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Bug 2021.2.0f1 System.IO.DirectoryNotFoundException:

Discussion in 'Editor & General Support' started by mfatihbarut, Oct 28, 2021.

  1. mfatihbarut

    mfatihbarut

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    Internal build system error. BuildProgram exited with code -2147024893.
    System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\�l2cpp\Release\StaticLibs\armeabi-v7a\compile.rsp'.
    at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
    at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
    at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
    at System.IO.StreamReader.ValidateArgsAndOpenPath(String path, Encoding encoding, Int32 bufferSize)
    at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks)
    at System.IO.File.InternalReadAllText(String path, Encoding encoding)
    at System.IO.File.ReadAllText(String path)
    at NiceIO.NPath.SystemIOFileSystem.File_ReadAllText(NPath path)
    at NiceIO.NPath.WindowsFileSystem.File_ReadAllText(NPath path)
    at Bee.Core.Stevedore.VirtualFileSystem.File_ReadAllText(NPath path)
    at NiceIO.NPath.RelayingFileSystem.File_ReadAllText(NPath path)
    at Bee.Core.BuildProgramFileSystem.File_ReadAllText(NPath path)
    at NiceIO.NPath.ReadAllText()
    at AndroidPlayerBuildProgram.AndroidPlayerBuildProgram.SetupCompile(AndroidSharedLibraryConfiguration config, String name, AndroidTargetDeviceType deviceType, NPath sourceFilePath)
    at AndroidPlayerBuildProgram.AndroidPlayerBuildProgram.SetupLibUnityLibrary()+MoveNext()
    at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
    at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
    at AndroidPlayerBuildProgram.AndroidPlayerBuildProgram.SetupPlayerBuild()
    at PlayerBuildProgramLibrary.PlayerBuildProgramBase.RunBuildProgram()
    at PlayerBuildProgramTypeWrapper.Run(String[] args)
    at Program.Main(String[] args)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
     
  2. mfatihbarut

    mfatihbarut

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    �l2cpp it shows this like that but actually it is il2cpp in folder name
     
  3. mfatihbarut

    mfatihbarut

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    guys its been several days and I still can't build my game which is very frustrating. Please hurry to correct this simple problem. It is just a conflicting between Turkish and English alphabet's " I " letter. And it wasn't a problem until this version.
     
  4. Schubkraft

    Schubkraft

    Unity Technologies

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    could you please file a bug report from the editor with a repro project? thank you!
    does the same happen when you try building for Windows or MacOS Il2CPP?
     
  5. Tomas1856

    Tomas1856

    Unity Technologies

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    Just to confirm, your Windows Language is set to Turkish? Could you please attach Editor.log as well.

    To unblock you, you can try to disable Strip Engine Code in Player Settings. This should stop using a code path where compile.rsp is used
     
  6. mfatihbarut

    mfatihbarut

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    thanks. my project is android and to be honest no idea about the others.
     
  7. mfatihbarut

    mfatihbarut

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    thanks. Yes my Windows language is Turkish but I also tried the regional settings and change the language for 3. party applications to English it also didn't solve the problem. But interestingly \�l which holds the place for " I " was gone in the error message.

    upload_2021-11-1_18-24-15.png
     
  8. Tomas1856

    Tomas1856

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    Just in case, please attach Editor.log.
     
  9. mfatihbarut

    mfatihbarut

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    This time I got these messages. Editor log is attached.



    Building C:\Rambo\Library\Android\Prj\IL2CPP\Gradle\unityLibrary\libs\unity-classes.jar failed with output:

    The source path C:\Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\ıl2cpp\Release\Classes\classes.jar does not exist.

    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


    BuildFailedException: Incremental Player build failed!

    UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <12f9706bdb064a6c8a1d1b6f565a0097>:0)

    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <12f9706bdb064a6c8a1d1b6f565a0097>:0)

    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <7ab033eb8c694717b13ef23db4258a6e>:0)

    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <12f9706bdb064a6c8a1d1b6f565a0097>:0)

    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)


    Building Library\Bee\artifacts\Android\ManagedStripped failed with output:

    Unknown arguments :

    --include-link-xml=C:/Rambo/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml

    --include-link-xml=C:/Rambo/Temp/StagingArea/Data/Managed\TypesInScenes.xml

    --include-link-xml=C:\Rambo\Assets\PlayFabSDK\link.xml

    --include-link-xml=C:\Rambo\Assets\Plugins\Sirenix\Assemblies\link.xml

    --include-link-xml=C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/AndroidNativeLink.xml

    --include-directory=C:/Rambo/Temp/StagingArea/Data/Managed

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/DissolveASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/MagicArsenalASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/FastIKASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/CartoonFXASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Unity.PlayerPrefsEditor.Samples.SampleScene.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/CFXRRuntime.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Unity.RenderPipelines.Universal.Runtime.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Unity.Timeline.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Sirenix.OdinInspector.CompatibilityLayer.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Unity.TextMeshPro.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/NewAssembly.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/PlayFab.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Unity.RenderPipelines.Core.Runtime.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/RPGUIASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/CFXRDemo.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Unity.Animation.Rigging.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/FinalIKASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/KryptoFXASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/ExternalASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/ScriptlerimASMDEF.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/DOTween.Modules.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/Sirenix.Serialization.Config.dll

    --include-unity-root-assembly=C:/Rambo/Temp/StagingArea/Data/Managed/DOTween.dll

    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)[/QUOTE]
     

    Attached Files:

  10. Tomas1856

    Tomas1856

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    But was it the same error, or different one ?
     
  11. mfatihbarut

    mfatihbarut

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    same error
     
  12. mfatihbarut

    mfatihbarut

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    In Turkish there is i and its capitalized version is İ
    And there is ı and its capitalized version is I
    But big ı(I) in Turkish and big i (I) in English is the same.
    I think their number codes are somehow confusing. (probably it is just because the different font used in the last version UTF-8 etc. you know)
     
    Last edited: Nov 1, 2021
  13. Tomas1856

    Tomas1856

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    Can you verify that the same issue can be reproduced with empty project, and if yes, please create a bug - https://unity3d.com/unity/qa/bug-reporting, so our QA can reproduce this on our end.

    Changing Windows Display Language, as shown in screenshot should unblock you.
     

    Attached Files:

  14. mfatihbarut

    mfatihbarut

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    I already did it and the result is just funny. (It didn't work besides) Half of my windows is English half of it Turkish. There is also something wrong with it.
     
  15. Tomas1856

    Tomas1856

    Unity Technologies

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    Once you receive a case number, please post here, so we can prioritize. Thank you.
     
  16. mfatihbarut

    mfatihbarut

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    yes it is verified
     
  17. mfatihbarut

    mfatihbarut

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    I got my case number : 1377516
     
  18. caglarenes

    caglarenes

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    same here for turkish. changing windows language doesn't help.
     
  19. Tomas1856

    Tomas1856

    Unity Technologies

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    Try this:
    * Change Windows Display Language to English
    * Sign out/Sign In
    * When choosing Build, click dropdown and pick Clean

    I have a guess, that after Display Language changes, the build cache is not cleared.
     
