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Fail to build on IL2CPP MacOS but builds ok for MacOS Mono

Discussion in 'macOS' started by Tarrag, May 15, 2020.

  1. Tarrag

    Tarrag

    Joined:
    Nov 7, 2016
    Posts:
    204
    Hi, as per the above, can't build for Unity 2919.3.13 IL2CPP on macos, getting this error, I've tried to strip assets but can't narrow down what the problem is

    someone can please shed some light so I can dig into it please, log doesn't say much to me:

    Failed running /Applications/Unity/Hub/Editor/2019.3.13f1/Unity.app/Contents/il2cpp/build/deploy/il2cppcore/il2cppcore.dll --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="MacOSX" --architecture="x64" --configuration="Release" --outputpath="/Users/projectname/Temp/StagingArea/Data/Native/GameAssembly.dylib" --cachedirectory="/Users/ projectname /Assets/../Library/il2cpp_cache" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="/Applications/Unity/Hub/Editor/2019.3.13f1/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --directory="/Users/projectname Temp/StagingArea/Data/Managed" --generatedcppdir="/Users/ projectname /Temp/StagingArea/Data/il2cppOutput"



    xception: /Applications/Unity/Hub/Editor/2019.3.13f1/Unity.app/Contents/il2cpp/build/deploy/il2cppcore/il2cppcore.dll 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 /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)

    UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:77)

    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, Syst

    In full log file there is a reference to:
    Start importing Packages/com.unity.settings-manager/Editor/UserSettingsProvider.cs using Guid(0dc75b34a006d47f48c004031e6ef14d) Importer(-1,00000000000000000000000000000000)
    Done importing asset: 'Packages/com.unity.settings-manager/Editor/UserSettingsProvider.cs' (target hash: 'acdc665f1c463c502b1655d90f80c76d') in 0.066604 seconds
    Begin MonoManager ReloadAssembly
    Symbol file LoadedFromMemory doesn't match image /projectname/Library/PackageCache/com.unity.ext.nunit@1.0.0/net35/unity-custom/nunit.framework.dll

    Native extension for OSXStandalone target not found


    And further down

    Reloading assemblies after forced synchronous recompile.
    Begin MonoManager ReloadAssembly
    Symbol file LoadedFromMemory doesn't match image /Users/projectname/Library/PackageCache/com.unity.ext.nunit@1.0.0/net35/unity-custom/nunit.framework.dll
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 0.64 ms, found 1 plugins.


    And also

    Shader 'Universal Render Pipeline/Particles/Lit': fallback shader 'Universal Render Pipeline/Particles/SimpleLit' not found
    RefreshInfo: StopAssetImportingV2(ForceSynchronousImport)
    RefreshProfiler: Total: 12.828ms
     
    Last edited: May 15, 2020
  2. Tarrag

    Tarrag

    Joined:
    Nov 7, 2016
    Posts:
    204
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