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Fatal error in Unity CIL Linker 2017.2.0f3

Discussion in 'Unity Cloud Build' started by Baraphor, Oct 16, 2017.

  1. Baraphor

    Baraphor

    Joined:
    Nov 16, 2016
    Posts:
    32
    We just moved over to the latest Unity build, to take advantage of the soon to be required marketing image for iOS, and we ran a set of builds and WebGL crashes, if we build on 2017.1 everything works, however with 2017.2 we get the following error.

    Code (CSharp):
    1.  
    2. Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/UnityLinker.exe --api=NET_2_0_Subset
    3. -out="E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\tempStrip" -l=none -c=link --link-symbols
    4. -x="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Core.xml"
    5. -f="C:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors"
    6. -x "E:\Dev\Repos\gameclient/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml"
    7. -x "E:\Dev\Repos\gameclient/Temp/StagingArea/Data/UnityEngine.xml"
    8. -x "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\preserved_derived_types.xml"
    9. -x "E:\Dev\Repos\gameclient\Assets\link.xml"
    10. -x "E:\Dev\Repos\gameclient\Assets\FacebookSDK\link.xml"
    11. -x "E:\Dev\Repos\gameclient\Assets\Plugins\UnityPurchasing\script\link.xml"
    12. -d "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed"
    13. -a  "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll"
    14. -a  "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll"
    15. -a  "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll"
    16. -a  "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\DOTween.dll"
    17. -a  "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\Facebook.Unity.Settings.dll"
    18. -a  "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\TextMeshPro-1.0.55.2017.1.0b12.dll"
    19. -a  "E:\Dev\Repos\gameclient\Temp\StagingArea\Data\Managed\UnityEngine.Analytics.dll"
    20.  
    21. stdout:
    22. Fatal error in Unity CIL Linker
    23. System.NullReferenceException: Object reference not set to an instance of an object.
    24.    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule(TypeReference type, AssemblyDefinition[] assemblies)
    25.    at UnityLinker.AddUnresolvedStubsStep.Process()
    26.    at Mono.Linker.Steps.BaseStep.Process(LinkContext context)
    27.    at Mono.Linker.Pipeline.Process(LinkContext context)
    28.    at UnityLinker.UnityDriver.Run()
    29.    at UnityLinker.UnityDriver.RunDriver()
    30. stderr:
    31.  
    32. UnityEngine.Debug:LogError(Object)
    33. UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    34. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    35. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:89)
    36. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:82)
    37. UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:204)
    38. UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:114)
    39. UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:143)
    40. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
    41. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    42.  
    43.  
    Bug Report ID: 959923_05s5r1q67v8uq71v
     
    Last edited: Oct 17, 2017
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    4,035
    This looks like a bug in Unity. Can you submit a bug report for this issue?
     
  3. paradizIsCool

    paradizIsCool

    Joined:
    Jul 10, 2014
    Posts:
    143
    Hi, did ios build also failed ?
    I got this error with ios build, no problem with 2017.1
     
  4. Baraphor

    Baraphor

    Joined:
    Nov 16, 2016
    Posts:
    32
    Filed: 959923_05s5r1q67v8uq71v
     
    JoshPeterson likes this.
  5. QiGames

    QiGames

    Joined:
    Jan 2, 2017
    Posts:
    3
    I am getting the same error with Cloud Build for iOS. I get this error for my current project. I tried with older projects and I also tried with a new empty project. The same error always : Fatal error in Unity CIL Linker

    Code (CSharp):
    1. 5834: [Unity] stdout:
    2. 5835: [Unity] Fatal error in Unity CIL Linker
    3. 5836: [Unity] System.NullReferenceException: Object reference not set to an instance of an object
    4. 5837: [Unity]   at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type, Mono.Cecil.AssemblyDefinition[] assemblies) [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    5. 5838: [Unity]   at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type) [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    6. 5839: [Unity]   at UnityLinker.AddUnresolvedStubsStep.Process () [0x000b5] in <81b71c29c35449f8a666455c78a2dcfb>:0
    7. 5840: [Unity]   at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00018] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    8. 5841: [Unity]   at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00020] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    9. 5842: [Unity]   at UnityLinker.UnityDriver.Run () [0x00086] in <81b71c29c35449f8a666455c78a2dcfb>:0
    10. 5843: [Unity]   at UnityLinker.UnityDriver.RunDriverWithoutErrorHandling () [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    11. 5844: [Unity]   at UnityLinker.UnityDriver.RunDriver () [0x00002] in <81b71c29c35449f8a666455c78a2dcfb>:0
    12. 5845: [Unity] stderr:
    13. 5846: [Unity] UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    14. 5847: [Unity] UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    15. 5848: [Unity] UnityEngine.Logger:Log(LogType, Object)
    16. 5849: [Unity] UnityEngine.Debug:LogError(Object)
    17. 5850: [Unity] UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    18. 5851: [Unity] UnityEditor.CloudBuild.Builder:Build()
    19. 5852: [Unity] Exception: /UNITY_PATH/Unity/Unity-2017_2_0f3/Unity.app/Contents/il2cpp/build/UnityLinker.exe did not run properly!
    20. 5853: [Unity] UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    21. 5854: [Unity] UnityEditor.CloudBuild.Builder:Build()
     
