Search Unity

Build completed with a result of 'Failed'

Discussion in 'Android' started by reddo1987, May 9, 2018.

Thread Status:
Not open for further replies.
  1. the_priest92

    the_priest92

    Joined:
    Nov 4, 2018
    Posts:
    2


    I got the same error: UnityEngine.GUIUtility:processEvent(Int32, IntPtr).
    What worked for me was changing the keystore, but in order to publish the game you will need the original keystore that you used the first time. So basically what I did was:

    1. Change the keystore with new one.
    2. Build completed successfully.
    3. Changed the keystore to the original one.

    If it is still not working try changing the alias in the original keystore and use the original keystore.

    I repeated a lot of times for the original keystore, but this is to emphasize on it.
     
    ytatichno likes this.
  2. jorge_acm

    jorge_acm

    Joined:
    Dec 12, 2020
    Posts:
    6
    I have Unity 2020.1.11f1 and I get the same problem, but all the errors started when I installed the GoogleMobileAds, apparently someone is doing their job wrong, but from experience I would say that Unity. It is error after errors, you fix something, but you decompose 3 more things, it is a vicious circle with this program. If someone finds the solution to this problem, please write it down. Note: It is more difficult to compile than to program, apparently.
     
  3. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    64
    I am getting the same build error and it is driving me crazy. I have tried pretty much every solution mentioned in this thread and none work. I am using 2019.4.13f1, building for Oculus Quest using the XR plugin system

    Restart Unity
    Restart PC.
    Build infolder outside Assets folder
    Switch to .Net 4.x
    Switch to Mono
    I'm not using Unity Ads
    Set the minimum API to Marshmallow and the target to highest installed
    I am not using a keystore
    Looked for UnityEditor namespace. The Oculus folder is loaded with it, so that can't be the problem
    Since my actual error (see below) seems to be related to OnGui, looked for those as well. Same thing, Oculus folder is littered with it, so that can't be it.

    @aleksandrk mentioned that it might be compile errors, but if I build the solution in Visual Studio all succeed. And typically Unity Editor will not go into play mode if there are compile errors and in my case (as for the original question) the scene runs fine in the editor.

    I do see a Warning about \.android\repositories.cfg can not be loaded, but since it is a warning it should not cause the build process to fail.

    In the editor.log I see only one eror, even though the result mention 3 errors. The one I see is below.
    I don't know what the clue is here? OnGui? GetScriptsHaveMouseEvents? A Nullreference on something, but what?

    So I hope someone can help me out.

    NullReferenceException: Object reference not set to an instance of an object
    at UnityEditor.AssemblyReferenceChecker.CollectReferencedAndDefinedMethods (Mono.Cecil.TypeDefinition type, System.Boolean isSystem) [0x000c4] in <1fe7a3c0284a456b9681b7a93141c89a>:0
    at UnityEditor.AssemblyReferenceChecker.CollectReferencedAndDefinedMethods (System.Collections.Generic.IEnumerable`1[T] assemblyDefinitions) [0x00037] in <1fe7a3c0284a456b9681b7a93141c89a>:0
    at UnityEditor.AssemblyReferenceChecker.CollectReferences (System.String path, System.Boolean collectMethods, System.Single progressValue, System.Boolean ignoreSystemDlls) [0x000d3] in <1fe7a3c0284a456b9681b7a93141c89a>:0
    at UnityEditor.AssemblyReferenceChecker.GetScriptsHaveMouseEvents (System.String path) [0x00007] in <1fe7a3c0284a456b9681b7a93141c89a>:0
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object)
    UnityEditor.HostView:Invoke(String)
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:processEvent(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Thanks!
     
  4. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,905
    This looks like a legit bug, try using latest 2019 Unity version, or il2cpp (since you'll need it anyways for publishing). If it doesn't help - please submit a bug with repro project.

    That specific function is looking for
    Code (CSharp):
    1. OnMouseDown
    2. OnMouseDrag
    3. OnMouseEnter
    4. OnMouseExit
    5. OnMouseOver
    6. OnMouseUp
    7. OnMouseUpAsButton
    functions, but why that's causing you issues is unclear without bug report
     
  5. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    64
    Thanks! I tried to build the project in Unity 2019.4.18 with IL2CPP, but still the build fails. I filed a bug report here.

    I actually doubt that the mouse events is the problem. I checked for the methods you mention and they are not present in my solution. And I made a base project for Quest development using the XR plugin system and that builds fine. That project includes the Oculus Integration package from the assets store and there I find loads of references to Mouse events (although not the actual methods you mention).

    And the rest of my project is a port from the HTC Vive version and there it builds fine (in Unity 2019.2.17).

    So I hope the bug report helps.
     
  6. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    64
    The error was caused by one of the packages from the assets store (license check). I removed it because it can not be used for the Quest anyway and then the build completed succesfully.

    Sorry for the hassle, although it would still be nice to have a more clear indication of the error.
     
