation
- Uncheck the Use deterministic compilation box in blue on the image above.
- Then restart your Unity 3d and you’re done.
Attempt at explanation
Although the steps before the last one were found quite easily, restarting the editor was the missing link.
The trick didn’t work without restarting the editor. This made us constantly question the previous steps.
Restarting recompiles all Assets with the new setting. Restarting is the only method we have found to recompile Unity 3d project Assets.
Being a beginner in handling the editor, we hope to learn other methods and best practices to move forward properly.
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