  6. robertsze

    robertsze

    Joined:
    Jul 8, 2013
    Posts:
    63
    Same here. iOS build using to working fine since 5.x, even with 2017.1.1p4. Same error as above in 2017.2.0.f3 (MacOS High Sierra)
     
  7. thibautvdumont

    thibautvdumont

    Joined:
    Oct 6, 2015
    Posts:
    16
    Same on android:

    Code (CSharp):
    1. stdout:
    2. Fatal error in Unity CIL Linker
    3. System.NullReferenceException: Object reference not set to an instance of an object.
    4.    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule(TypeReference type, AssemblyDefinition[] assemblies)
    5.    at UnityLinker.AddUnresolvedStubsStep.Process()
    6.    at Mono.Linker.Steps.BaseStep.Process(LinkContext context)
    7.    at Mono.Linker.Pipeline.Process(LinkContext context)
    8.    at UnityLinker.UnityDriver.Run()
    9.    at UnityLinker.UnityDriver.RunDriver()
    10. stderr:
    11.  
    12. 0x00000001411B000B (Unity) StackWalker::GetCurrentCallstack
    13. 0x00000001411B288F (Unity) StackWalker::ShowCallstack
    14. 0x000000014108CA30 (Unity) GetStacktrace
    15. 0x0000000140596DA3 (Unity) DebugStringToFile
    16. 0x0000000140597581 (Unity) DebugStringToFile
    17. 0x00000001412E85B2 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    18. 0x00000000350FB34B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
    19. 0x00000000350FB234 (Mono JIT Code) [DebugLogHandler.cs:9] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    20. 0x00000000350FAB35 (Mono JIT Code) [Logger.cs:47] UnityEngine.Logger:Log (UnityEngine.LogType,object)
    21. 0x00000000350FA853 (Mono JIT Code) [DebugBindings.gen.cs:124] UnityEngine.Debug:LogError (object)
    22. 0x00000000350F9284 (Mono JIT Code) [BuildUtils.cs:128] UnityEditorInternal.Runner:RunProgram (UnityEditor.Utils.Program,string,string,string,UnityEditor.Scripting.Compilers.CompilerOutputParserBase)
    23. 0x00000000350F85D8 (Mono JIT Code) [BuildUtils.cs:73] UnityEditorInternal.Runner:RunManagedProgram (string,string,string,UnityEditor.Scripting.Compilers.CompilerOutputParserBase,System.Action`1<System.Diagnostics.ProcessStartInfo>)
    24. 0x00000000350F7FD1 (Mono JIT Code) [AssemblyStripper.cs:89] UnityEditorInternal.AssemblyStripper:RunAssemblyLinker (System.Collections.Generic.IEnumerable`1<string>,string&,string&,string,string)
    25. 0x00000000350F61D0 (Mono JIT Code) [AssemblyStripper.cs:82] UnityEditorInternal.AssemblyStripper:StripAssembliesTo (string[],string[],string,string,string&,string&,string,UnityEditorInternal.IIl2CppPlatformProvider,System.Collections.Generic.IEnumerable`1<string>)
    26. 0x00000000350EBCEE (Mono JIT Code) [AssemblyStripper.cs:204] UnityEditorInternal.AssemblyStripper:RunAssemblyStripper (string,System.Collections.IEnumerable,string,string[],string[],string,UnityEditorInternal.IIl2CppPlatformProvider,UnityEditor.RuntimeClassRegistry)
    27. 0x00000000350E9213 (Mono JIT Code) [AssemblyStripper.cs:114] UnityEditorInternal.AssemblyStripper:StripAssemblies (string,UnityEditorInternal.IIl2CppPlatformProvider,UnityEditor.RuntimeClassRegistry)
    28. 0x00000000350E8C2A (Mono JIT Code) [AssemblyStripper.cs:313] UnityEditorInternal.AssemblyStripper:InvokeFromBuildPlayer (UnityEditor.BuildTarget,UnityEditor.RuntimeClassRegistry)
    29. 0x00000000350C486B (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_object (object,intptr,intptr,intptr)
    30. 0x00007FF9D2B660FB (mono) [mini.c:4937] mono_jit_runtime_invoke
    31. 0x00007FF9D2AB8875 (mono) [object.c:2623] mono_runtime_invoke
    32. 0x000000014091D03C (Unity) scripting_method_invoke
    33. 0x00000001409119C3 (Unity) ScriptingInvocation::Invoke
    34. 0x0000000140A93E18 (Unity) BuildPlayerScriptDLLs
    35. 0x0000000140AA5AF8 (Unity) BuildPlayerData
    36. 0x0000000140AA7D01 (Unity) DoBuildPlayer_Build
    37. 0x0000000140AA7DC3 (Unity) DoBuildPlayer
    38. 0x0000000140AA8CA6 (Unity) BuildPlayer