  7. stefanogiovannini87

    stefanogiovannini87

    Joined:
    Mar 4, 2021
    Posts:
    1
    In my case, this seems to be due to: "{path}\Unity Hub\2019.4.21f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!"
     
  8. younes_belhit

    younes_belhit

    Joined:
    Jan 12, 2019
    Posts:
    1
    are you using animation rigging package ?
     
  9. LittleDevLone

    LittleDevLone

    Joined:
    Mar 17, 2021
    Posts:
    1
    Same Error here, But i found it! Keystore password problem LOL
     
  10. xuanlocmobile

    xuanlocmobile

    Joined:
    Jun 4, 2021
    Posts:
    1
    I use unity 2018.3.8 + windows 7 64bit
    i got an error when build my game like this:
    Build completed with a result of 'Failed'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  11. kaarloew

    kaarloew

    Joined:
    Nov 1, 2018
    Posts:
    360
    Check your editor logs. They will give you the exact reason.
     
  12. Sammyueru1

    Sammyueru1

    Joined:
    Jul 20, 2020
    Posts:
    45
    I'm getting these errors:
    Build completed with a result of 'Failed' in 1 seconds (760 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <7ca9a09aeae542ab86253a551b1c89a0>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <7ca9a09aeae542ab86253a551b1c89a0>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    I'm in Unity 2021.1.16f1
    But I could build before
     
  13. kaarloew

    kaarloew

    Joined:
    Nov 1, 2018
    Posts:
    360
    You should have more errors in log.
     
  14. Sammyueru1

    Sammyueru1

    Joined:
    Jul 20, 2020
    Posts:
    45
    The problem was that I was using a custom Main Manifest file unselect that option in player->android->publishing settings
     
  15. chaseholton

    chaseholton

    Joined:
    Dec 17, 2012
    Posts:
    78
    I’m having the same issue. Same errors, nothing pointing to a specific compile issue in a script. Double click either error and the cs file “does not exist”. Building on a Mac for Mac, super frustrating.
     
  16. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    same, every few weeks I go through this, why unity does not give errors is bizarre..
     
  17. kaarloew

    kaarloew

    Joined:
    Nov 1, 2018
    Posts:
    360
    Did you check from your editor log? Search for keyword error.
     
    radiantboy likes this.
  18. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    Thanks, though no errors in the log.. Unity likes to keep us guessing.
     
  19. JuliusM

    JuliusM

    Unity Technologies

    Joined:
    Apr 17, 2013
    Posts:
    835
    Make sure you use the latest patch for your major Unity version. Also note that there can be multiple error messages in the log, so make sure to check all of them.
    Long time ago we had issues when the build would fail without any error messages, however back then the build status was also reported as "succeeded", even though it failed. That was fixed a while ago.
    Right now we are not aware of such issues.
    If you use the latest patch version and still experience build failures without a specific error message, please report a bug https://unity3d.com/unity/qa/bug-reporting Thank you.
     
  20. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    Thanks, but there must be some issue there, unity has never once given me a reason why it failed to build. This has lead to about 4 succesful builds in 11 years.. if it did report an error life would be very easy and I would not be an old man trying to make a build after over a DECADE :)
     
  21. JuliusM

    JuliusM

    Unity Technologies

    Joined:
    Apr 17, 2013
    Posts:
    835
    I'm not saying that there definitely isn't an issue, I'm just saying that currently we are not aware of it. If you have a project that reproduces this, or even better if you can create a small project which behaves the same, we would love to have a bug report, so we could fix it.
     
  22. bngames

    bngames

    Joined:
    Jul 3, 2012
    Posts:
    67
    2019.30f1 IL2CPP does not work!

    Blank scene will not build and get these errors!




    Exception: C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!

    Failed running "C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe" --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="WindowsDesktop" --architecture="x64" --configuration="Release" --outputpath="D:\Unity_Project\TESTbuild\Temp/StagingArea/Data\Native\GameAssembly.dll" --cachedirectory="D:\Unity_Project\TESTbuild\Assets\..\Library/il2cpp_cache" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.4.30f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=D:/Unity_Project/TESTbuild/Temp/StagingArea/Data/Managed --generatedcppdir=D:/Unity_Project/TESTbuild/Temp/StagingArea/Data/il2cppOutput

    stdout:
    Building GameAssembly.dll with MsvcDesktopToolChain
    Msvc Install Version: 15.0
    Msvc Install SDK Directory: C:\Program Files (x86)\Windows Kits\10
    Msvc Linker Path: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe
    Msvc Compiler Path: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe

    Output directory: D:\Unity_Project\TESTbuild\Temp\StagingArea\Data\Native
    Cache directory: D:\Unity_Project\TESTbuild\Library\il2cpp_cache
    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: Il2CppTypeDefinitions.c
    C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\libil2cpp\il2cpp-config.h(3): fatal error C1083: Cannot open include file: 'assert.h': No such file or directory

