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Bug Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:

Discussion in 'Windows' started by NetworkingServices, Sep 30, 2022.

  1. NetworkingServices

    NetworkingServices

    Joined:
    Mar 28, 2022
    Posts:
    20
    Hello, so I was making a game in webgl and I received an error... so I decided to switch to windows (il2cpp) and received the same error. I'm guessing it has something to do with il2cpp but I'm not sure how to fix it? Any ideas?

    **Bug1 In Console**
    Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
    C:\Program Files\Unity\Hub\Editor\2022.1.18f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/Variations/il2cpp/Managed --search-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --search-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.visualscripting@1.7.8/Runtime/VisualScripting.Flow/Dependencies/NCalc --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32 --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32/Facades --out=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped --include-link-xml=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-directory=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/Variations/il2cpp/Managed --include-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --include-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.visualscripting@1.7.8/Runtime/VisualScripting.Flow/Dependencies/NCalc --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32 --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32/Facades --dotnetprofile=unityaot-win32 --dotnetruntime=Il2Cpp --platform=WindowsDesktop --use-editor-options --engine-modules-asset-file=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/modules.asset --editor-data-file=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/Assembly-CSharp.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/Unity.TextMeshPro.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/KinoBloom.Runtime.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/CFXRDemo.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/UnityEngine.UI.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/Unity.Polybrush.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/CFXRRuntime.dll --print-command-line
    Fatal error in Unity CIL Linker
    System.IO.FileNotFoundException: Could not find file 'C:\Users\exodu\Run Capsule'.
    File name: 'C:\Users\exodu\Run Capsule'
    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.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
    at System.Xml.XmlDownloadManager.GetStream(Uri uri, ICredentials credentials, IWebProxy proxy)
    at System.Xml.XmlUrlResolver.GetEntity(Uri absoluteUri, String role, Type ofObjectToReturn)
    at System.Xml.XmlTextReaderImpl.OpenUrl()
    at System.Xml.XmlTextReaderImpl.Read()
    at System.Xml.XPath.XPathDocument.LoadFromReader(XmlReader reader, XmlSpace space)
    at System.Xml.XPath.XPathDocument..ctor(String uri, XmlSpace space)
    at Unity.Linker.UnityDriver.ParseArguments(UnityPipeline p, UnityLinkContext context, ArrayList custom_steps, Boolean usingCustomLogger, I18nAssemblies& assemblies)
    at Unity.Linker.UnityDriver.UnityRun(Boolean noProfilerAllowed, ILogger customLogger)
    at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger, Boolean noProfilerAllowed)
    at Unity.Linker.UnityDriver.RunDriver()
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    -----------------------------------------------------------------------------
    **Bug2 In Console**
    BuildFailedException: Incremental Player build failed!
    UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <71ee84cdf7fe40d890e92f20d978f6a2>:0)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <71ee84cdf7fe40d890e92f20d978f6a2>:0)
    UnityEditor.WindowsStandalone.WinPlayerPostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/PlatformDependent/WinPlayer/Extensions/Managed/WinPlayerPostProcessor.cs:106)
    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 <71ee84cdf7fe40d890e92f20d978f6a2>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    ---------------------------------------------------------------------------
    **Bug3 In Console**

    UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <71ee84cdf7fe40d890e92f20d978f6a2>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <71ee84cdf7fe40d890e92f20d978f6a2>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
     
  2. NetworkingServices

    NetworkingServices

    Joined:
    Mar 28, 2022
    Posts:
    20
    Fixed it... I had to remove the "," in my game path...
     
  3. maho166167

    maho166167

    Joined:
    Sep 25, 2020
    Posts:
    1
    Ne yaptığını tam olarak anlamıyorum. yardımcı olursanız çok sevinirim.
     
  4. Ekeo

    Ekeo

    Joined:
    Jun 30, 2020
    Posts:
    1
    Sorry for upping the topic, what do you mean by game path?
     
    LFloreau likes this.
  5. RomanCalderon

    RomanCalderon

    Joined:
    Jan 4, 2014
    Posts:
    6
    They likely mean the build path.
     
  6. SANKET06

    SANKET06

    Joined:
    Mar 10, 2022
    Posts:
    1
    THANK YOU DUDE !
     
  7. Eychamove

    Eychamove

    Joined:
    Jul 3, 2019
    Posts:
    3
    I get the same bug, even though there are no "," or any other symbols or non-english letters in my path. Does Someone know another possible cause for the problem? I work on an Android version
     
    Last edited: Dec 20, 2022
  8. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,517
    Could be a different issue, perhaps you can attach your editor log after the build fails?
     
  9. Eychamove

    Eychamove

    Joined:
    Jul 3, 2019
    Posts:
    3
    Yes, here are my errors:

    Previously i update my project from version 2019.3.7f1 to 2022.1.23f1 and i updated my GoggleMobileAds Plugin and downloaded an sdk Version that supported an API-Level of 31.