    39. 0x00000001411EF811 (Unity) BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck
    40. 0x0000000032B96ED7 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool)
    41. 0x0000000032B966B0 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:155] UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
    42. 0x0000000032B911EF (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:83] UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
    43. 0x0000000032B90BBC (Mono JIT Code) [BuildPlayerWindow.cs:173] UnityEditor.BuildPlayerWindow:BuildPlayerAndRun (bool)
    44. 0x000000003194C98A (Mono JIT Code) [BuildPlayerWindow.cs:875] UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform)
    45. 0x000000003193C441 (Mono JIT Code) [BuildPlayerWindow.cs:795] UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
    46. 0x000000003190842D (Mono JIT Code) [BuildPlayerWindow.cs:420] UnityEditor.BuildPlayerWindow:OnGUI ()
    47. 0x0000000000767412 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    48. 0x00007FF9D2B660FB (mono) [mini.c:4937] mono_jit_runtime_invoke
    49. 0x00007FF9D2AB8875 (mono) [object.c:2623] mono_runtime_invoke
    50. 0x00007FF9D2ABED83 (mono) [object.c:3838] mono_runtime_invoke_array
    51. 0x00007FF9D2A7D217 (mono) [icall.c:2750] ves_icall_InternalInvoke
    52. 0x0000000000730AB7 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
    53. 0x000000000072EC12 (Mono JIT Code) [MonoMethod.cs:222] System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
    54. 0x0000000000811E4F (Mono JIT Code) [MethodBase.cs:115] System.Reflection.MethodBase:Invoke (object,object[])
    55. 0x000000003047E7B5 (Mono JIT Code) [HostView.cs:285] UnityEditor.HostView:Invoke (string,object)
    56. 0x000000003047E65A (Mono JIT Code) [HostView.cs:278] UnityEditor.HostView:Invoke (string)
    57. 0x0000000031900A91 (Mono JIT Code) [HostView.cs:107] UnityEditor.HostView:OldOnGUI ()
    58. 0x00000000318F04F1 (Mono JIT Code) [IMGUIContainer.cs:127] UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event)
    59. 0x00000000318C304C (Mono JIT Code) [IMGUIContainer.cs:213] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent (UnityEngine.Experimental.UIElements.EventBase)
    60. 0x00000000305F8BA6 (Mono JIT Code) [EventDispatcher.cs:182] UnityEngine.Experimental.UIElements.EventDispatcher:DispatchEvent (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.BaseVisualElementPanel)
    61. 0x00000000305D94AF (Mono JIT Code) [UIElementsUtility.cs:207] UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel)
    62. 0x00000000305D8F7B (Mono JIT Code) [UIElementsUtility.cs:72] UnityEngine.Experimental.UIElements.UIElementsUtility:ProcessEvent (int,intptr)
    63. 0x00000000305D8A9D (Mono JIT Code) [GUIUtility.cs:175] UnityEngine.GUIUtility:ProcessEvent (int,intptr)
    64. 0x00000000305D8C5E (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
    65. 0x00007FF9D2B660FB (mono) [mini.c:4937] mono_jit_runtime_invoke
    66. 0x00007FF9D2AB8875 (mono) [object.c:2623] mono_runtime_invoke
    67. 0x000000014091D03C (Unity) scripting_method_invoke
    68. 0x00000001409119C3 (Unity) ScriptingInvocation::Invoke
    69. 0x000000014091213A (Unity) ScriptingInvocation::Invoke<bool>
    70. 0x00000001401326AE (Unity) IMGUIScriptingClasses::ProcessEvent
    71. 0x00000001410050A6 (Unity) GUIView::ProcessRetainedMode
    72. 0x00000001412B849A (Unity) GUIView::OnInputEvent
    73. 0x0000000140FFF3D3 (Unity) GUIView::ProcessInputEvent
    74. 0x00000001412B0575 (Unity) GUIView::ProcessEventMessages
    75. 0x00000001412BC39A (Unity) GUIView::GUIViewWndProc
    76. 0x00007FFA169DBC50 (USER32) CallWindowProcW
    77. 0x00007FFA169DB5CF (USER32) DispatchMessageW
    78. 0x00000001412CC2EA (Unity) MainMessageLoop
    79. 0x00000001412CDC04 (Unity) WinMain
    80. 0x0000000141DE45A8 (Unity) __tmainCRTStartup
    81. 0x00007FFA162F2774 (KERNEL32) BaseThreadInitThunk
    82. 0x00007FFA16CF0D51 (ntdll) RtlUserThreadStart
     