  20. Mystoqan

    Mystoqan

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    Oct 31, 2018
    Posts:
    17
    Hello,

    I'm getting same error on 2021.2.0f1 with IL2CPP backend:

    Code (CSharp):
    1. Internal build system error. BuildProgram exited with code -2147024893.
    2. System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\�l2cpp\Development\StaticLibs\armeabi-v7a\compile.rsp'.
    3.    at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
    4.    at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
    5.    at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
    6.    at System.IO.StreamReader.ValidateArgsAndOpenPath(String path, Encoding encoding, Int32 bufferSize)
    7.    at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks)
    8.    at System.IO.File.InternalReadAllText(String path, Encoding encoding)
    9.    at System.IO.File.ReadAllText(String path)
    10.    at NiceIO.NPath.SystemIOFileSystem.File_ReadAllText(NPath path)
    11.    at NiceIO.NPath.WindowsFileSystem.File_ReadAllText(NPath path)
    12.    at Bee.Core.Stevedore.VirtualFileSystem.File_ReadAllText(NPath path)
    13.    at NiceIO.NPath.RelayingFileSystem.File_ReadAllText(NPath path)
    14.    at Bee.Core.BuildProgramFileSystem.File_ReadAllText(NPath path)
    15.    at NiceIO.NPath.ReadAllText()
    16.    at AndroidPlayerBuildProgram.AndroidPlayerBuildProgram.SetupCompile(AndroidSharedLibraryConfiguration config, String name, AndroidTargetDeviceType deviceType, NPath sourceFilePath)
    17.    at AndroidPlayerBuildProgram.AndroidPlayerBuildProgram.SetupLibUnityLibrary()+MoveNext()
    18.    at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
    19.    at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
    20.    at AndroidPlayerBuildProgram.AndroidPlayerBuildProgram.SetupPlayerBuild()
    21.    at PlayerBuildProgramLibrary.PlayerBuildProgramBase.RunBuildProgram()
    22.    at PlayerBuildProgramTypeWrapper.Run(String[] args)
    23.    at Program.Main(String[] args)
    24. UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


    1. i've tried to build with IL2CPP backend and uncheck Strip Engine Code but got another error.
    2. i've tried to build with mono backend and set stripping level to Minimal but i got the same error in the first one
    3. I go to C:\ProgramFiles\Unity\Hub\Editor\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\ file and duplicate "il2cpp" file in there and rename the copy to "ıl2cpp" with lower case "I" in Turkish after this first error is gone but i get the same error in the first two attempts

    So, in 3 separate attempts above i get the following error:

    Code (CSharp):
    1. Building Library\Bee\artifacts\Android\ManagedStripped failed with output:
    2. Unknown arguments :
    3.     --�nclude-link-xml=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml
    4.     --�nclude-link-xml=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed\TypesInScenes.xml
    5.     --�nclude-link-xml=C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/AndroidNativeLink.xml
    6.     --�nclude-directory=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed
    7.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll
    8.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll
    9.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/Cinemachine.dll
    10.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/UnityEngine.Purchasing.Codeless.dll
    11.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/GoogleMobileAds.dll
    12.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/Unity.RenderPipelines.Universal.Runtime.dll
    13.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/Unity.TextMeshPro.dll
    14.     --�nclude-unity-root-assembly=D:/Unity/FileName/ProjectName/Temp/StagingArea/Data/Managed/Unity.RenderPipelines.Core.Runtime.dll
    15. UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


    But, with mono backend and disabled stripping level i can finally build without error. But when i launch game on mobile device, this time google play services not working idk why. All of these errors only occur in version 2021.2.0f1.

    I'have tried to build with IL2CPP backend and enable Strip Engine Code in version 2020.3.0f1 build completed without any problems and also Google Play Services is working.

    *Edit some corrections
     
    Last edited: Nov 4, 2021
  21. Tomas1856

    Tomas1856

    Unity Technologies

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    Posts:
    3,911
    The only proper workaround for this currently is to change Windows Display Language to be English, you'll also need to clear build cache (Either delete Library folder, or when choosing Build, select Clean).

    I don't consider Mono to be a proper workaround, since you won't be able to publish your game with it.

    P.S We have a fix, but it will take a bit of time, since we need to push a fix to 2022.1 and only then we can backport it to 2021.2, sorry for the inconvenience.
     