    Invocation was: Executable: "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe"
    Arguments: "D:\Unity_Project\TESTbuild\Temp\StagingArea\Data\il2cppOutput\Il2CppTypeDefinitions.c" /nologo /c /bigobj /W3 /Zi /EHs /GR- /Gy /utf-8 /wd4102 /wd4800 /wd4056 /wd4190 /wd4723 /wd4467 /wd4503 /wd4996 /wd4200 /Ox /Oi /Oy- /GS- /Gw /GF /Zo /MT /DNET_4_0 /DUNITY_AOT /DIL2CPP_MONO_DEBUGGER_DISABLED /DGC_NOT_DLL /DRUNTIME_IL2CPP /D_WIN32 /DWIN32 /DWIN32_THREADS /D_WINDOWS /DWINDOWS /D_UNICODE /DUNICODE /D_CRT_SECURE_NO_WARNINGS /D_SCL_SECURE_NO_WARNINGS /D_WINSOCK_DEPRECATED_NO_WARNINGS /DNOMINMAX /D_NDEBUG /DNDEBUG /DWINDOWS_SDK_BUILD_VERSION=19041 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\external\bdwgc\include" /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\external\xxHash" /I"D:\Unity_Project\TESTbuild\Temp\StagingArea\Data\il2cppOutput" /I"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt" /Fo"D:\Unity_Project\TESTbuild\Library\il2cpp_cache\D8F6F60F19D86312553B6687E38E6C91.obj" /Fd"D:\Unity_Project\TESTbuild\Library\il2cpp_cache\D8F6F60F19D86312553B6687E38E6C91.pdb"
    EnvArg key: PATH value: C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64

    at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
    at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
    at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
    at il2cpp.Program.Main(String[] args)
    stderr:

    Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: Il2CppTypeDefinitions.c
    C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\libil2cpp\il2cpp-config.h(3): fatal error C1083: Cannot open include file: 'assert.h': No such file or directory

    Invocation was: Executable: "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe"
    Arguments: "D:\Unity_Project\TESTbuild\Temp\StagingArea\Data\il2cppOutput\Il2CppTypeDefinitions.c" /nologo /c /bigobj /W3 /Zi /EHs /GR- /Gy /utf-8 /wd4102 /wd4800 /wd4056 /wd4190 /wd4723 /wd4467 /wd4503 /wd4996 /wd4200 /Ox /Oi /Oy- /GS- /Gw /GF /Zo /MT /DNET_4_0 /DUNITY_AOT /DIL2CPP_MONO_DEBUGGER_DISABLED /DGC_NOT_DLL /DRUNTIME_IL2CPP /D_WIN32 /DWIN32 /DWIN32_THREADS /D_WINDOWS /DWINDOWS /D_UNICODE /DUNICODE /D_CRT_SECURE_NO_WARNINGS /D_SCL_SECURE_NO_WARNINGS /D_WINSOCK_DEPRECATED_NO_WARNINGS /DNOMINMAX /D_NDEBUG /DNDEBUG /DWINDOWS_SDK_BUILD_VERSION=19041 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\external\bdwgc\include" /I"C:\Program Files\Unity\Hub\Editor\2019.4.30f1\Editor\Data\il2cpp\external\xxHash" /I"D:\Unity_Project\TESTbuild\Temp\StagingArea\Data\il2cppOutput" /I"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt" /Fo"D:\Unity_Project\TESTbuild\Library\il2cpp_cache\D8F6F60F19D86312553B6687E38E6C91.obj" /Fd"D:\Unity_Project\TESTbuild\Library\il2cpp_cache\D8F6F60F19D86312553B6687E38E6C91.pdb"
    EnvArg key: PATH value: C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64

    at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
    at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
    at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
    at il2cpp.Program.Main(String[] args)

    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    DesktopStandalonePostProcessor.SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs args, System.Collections.Generic.HashSet`1[T] filesToNotOverwrite) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, 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 <fdb4e7a229ae4ef791f6716e71e93744>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  23. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,905
    Please see Windows forum for this error - https://forum.unity.com/threads/uni...ure-cannot-find-assert-h.667099/#post-6824738
     
  24. bngames

    bngames

    Joined:
    Jul 3, 2012
    Posts:
    67

    Attached Files:

  25. bngames

    bngames

    Joined:
    Jul 3, 2012
    Posts:
    67


    I uninstalled VS2017 and installed VS2019 and it builds now :)
     
  26. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    I set up a new username that isnt a chinese character.... now many of my builds are working.. I thought unity would be able to handle this. I cant tell you how shocked I was when a webgl worked fine, then an android one worked, not seen that before.
     
  27. Chethan007

    Chethan007

    Joined:
    Dec 3, 2020
    Posts:
    56
    Just try building again,it worked for me.
     
  28. PiscesStudios

    PiscesStudios

    Joined:
    Nov 19, 2016
    Posts:
    71
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    This works
     
  29. tipitikoo

    tipitikoo

    Joined:
    Feb 10, 2022
    Posts:
    1
    Just add "Netcode for GameObjects" from package manager and it worked upload_2022-7-3_17-25-54.png
     
Thread Status:
Not open for further replies.