  8. jisomark

    jisomark

    Joined:
    Dec 12, 2013
    Posts:
    10
    Same problem when building through Jenkins for both iOS and Android on mac build slaves with Unity 2017.2.0.f3. Any workarounds or Unity patches that help with the problem?
     
  9. pep_dj

    pep_dj

    Joined:
    Nov 7, 2014
    Posts:
    154
    Same here. 2017.2.0.f3 :(
     
  10. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    4,035
    We've not tracked down the cause of this issue yet. If anyone else can submit a bug report with a project that causes this issue, that would help. The more projects we can look at, the better chance we have of tracking down the cause of this issue.
     
  11. pep_dj

    pep_dj

    Joined:
    Nov 7, 2014
    Posts:
    154
    I use High Sierra too. Are you all using High Sierra? It may be related to this issue....
     
  12. ejohnnyk

    ejohnnyk

    Joined:
    Nov 26, 2013
    Posts:
    1
    I fixed it by reimporting Unity IAP in Services tab.
     
  13. genaray

    genaray

    Joined:
    Feb 8, 2017
    Posts:
    140
    Im also using high Sierra. But it still fails :/
     
  14. paradizIsCool

    paradizIsCool

    Joined:
    Jul 10, 2014
    Posts:
    143
    I'm using sierra (and cloud build), I'll try with iap update later today.
     
    Last edited: Oct 24, 2017
  15. _____nakj

    _____nakj

    Joined:
    Jan 24, 2015
    Posts:
    7
    Thank you for your information.
    I was able to fix this error.

    unity 2017.2.0f3
    macOS Sierra
     
  16. paradizIsCool

    paradizIsCool

    Joined:
    Jul 10, 2014
    Posts:
    143
    Same here, updating unity IAP fix this issue
    unity 2017.2.0f3
    macOS High Sierra
     
  17. AleXoNNNe

    AleXoNNNe

    Joined:
    Sep 19, 2016
    Posts:
    18
    Same here but updating Unity IAP and reimporting it several times didn't solve my problem.

    Platform : Android
    Unity version : 2017.2.0f3
    NDK version : r13b
    Windows 7

    I submited a bug report : 962771_9vv6blinqsgtifop
     
  18. ercion

    ercion

    Joined:
    Aug 15, 2016
    Posts:
    73
    I'm having the same issue on building for iOS. I have tried the following:
    • Removing link.xml files (in case they are referencing libraries that are not in the project)
    • Downloading a fresh copy of the code from Collab
    • Restoring to older revisions
    • Disabling "strip engine code"
    • Setting API Compatibility to .NET 2.0
    • Cloud build (2017.2.0f3)
    • Building on the Windows
    • Tweaking the link XMLs
    Nothing works except for cloud build with 2017.1.
    New empty project builds fine. It still builds fine after turning on Services. It fails as soon as you add In-app purchasing from Unity Services.
     
  19. sandeepsmartest

    sandeepsmartest

    Joined:
    Nov 7, 2012
    Posts:
    100
    Same issue here when building for android
    Code (CSharp):
    1. Failed running X:\UntiyInstalled\Editor\Data\il2cpp/build/UnityLinker.exe --api=NET_2_0_Subset -out="x:\zzz\xxx\mygame\Temp\StagingArea\Data\Managed\tempStrip" -l=none -c=link --link-symbols -x="x:\UntiyInstalled\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -f="x:\UntiyInstalled\Editor\Data\il2cpp\LinkerDescriptors" -x
     
  20. sandeepsmartest

    sandeepsmartest

    Joined:
    Nov 7, 2012
    Posts:
    100
    I could fix this issue by disabling Stripping level. FYI im using UNITY's IAP , FB SDK version 7.10.0 and my unity's version is 2017.2.0f3.
    If someone finds a work around please post it here.Thank you
     
  21. StevenSeagal

    StevenSeagal

    Joined:
    Sep 30, 2013
    Posts:
    1
    Same issue here when building for android/ios with Unity IAP.
    If Unity IAP completely removed - building successful.
    Setting API Compatibility to .NET 2.0 or disabling "strip engine code" do not affect.
    2017.2.0f3
     
  22. darrensmith

    darrensmith

    Joined:
    Apr 13, 2017
    Posts:
    16
    Same problem here.
    Unity: 2017.2.0f3
    Building for iOS
    macOS: High Sierra
    IAP enabled
    Facebook: 7.9.4
    Gamesparks: 5.5.7.139
    Firebase: 4.3.0 with Dynamic Links, Messaging, and Invites

    Tried without success:
    1. Reimporting IAP
    2. Removing stripping
    3. Using .NET 2.0 rather than .NET 2.0 Subset

    Please let us know a workaround.

    stdout:
    Fatal error in Unity CIL Linker
    System.NullReferenceException: Object reference not set to an instance of an object
    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type, Mono.Cecil.AssemblyDefinition[] assemblies) [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type) [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.AddUnresolvedStubsStep.Process () [0x000b5] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00018] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00020] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    at UnityLinker.UnityDriver.Run () [0x00086] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.UnityDriver.RunDriverWithoutErrorHandling () [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.UnityDriver.RunDriver () [0x00002] in <81b71c29c35449f8a666455c78a2dcfb>:0
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:89)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:82)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:204)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:114)
    UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:143)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
    Last edited: Nov 3, 2017
  23. tech_aquagamez

    tech_aquagamez

    Joined:
    May 9, 2017
    Posts:
    8
    Same problem here.