    Error 1:

    Building Library\Bee\artifacts\Android\ManagedStripped failed with output:
    C:\Program Files\Unity\Hub\Editor\2022.1.23f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Managed --search-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --search-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Assets/GoogleMobileAds --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux/Facades --out=Library/Bee/artifacts/Android/ManagedStripped --include-link-xml=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-link-xml=C:\Users\Luca\Desktop\Apps\StoryGenerator\Assets\GoogleMobileAds\link.xml --include-link-xml=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/AndroidNativeLink.xml --include-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Managed --include-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --include-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Assets/GoogleMobileAds --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux/Facades --dotnetprofile=unityaot-linux --dotnetruntime=Il2Cpp --platform=Android --use-editor-options --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnableCrashReporting --engine-modules-asset-file=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/modules.asset --editor-data-file=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json --include-unity-root-assembly=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies/Assembly-CSharp.dll --include-unity-root-assembly=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies/UnityEngine.UI.dll --print-command-line
    Fatal error in Unity CIL Linker
    Mono.Linker.LinkerFatalErrorException: ILLink: error IL1005: GoogleMobileAds.Api.MobileAds.GetClientFactory(): Error processing method 'GoogleMobileAds.Api.MobileAds.GetClientFactory()' in assembly 'GoogleMobileAds.dll'
    ---> System.InvalidOperationException: No action for the assembly GoogleMobileAds.Unity, Version=7.3.1.0, Culture=neutral, PublicKeyToken=null defined
    at Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly)
    at Mono.Linker.Steps.MarkStep.MarkCustomAttributes(ICustomAttributeProvider provider, DependencyInfo& reason, IMemberDefinition sourceLocationMember)
    at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
    at Mono.Linker.Steps.MarkStep.MarkTypeVisibleToReflection(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
    at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.<>c__DisplayClass20_4.<HandleCall>b__7()
    at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.HandleCall(MethodBody callingMethodBody, MethodReference calledMethod, Instruction operation, ValueNodeList methodParams, ValueNode& methodReturnValue)
    at Mono.Linker.Dataflow.MethodBodyScanner.HandleCall(MethodBody callingMethodBody, Instruction operation, Stack`1 currentStack)
    at Mono.Linker.Dataflow.MethodBodyScanner.Scan(MethodBody methodBody)
    at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.ScanAndProcessReturnValue(MethodBody methodBody)
    at Unity.Linker.Steps.UnityMarkStep.MarkReflectionLikeDependencies(MethodBody body, Boolean requiresReflectionMethodBodyScanner)
    at Mono.Linker.Steps.MarkStep.MarkMethodBody(MethodBody body)
    at Unity.Linker.Steps.UnityMarkStep.MarkMethodBody(MethodBody body)
    at Mono.Linker.Steps.MarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
    at Unity.Linker.Steps.UnityMarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
    at Mono.Linker.Steps.MarkStep.ProcessQueue()
    --- End of inner exception stack trace ---
    at Mono.Linker.Steps.MarkStep.ProcessQueue()
    at Mono.Linker.Steps.MarkStep.ProcessPrimaryQueue()
    at Mono.Linker.Steps.MarkStep.Process()
    at Mono.Linker.Steps.MarkStep.Process(LinkContext context)
    at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context)
    at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
    at Mono.Linker.Pipeline.Process(LinkContext context)
    at Unity.Linker.UnityDriver.UnityRun(Boolean noProfilerAllowed, ILogger customLogger)
    at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger, Boolean noProfilerAllowed)
    at Unity.Linker.UnityDriver.RunDriver()
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Error 2:

    BuildFailedException: Incremental Player build failed!
    UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <4ce403b7cdf744109283ae55cdc24285>:0)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <4ce403b7cdf744109283ae55cdc24285>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <6ba6f58d0f264bb59a4f0a6df92c605b>: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 <4ce403b7cdf744109283ae55cdc24285>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    Error 3:

    Build completed with a result of 'Failed' in 16 seconds (15676 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Error 4:

    UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <4ce403b7cdf744109283ae55cdc24285>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <4ce403b7cdf744109283ae55cdc24285>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
     
  10. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,517
    Yup it's a completely different issue. Looks like something is wrong with GoogleMobileAds.dll, perhaps it's missing a dependency. Is this something you added to your project?
     
  11. Aunkon

    Aunkon

    Joined:
    Feb 6, 2016
    Posts:
    2
    Maybe some dll or Some Platform dependent method calling related issue.
    For myself, correcting the plugin dll's which I bring externally, supported Platform (ex: Windows) and fixing Platform dependent method calling fixed the issue for me. (ex: #if UNITY_STANDALONE_WIN, #elif UNITY_WEBGL && !UNITY_EDITOR)

    Thought it would help you, guys.