  22. Mystoqan

    Mystoqan

    Joined:
    Oct 31, 2018
    Posts:
    17


    Thank you for answer. I did everything you said but build failed again with this error

    Code (CSharp):
    1. Building Library\Bee\artifacts\Android\d8kzr\libil2cpp.so failed with output:
    2. Library/Bee/artifacts/Android/87lik/be0d_tils2.lump.o: In function `std::__ndk1::__libcpp_allocate(unsigned long, unsigned long)':
    3. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\..\sysroot\usr\include\c++\v1/new:253:(.text._ZNSt6__ndk112basic_stringIDsNS_11char_traitsIDsEENS_9allocatorIDsEEE9__grow_byEmmmmmm[_ZNSt6__ndk112basic_stringIDsNS_11char_traitsIDsEENS_9allocatorIDsEEE9__grow_byEmmmmmm]+0x98): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator new(unsigned long)' defined in .text._Znwm section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    4. Library/Bee/artifacts/Android/87lik/be0d_tils2.lump.o: In function `std::__ndk1::_DeallocateCaller::__do_call(void*)':
    5. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\..\sysroot\usr\include\c++\v1/new:334:(.text._ZNSt6__ndk112basic_stringIDsNS_11char_traitsIDsEENS_9allocatorIDsEEE9__grow_byEmmmmmm[_ZNSt6__ndk112basic_stringIDsNS_11char_traitsIDsEENS_9allocatorIDsEEE9__grow_byEmmmmmm]+0x100): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    6. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `Mutex':
    7. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os/Mutex.cpp:22:(.text._ZN6il2cpp2os5MutexC2Eb+0x14): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator new(unsigned long)' defined in .text._Znwm section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    8. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os/Mutex.cpp:22:(.text._ZN6il2cpp2os5MutexC2Eb+0x50): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    9. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `~Mutex':
    10. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os/Mutex.cpp:30:(.text._ZN6il2cpp2os5MutexD2Ev+0x1c): relocation truncated to fit: R_AARCH64_JUMP26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    11. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `ReaderWriterLock':
    12. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os/ReaderWriterLock.cpp:19:(.text._ZN6il2cpp2os16ReaderWriterLockC2Ev+0x10): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator new(unsigned long)' defined in .text._Znwm section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    13. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `ReaderWriterLockImpl':
    14. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os\Posix/ReaderWriterLockImpl.h:19:(.text._ZN6il2cpp2os16ReaderWriterLockC2Ev+0x1c): relocation truncated to fit: R_AARCH64_CALL26 against symbol `pthread_rwlock_init@@LIBC' defined in .text section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/21/libc.so
    15. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `ReaderWriterLock':
    16. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os/ReaderWriterLock.cpp:19:(.text._ZN6il2cpp2os16ReaderWriterLockC2Ev+0x38): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    17. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `~ReaderWriterLockImpl':
    18. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os\Posix/ReaderWriterLockImpl.h:26:(.text._ZN6il2cpp2os16ReaderWriterLockD2Ev+0x10): relocation truncated to fit: R_AARCH64_CALL26 against symbol `pthread_rwlock_destroy@@LIBC' defined in .text section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/21/libc.so
    19. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `~ReaderWriterLock':
    20. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os/ReaderWriterLock.cpp:25:(.text._ZN6il2cpp2os16ReaderWriterLockD2Ev+0x1c): relocation truncated to fit: R_AARCH64_JUMP26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in C:/Program Files/Unity/Hub/Editor/2021.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++_static.a(new.o)
    21. Library/Bee/artifacts/Android/87lik/bnj0_x_os1.lump.o: In function `il2cpp::os::ReaderWriterLockImpl::LockExclusive()':
    22. C:/Program Files\Unity\Hub\Editor\2021.2.0f1\Editor\Data\il2cpp\libil2cpp\os\Posix/ReaderWriterLockImpl.h:33:(.text._ZN6il2cpp2os16ReaderWriterLock13LockExclusiveEv+0x4): additional relocation overflows omitted from the output
    23. clang++: error: linker command failed with exit code 1 (use -v to see invocation)
    24. UnityEditor.GenericMenu:CatchMenu (object,string[],int)
     