    Unity: 2017.2.0f3
    Building for iOS
    macOS: Sierra 10.12.6
    IAP enabled
    Facebook: 7.10.1
    AWSSDK: 3.3.181.0
    Xcode 9.0.1

    stdout:
    Fatal error in Unity CIL Linker
    System.NullReferenceException: Object reference not set to an instance of an object
    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type, Mono.Cecil.AssemblyDefinition[] assemblies) [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type) [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.AddUnresolvedStubsStep.Process () [0x000b5] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00018] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00020] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    at UnityLinker.UnityDriver.Run () [0x00086] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.UnityDriver.RunDriverWithoutErrorHandling () [0x00001] in <81b71c29c35449f8a666455c78a2dcfb>:0
    at UnityLinker.UnityDriver.RunDriver () [0x00002] in <81b71c29c35449f8a666455c78a2dcfb>:0
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:89)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:82)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:204)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:114)
    UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:143)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1,
     
    Last edited: Nov 3, 2017
  24. rajantande

    rajantande

    Joined:
    Mar 24, 2015
    Posts:
    20
    Does anyone have a link to the issue within Unity's tracking system? I'd like to be see whether there's been any progress made on dealing with this issue.
     
  25. toshbaird

    toshbaird

    Joined:
    Jan 12, 2017
    Posts:
    3
    We are having this same error with our build machine. Updating Unity IAP did not fix the issue.
     
    Last edited: Nov 10, 2017
  26. demonpants

    demonpants

    Joined:
    Oct 3, 2008
    Posts:
    79
    Re-importing the Unity IAP plugin worked for me too.
     
  27. Banky

    Banky

    Joined:
    Sep 10, 2014
    Posts:
    20
    Same problem here with macOS High Sierra and 2017.2.0f3.
    None of the workarounds here (Re-importing, disable stripping...) work for me. Of course, everything works fine if we build locally

    In my case, all the problems started after I updated to IAP latest version (1.14.1)

    It would be great if Unity can give us some update on this issue as right now it is impossible for us to use cloud build

    Thanks!
     
  28. danbfx

    danbfx

    Joined:
    Feb 22, 2011
    Posts:
    40
    Same problem building to iOS in 2017.30f3 It builds fine in 2017.1. Not cloud build. fails with

    Could it be the M3D_DLL.dll?

    Fatal error in Unity CIL Linker
    System.NullReferenceException: Object reference not set to an instance of an object.

    Failed running C:\Program Files\Unity2017_3_0F3\Editor\Data\il2cpp/build/UnityLinker.exe --api=NET_2_0 -out="C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\tempStrip" -l=none -c=link --link-symbols -x="C:/Program Files/Unity2017_3_0F3/Editor/Data/PlaybackEngines/iOSSupport\Whitelists\Core.xml" -f="C:\Program Files\Unity2017_3_0F3\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\..\platform_native_link.xml" -x "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX/Temp/StagingArea/Data/UnityEngine.xml" -x "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\preserved_derived_types.xml" -d "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed" -a "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\Assembly-UnityScript-firstpass.dll" -a "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\Assembly-UnityScript.dll" -a "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\M3D_DLL.dll" -a "C:\Users\Public\Data\Projects\ARFX\Unity\ARFX\Temp\StagingArea\Data\Managed\UnityEngine.Analytics.dll"
    stdout:
    Fatal error in Unity CIL Linker
    System.NullReferenceException: Object reference not set to an instance of an object.
     
  29. eppz

    eppz

    Joined:
    Aug 2, 2014
    Posts:
    172
    I just have the very same symptoms (with local builds).
    See Fatal error in Unity CIL Linker (2017.3.0f3) for details.

    I tried lots of things, amongst them are
    -Turn Services ON/OFF
    -Download, Import, Reimport Unity IAP (with various kinds of methods)
    -Clean Library folder,
    -Delete UnityConnections.asset,
    -Build with and without Symlink, Stripping, Development build,
    -Installed patch 2017.3.0p1, still the same error.

    Could someone at least give some pointer what to do next?
    I cannot make a single beta build for days now, probably nor others can.
     
  30. ercion

    ercion

    Joined:
    Aug 15, 2016
    Posts:
    73
    You gotta install a previous version of Unity where your build worked. That's the only solution that worked for me.
     
    eppz likes this.
  31. eppz

    eppz

    Joined:
    Aug 2, 2014
    Posts:
    172
    I actually need some iPhoneX related API only present in 2017.3.x (this is the only reason I updated). Probably I'll fake the functionallity somehow in 2017.1.x, which will be quiet frustrating.

    Thanks anyway, you gave an option that is working at least. :D

    So you experienced the same problem?
    Did you submit bug report?
    We all should do, to make changes happen.
     
    Last edited: Dec 26, 2017
  32. ercion

    ercion

    Joined:
    Aug 15, 2016
    Posts:
    73
    Yeah.

    No. The problem went away in Unity 2017.2.0p3 and I haven't upgraded since. If you have the bug right now, it would be a good idea to submit a report; a new years' present for Unity QA ;)

    BTW, does your bug go away when you delete UnityIAP? Mine was caused by UnityIAP. If yours doesn't go away, this might be a different bug.
     
  33. eppz

    eppz

    Joined:
    Aug 2, 2014
    Posts:
    172
    @ercion Yap, I submitted bug report days ago.

