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Question Error to build in android

Discussion in 'Editor & General Support' started by mrdannybytes, Apr 5, 2020.

  1. mrdannybytes

    mrdannybytes

    Joined:
    Dec 26, 2019
    Posts:
    1
    Hi guys, I need a little help with an error that Unity shows me when I want to build on Android, I will tell you a little what happens to me.

    Previously I used Linux and I had some problems with Unity when building for android, like I couldn't find the SDK, error in the NDK version etc, things that I managed to solve, migrate to Windows for certain reasons and unity gave me the same errors that in Linux, I solved them the same way but now it doesn't let me build for android, the compilation starts well, but in the end the following errors jumps:

    Failed running C:\Program Files\Unity\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="Android" --architecture="ARMv7" --configuration="Release" --outputpath="C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Android/SDK/ndk/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/Users/danie/Documents/Programming/Games/Unity3D/Labs/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=C:/Users/danie/Documents/Programming/Games/Unity3D/Labs/Temp/StagingArea/Il2Cpp/il2cppOutput

    stdout:
    Building libil2cpp.so with AndroidToolChain
    Output directory: C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
    Cache directory: C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: clang.exe: error: unknown argument: '-fno-addrsig'


    Invocation was: Executable: "C:\Android\SDK\ndk\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang"
    Arguments: -DNET_4_0 -DUNITY_AOT -DIL2CPP_MONO_DEBUGGER_DISABLED -DGC_NOT_DLL -DRUNTIME_IL2CPP -DLINUX -DANDROID -DPLATFORM_ANDROID -D__linux__ -D__STDC_FORMAT_MACROS -I"C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include" -I"C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include" -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\bdwgc\include" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\xxHash" -I"C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Temp\StagingArea\Il2Cpp\il2cppOutput" -I"." -c -g -DNDEBUG -fexceptions -fno-limit-debug-info -fdata-sections -ffunction-sections -Wa,--noexecstack -fno-rtti -fno-strict-aliasing -fvisibility=hidden -fvisibility-inlines-hidden -fno-strict-overflow -fno-addrsig -fPIC -Os -target armv7-linux-androideabi19 -D__ANDROID_API__=19 -march=armv7-a -mfloat-abi=softfp -mfpu=neon-fp16 -Wno-unused-value "C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Temp\StagingArea\Il2Cpp\il2cppOutput\Il2CppTypeDefinitions.c" -o "C:/Users/danie/Documents/Programming/Games/Unity3D/Labs/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/6D6106AF7F2665C723FD0FA57C48322F.o"

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

    Excepci�n no controlada: Unity.IL2CPP.Building.BuilderFailedException: clang.exe: error: unknown argument: '-fno-addrsig'


    Invocation was: Executable: "C:\Android\SDK\ndk\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang"
    Arguments: -DNET_4_0 -DUNITY_AOT -DIL2CPP_MONO_DEBUGGER_DISABLED -DGC_NOT_DLL -DRUNTIME_IL2CPP -DLINUX -DANDROID -DPLATFORM_ANDROID -D__linux__ -D__STDC_FORMAT_MACROS -I"C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include" -I"C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include" -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\bdwgc\include" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\xxHash" -I"C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Temp\StagingArea\Il2Cpp\il2cppOutput" -I"." -c -g -DNDEBUG -fexceptions -fno-limit-debug-info -fdata-sections -ffunction-sections -Wa,--noexecstack -fno-rtti -fno-strict-aliasing -fvisibility=hidden -fvisibility-inlines-hidden -fno-strict-overflow -fno-addrsig -fPIC -Os -target armv7-linux-androideabi19 -D__ANDROID_API__=19 -march=armv7-a -mfloat-abi=softfp -mfpu=neon-fp16 -Wno-unused-value "C:\Users\danie\Documents\Programming\Games\Unity3D\Labs\Temp\StagingArea\Il2Cpp\il2cppOutput\Il2CppTypeDefinitions.c" -o "C:/Users/danie/Documents/Programming/Games/Unity3D/Labs/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/6D6106AF7F2665C723FD0FA57C48322F.o"

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

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1)
    UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean)
    UnityEditorInternal.IL2CPPBuilder:Run()
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Second error:

    Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <887a438259064e89922419bc7b8810ab>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <887a438259064e89922419bc7b8810ab>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at <887a438259064e89922419bc7b8810ab>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <887a438259064e89922419bc7b8810ab>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <887a438259064e89922419bc7b8810ab>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <887a438259064e89922419bc7b8810ab>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8656af08553f4582a8969c722a26e39b>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8656af08553f4582a8969c722a26e39b>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <8656af08553f4582a8969c722a26e39b>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <8656af08553f4582a8969c722a26e39b>: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 <887a438259064e89922419bc7b8810ab>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)


    Thank you all
     
  2. Bluefire1234

    Bluefire1234

    Joined:
    Feb 26, 2021
    Posts:
    11
    maybe reinstall unity with all its componets that the only way i guess