  23. Tomas1856

    Tomas1856

    Unity Technologies

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    Sep 21, 2012
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    3,911

    This is a different error, I think it pops when executable size is too big. Do you by any chance have Scripting Debugging enabled? Disabling it - might fix this. See https://forum.unity.com/threads/android-builds-failing-when-script-debugging-is-enabled.1027357/ for more details
     
  24. Mystoqan

    Mystoqan

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    Tomas1856 likes this.
  25. mfatihbarut

    mfatihbarut

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    its been 3 weeks and 3. version and we still have the same problem.
     
  26. Tomas1856

    Tomas1856

    Unity Technologies

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    The fix is on the way, but it will take some time.

    Did you try:
    * Set Windows Display Language to be English
    * Delete Library folder
    * Sign Out/Sign In
    * Try to build from Unity
    ?
     
  27. mfatihbarut

    mfatihbarut

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    yeah after nearly 10 hours of trying (deleting\ importing\ converting\ re-importing and building) still have the same error.
    Just to see what would happen I copied my 135 gb project and converted it into 2021.1.28 and after getting rid of all errors. I saw IL2CPP still working in that version. Why don't you just copy-paste that part of the previous version
    upload_2021-11-23_10-33-19.png

    upload_2021-11-23_10-33-58.png
     
  28. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,911
    The previous version code is not compatible with 2021.2, could you show the screenshot where you've set Windows Display Language?

    P.S Try putting ShowCultureInfo I attached in Assets/Editor and then from menu do CultureInfo->Show. What does Current Culture say?
     

    Attached Files:

    Last edited: Nov 23, 2021
  29. mfatihbarut

    mfatihbarut

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    interesting it seems as TR. The problem is windows has its own problems when you change your language to another one than installed it shows half of the information in that language (Turkish) and half of it English/
    btw Turkish one should be il2cpp not ıl2cpp
    upload_2021-11-23_11-18-32.png

    upload_2021-11-23_11-21-7.png
     
  30. Tomas1856

    Tomas1856

    Unity Technologies

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    That explains why it doesn't work for you, since your display language still hasn't changed. Try going through other items on the left pane, and setting English in other items. And just to be sure, sign out/sign or even better restart your PC after doing so

    And yes, it will il2cpp for Turkish language, that's the fix, but it's still on its way.
     
  31. mfatihbarut

    mfatihbarut

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    That is not the only problem, when I change my display language (installed programs (which still think I am using Turkish) does not work and the number is not low.
     
  32. mfatihbarut

    mfatihbarut

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    PS: Instead of changing language changing the Region to America solved the problem.
    The only thing I should do now is sleep during the day and work at night.
     
    Tomas1856 likes this.
  33. kaan0550

    kaan0550

    Joined:
    Jun 2, 2019
    Posts:
    10
    Which newer version of unity does not have this error ?

    I have same error in 2021.2.5f1

    Answer :
    Unity 2022.1.0b1
     
    Last edited: Dec 14, 2021
  34. mstfsalih

    mstfsalih

    Joined:
    Oct 24, 2021
    Posts:
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    Same error here. I setup Windows 11 English. There is nothing in Turkish but the same error does not let me buid the project.
     
  35. mfatihbarut

    mfatihbarut

    Joined:
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    the problem is region not language, unity looks at it and turns your culture to Turkish which causes the problem.
     
  36. Stirnik

    Stirnik

    Joined:
    Nov 21, 2019
    Posts:
    1
    if you still have the same issue change the "Country or Region" part and "Valid Format" parts. It worked for me.
     
  37. SaidHoca

    SaidHoca

    Joined:
    Jan 7, 2019
    Posts:
    9
    This fix my problem...
    2021.2.7F1
    Thank you..