    The current milestone is actually to integrate / test Unity IAP (and the corresponding UI) so if I remove it, lots of project code become obsolete.

    Anyway, many people suggest that Unity IAP is the cause of this compiler issue. It has some weirdo custom update manager, probably it doesn't help much either. I wish Unity engine had a simple package manager like all the other language has (CocoaPods, Composer, NPM, Bower, etc.).
     
  34. eppz

    eppz

    Joined:
    Aug 2, 2014
    Posts:
    172
    Hey, a Unity staff just confirmed the issue, and the fix is on its way:

     
    LampRabbit, mikejohnstn and ercion like this.
  35. jeremytm

    jeremytm

    Joined:
    Jun 6, 2016
    Posts:
    28
    We have the same issue, and it's still broken for our project in the new patch 2017.3.0p2.

    Bug report has been created: Case 989079
     
    IgorAherne and eppz like this.
  36. bhermer

    bhermer

    Joined:
    Jun 24, 2013
    Posts:
    16
    Hi,

    I am getting the same issue. 2017.3.0f3 bit of a problem as I have a production release to put out for a customer! this is a iPhone app which is pretty stable, and is only a small rev change, last release was done with 2017.1 and was fine, but I too want the IOS X support


    stdout:
    Fatal error in Unity CIL Linker
    System.NullReferenceException: Object reference not set to an instance of an object.
    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule(TypeReference type, AssemblyDefinition[] assemblies)
    at UnityLinker.AddUnresolvedStubsStep.Process()
    at Mono.Linker.Steps.BaseStep.Process(LinkContext context)
    at Mono.Linker.Pipeline.Process(LinkContext context)
    at UnityLinker.UnityDriver.Run()
    at UnityLinker.UnityDriver.RunDriver()
    stderr:

    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:89)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:82)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:204)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:114)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:152)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:34)
    UnityEditor.iOS.PostProcessiPhonePlayer:CrossCompileManagedDlls(BuildSettings, ProjectPaths, AssemblyReferenceChecker, RuntimeClassRegistry, BuildReport) (at C:\buildslave\unity\build\PlatformDependent\iPhonePlayer\Extensions\Common\BuildPostProcessor.cs:787)
    UnityEditor.iOS.PostProcessiPhonePlayer:postProcess(BuildSettings, ProjectPaths, RuntimeClassRegistry, BuildReport) (at C:\buildslave\unity\build\PlatformDependent\iPhonePlayer\Extensions\Common\BuildPostProcessor.cs:625)
    UnityEditor.iOS.PostProcessiPhonePlayer:postProcess(PostProcessorSettings, BuildPostProcessArgs) (at C:\buildslave\unity\build\PlatformDependent\iPhonePlayer\Extensions\Common\BuildPostProcessor.cs:578)
    UnityEditor.iOS.iOSBuildPostprocessor:postProcess(BuildPostProcessArgs) (at C:\buildslave\unity\build\PlatformDependent\iPhonePlayer\Extensions\Common\ExtensionModule.cs:37)
    UnityEditor.PostprocessBuildPlayer:postprocess(BuildTargetGroup, BuildTarget, String, String, String, Int32, Int32, BuildOptions, RuntimeClassRegistry, BuildReport) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:272)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:164)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:881)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:812)
    UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:426)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:295)
    UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:288)
    UnityEditor.HostView:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:107)
    UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI(Event) (at C:\buildslave\unity\build\Runtime\UIElements\Managed\IMGUIContainer.cs:179)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Runtime\UIElements\Managed\IMGUIContainer.cs:333)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Runtime\UIElements\Managed\IMGUIContainer.cs:317)
    UnityEngine.Experimental.UIElements.EventDispatcher:DispatchEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Runtime\UIElements\Managed\EventDispatcher.cs:250)
    UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Runtime\UIElements\Managed\UIElementsUtility.cs:251)
    UnityEngine.Experimental.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Runtime\UIElements\Managed\UIElementsUtility.cs:78)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUIUtility.cs:175)

    (Filename: /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)
     
  37. eppz

    eppz

    Joined:
    Aug 2, 2014
    Posts:
    172
    I had smilar considerations, now I use 2017.2.1f1, where I don't experience the linker issue, also it has iPhone X support.

    Also, you should put the log into a code block above, makes it easier to consume.
     
  38. Otto_Oliveira

    Otto_Oliveira

    Joined:
    Jul 24, 2014
    Posts:
    31
    Hi,
    just updating the Unity IAP plugin solved the problem for me.

