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This error no longer reproduces as Burst has been updated. That means this bug is resolved and no longer needs to be fixed. If it should pop up again, however, please make a new bug report!
Repro steps:
Library\PackageCache\com.unity.burst@1.8.9\Editor\BurstAotCompiler.cs(985,27): error CS0234: The type or namespace name 'AndroidExternalToolsSettings' does not exist in the namespace 'UnityEditor.Android' (are you missing an assembly reference?)
Expected result:
Since the burst package comes pre-installed for the URP template, switching platforms, without the user doing anything extra, should not result in any errors.
Workaround: Restart your project and the error goes away.
Tested on Windows 11.
Cannot repro on 2023.3.0a12
Note: On MacBook Pro (Apple M1 Max, Ventura 13.6), when switching to Android Platform bunch of warnings are thrown in the Console
Shader warning in 'ProbeVolumeSamplingDebugPositionNormal': 'SHEvalLinearL1': implicit truncation of vector type at kernel ComputePositionNormal at (231)/Library/PackageCache/com.unity.render-pipelines.core@16.0.4/ShaderLibrary/SphericalHarmonics.hlsl(96) (on gles3)
Shader warning in 'top_level_intersector': Buffer count exceeding default GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. Shader might not work on all hw. Consider combining separate buffers into one containing struct elements. at kernel TraceRays (on gles3) Shader warning in 'TraceRays': Buffer count exceeding default GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. Shader might not work on all hw. Consider combining separate buffers into one containing struct elements. at kernel MainRayGenShader (on gles3)
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