    Thanks
     
  39. IgorAherne

    IgorAherne

    Joined:
    May 15, 2013
    Posts:
    341
    Getting the following in Unity 2017.3.0f3, when trying to build in iOS Metal,
    my system is windows10


    Code (CSharp):
    1. Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/UnityLinker.exe --api=NET_4_6 -out="C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\tempStrip" -l=none -c=link --link-symbols -x="C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport\Whitelists\Core.xml" -f="C:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\..\platform_native_link.xml" -x "C:\MyDrive\Vigor/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "C:\MyDrive\Vigor/Temp/StagingArea/Data/UnityEngine.xml" -x "C:\MyDrive\Vigor\Temp\StagingArea\Data\preserved_derived_types.xml" -x "C:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors\mscorlib45.xml" -x "C:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors\System45.xml" -x "C:\MyDrive\Vigor\Assets\MegaSplat\Scripts\Editor\TextureGraph\Utilities\link.xml" -d "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed" -a  "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a  "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a  "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\Assembly-UnityScript.dll" -a  "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a  "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\DOTween.dll" -a  "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\ES2.dll" -a  "C:\MyDrive\Vigor\Temp\StagingArea\Data\Managed\TextMeshPro-1.0.55.2017.1.0b12.dll"
    2.  
    3. stdout:
    4. Fatal error in Unity CIL Linker
    5. System.NullReferenceException: Object reference not set to an instance of an object.
    6.    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule(TypeReference type, AssemblyDefinition[] assemblies)
    7.    at UnityLinker.AddUnresolvedStubsStep.Process()
    8.    at Mono.Linker.Steps.BaseStep.Process(LinkContext context)
    9.    at Mono.Linker.Pipeline.Process(LinkContext context)
    10.    at UnityLinker.UnityDriver.Run()
    11.    at UnityLinker.UnityDriver.RunDriver()
    12. stderr:
    13.  
    Followed by:

    Code (CSharp):
    1. Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/UnityLinker.exe did not run properly!
    2. UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
    3. UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    4. UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:89)
    5. UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Collections.Generic.IEnumerable`1[T] additionalBlacklist) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:82)
    6. UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.String stagingAreaData, System.Collections.IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:204)
    7. UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:114)
    8. UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:152)
    9. UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, System.Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)
    10. UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.AssemblyReferenceChecker checker, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport buildReport) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:787)
    11. UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport buildReport) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:625)
    12. UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessorSettings postProcessorSettings, UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:578)
    13. UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:37)
    14. 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.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272)
    15. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    Followed by:


    Code (CSharp):
    1. Error building Player: 3 errors
    2.  
    and

    Code (CSharp):
    1. Assertion failed: TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 132
    2.  
    Followed by

    Code (CSharp):
    1. Build completed with a result of 'Failed'
    Followed by

    Code (CSharp):
    1. UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
    2.   at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181
    3.   at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88

    Afterwards, console gets spammed with the following errors, every editor-update-frame (5 separate messages over and over again):
    Code (CSharp):
    1.  Allocation of 35 bytes at 0000000009BBF2F0
    Code (CSharp):
    1. Allocation of 34 bytes at 0000000009BBF230
    Code (CSharp):
    1. Allocation of 33 bytes at 0000000009BBF170
    Code (CSharp):
    1. Allocation of 30 bytes at 0000000009BBF0C0
    Code (CSharp):
    1. Assertion failed: TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 132
     
    Last edited: Feb 6, 2018
  40. IgorAherne

    IgorAherne

    Joined:
    May 15, 2013
    Posts:
    341
    Reverting to .NET 3.5 didn't help

    Switching-off Development build didn't help
     
    Last edited: Feb 6, 2018
  41. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    4,035
    It looks like this is the relevant error message:

    Fatal error in Unity CIL Linker
    System.NullReferenceException: Object reference not set to an instance of an object.

    This is a bug in the UnityLinker code, I suspect. Can you submit a bug report to Unity and include this project? We will investigate the issue.
     
  42. IgorAherne

    IgorAherne

    Joined:
    May 15, 2013
    Posts:
    341
    Unfortunately, my project is of an unbearable size to submit, I've currently rolled back to 2017.1 since have submissions.
    Will see if I can delete some assets later on, to push it through the internet
     
  43. akashkubasad

    akashkubasad

    Joined:
    Jul 9, 2018
    Posts:
    2
    Failed running /Applications/Unity/Unity.app/Contents/il2cpp/build/UnityLinker.exe -out="/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/tempStrip" -x="/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -x "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/var/folders/nh/qr8vn8_j72n0hths_l1mdxnm0000gp/T/tmp42ee26a4.tmp" -x "/var/folders/nh/qr8vn8_j72n0hths_l1mdxnm0000gp/T/tmp4e69867f.tmp" -x "/var/folders/nh/qr8vn8_j72n0hths_l1mdxnm0000gp/T/tmp1546321f.tmp" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/AI.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/AR.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Accessibility.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Animation.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/AssetBundle.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Audio.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Cloth.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/CrashReporting.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Director.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/GameCenter.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Grid.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/IMGUI.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/ImageConversion.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Input.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/JSONSerialize.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Localization.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/ParticleSystem.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/ParticlesLegacy.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/PerformanceReporting.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Physics.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Physics2D.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/ScreenCapture.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/SharedInternals.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/SpriteMask.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/SpriteShape.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Streaming.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/StyleSheets.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Substance.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Terrain.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/TerrainPhysics.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/TextRendering.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Tilemap.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UI.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UIElements.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UNET.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UnityAnalytics.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UnityConnect.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UnityWebRequest.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UnityWebRequestAssetBundle.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UnityWebRequestAudio.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UnityWebRequestTexture.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/UnityWebRequestWWW.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/VR.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Vehicles.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Video.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Wind.xml" -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/XR.xml" -x "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Assets/FacebookSDK/link.xml" -x "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Assets/Fungus/Scripts/link.xml" -x "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Assets/Plugins/UnityPurchasing/script/link.xml" -d "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed" -a "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" -a "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/Assembly-UnityScript.dll" -a "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" -a "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/Facebook.Unity.Settings.dll" -a "/Volumes/workspace/GitProjects/Romantasia copy/Romantasia/Temp/StagingArea/Data/Managed/UnityEngine.Analytics.dll" --dotnetruntime=il2cpp --dotnetprofile=net20 --use-editor-options

    stdout:
    Fatal error in Unity CIL Linker
    Mono.Cecil.ResolutionException: Failed to resolve UnityEngine.VR.VRSettings
    at Unity.Linker.Steps.AddUnresolvedStubsStep.Process () [0x000c7] in <ae70674bbcdb47d3885aa70a17b35bde>:0
    at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00018] in <fdb4fc84d9e048eaa2de2ebaa14c8a30>:0
    at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00021] in <fdb4fc84d9e048eaa2de2ebaa14c8a30>:0
    at Unity.Linker.UnityDriver.Run () [0x00087] in <ae70674bbcdb47d3885aa70a17b35bde>:0
    at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling () [0x00007] in <ae70674bbcdb47d3885aa70a17b35bde>:0
    at Unity.Linker.UnityDriver.RunDriver () [0x00002] in <ae70674bbcdb47d3885aa70a17b35bde>:0
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
    UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:170)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)


    and the next error is


    Exception: /Applications/Unity/Unity.app/Contents/il2cpp/build/UnityLinker.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 /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable`1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
    UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, IIl2CppPlatformProvider platformProvider, IEnumerable`1 additionalBlacklist, BuildTargetGroup buildTargetGroup) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
    UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
    UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:170)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (BuildSettings bs, UnityEditor.iOS.ProjectPaths paths, UnityEditor.AssemblyReferenceChecker checker, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:825)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (BuildSettings bs, UnityEditor.iOS.ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:660)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (PostProcessorSettings postProcessorSettings, BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:611)
    UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:37)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:287)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)


    in my case i tried all possibilities but still didn't work please help me
     
  44. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    4,035
    @akashkubasad

    It looks like the relevant error message is:

    Mono.Cecil.ResolutionException: Failed to resolve UnityEngine.VR.VRSettings

    So some .NET DLL in the project is trying to use UnityEngine.VR.VRSettings, but that type is not found. Do you know what might be using that?
     
  45. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    31
    I see that the thread is still recent, so I hope someone can help me with my version of the CIL Linker problem.

    The problem occurs when I build for WebGL. Building to a stand-alone version for Windows works fine. And in the editor it also works fine. I have a clean install of Unity 2017.4.30f1 where the problem occurs, but I started with 2018.3.12f1 where the problem also occurs. Both are 64 bit, in case that matters.

    From Josh's answer I can see that in my case the problem is most probably in:

    Fatal error in Unity CIL Linker
    Mono.Linker.MarkException: Error processing method: 'System.String SNGeneratorTools.FnTwDev::EncryptUserHDDId(System.String,System.String,System.String,System.String,System.Int32,System.String,System.Int32)' in assembly: 'SNGeneratorTools.dll' ---> System.NullReferenceException: De objectverwijzing is niet op een exemplaar van een object ingesteld.
    (The last part is the Dutch version of Object reference not set to an instance of an object.)

    But I don't understand why that only happens for WebGL. If there is a fault in the dll it should give an error also for the stand-alone build, right?

    Thanks!
     
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    4,035
    If you are using the Mono scripting backend for the standalone build, managed code stripping (which is performed by the Unity CIL Linker tool) is disabled by default. So I suspect that is why this does not happen for the Windows Standalone build. You could try to enable managed code stripping via the Stripping Level option in the player settings, and I suspect the same error will occur with the Unity Linker.

    With that said, it is difficult to know why this problem occurs. The SNGeneratorTools.dll assembly might have invalid IL code. If that code is not executed at runtime, then it may not be a problem. However, the Unity Linker must visit all of the IL code to perform its static analysis, so any invalid code will cause it problems.

    On the other hand this may be a bug in the Unity Linker - maybe it should be able to handle this IL code. Can you submit this project with a bug report, so that we can investigate it?
     
  47. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    31
    JoshPeterson likes this.
  48. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    4,035
  49. christougher

    christougher

    Joined:
    Mar 6, 2015
    Posts:
    413
    Having same problems.

    Using Unity 2018.1.9 and can't upgrade project further due to incompatibility

    Any help? Pointers?
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    4,035
    Unfortunately we cannot tell which XML file is causing this error message. It looks like the project has a link.xml file located at D:\Unity\Repots\FightRepot\Fight!\Assets\link.xml. It might be worth checking the contents of that file to determine if it is the cause of the issue.