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Question Game builds in .abb. but not in .apk

Discussion in 'Android' started by BeorGames, Dec 3, 2021.

  1. BeorGames

    BeorGames

    Joined:
    Jul 28, 2018
    Posts:
    65
    Hello!
    I'm receiving a strange error that doesn't allow me to build my game on .apk format, but it builds just fine in .abb.

    Here are the errors I'm getting, can anyone help?
    Code (CSharp):
    1. IOException: Win32 IO returned 112. Path: Library\Il2cppBuildCache\Android\arm64-v8a\Native\arm64-v8a\libil2cpp.dbg.so" or "Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.dbg.so
    2. System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    3. UnityEditor.FileUtil.UnityFileCopy (System.String from, System.String to, System.Boolean overwrite) (at <208f92fc783546f9abbe643bfc23920c>:0)
    4. UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, System.Boolean overwrite, System.Func`2[T,TResult] includeCallback, System.Boolean recursive) (at <208f92fc783546f9abbe643bfc23920c>:0)
    5. UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, System.Boolean overwrite, System.Func`2[T,TResult] includeCallback, System.Boolean recursive) (at <208f92fc783546f9abbe643bfc23920c>:0)
    6. UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, System.Boolean overwrite, System.String regExExcludeFilter, System.Boolean recursive) (at <208f92fc783546f9abbe643bfc23920c>:0)
    7. UnityEditor.FileUtil.CopyDirectoryRecursiveFiltered (System.String source, System.String target, System.Boolean overwrite, System.String regExExcludeFilter) (at <208f92fc783546f9abbe643bfc23920c>:0)
    8. UnityEditor.FileUtil.CopyDirectoryRecursive (System.String source, System.String target, System.Boolean overwrite, System.Boolean ignoreMeta) (at <208f92fc783546f9abbe643bfc23920c>:0)
    9. UnityEditor.FileUtil.CopyDirectoryRecursive (System.String source, System.String target, System.Boolean overwrite) (at <208f92fc783546f9abbe643bfc23920c>:0)
    10. UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <208f92fc783546f9abbe643bfc23920c>:0)
    11. UnityEditorInternal.IL2CPPBuilder.RunCompileAndLink (System.String il2cppBuildCacheSource) (at <208f92fc783546f9abbe643bfc23920c>:0)
    12. UnityEditorInternal.IL2CPPUtils.RunCompileAndLink (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, System.String il2cppBuildCacheSource) (at <208f92fc783546f9abbe643bfc23920c>:0)
    13. UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <f94168442e634613b6a5965ed17c38f4>:0)
    14. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <f94168442e634613b6a5965ed17c38f4>:0)
    15. 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 <f94168442e634613b6a5965ed17c38f4>:0)
    16. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <f94168442e634613b6a5965ed17c38f4>:0)
    17. 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 <208f92fc783546f9abbe643bfc23920c>:0)
    18. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    Build completed with a result of 'Failed' in 439 seconds (439492 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Code (CSharp):
    1. UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    2.   at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <208f92fc783546f9abbe643bfc23920c>:0
    3.   at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <208f92fc783546f9abbe643bfc23920c>:0
    4. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
     
  2. Moonjump

    Moonjump

    Joined:
    Apr 15, 2010
    Posts:
    2,572
    Do you have Split Binary (or something similar, I am not on Unity at the moment) enabled in Player settings? I read somewhere there is currently an issue with that, but is disabled for .abb, would not cause a problem there.
     
  3. BeorGames

    BeorGames

    Joined:
    Jul 28, 2018
    Posts:
    65
    Hey, thanks for the reply, but I don't:
    upload_2021-12-3_12-34-23.png
     
  4. Moonjump

    Moonjump

    Joined:
    Apr 15, 2010
    Posts:
    2,572
    It is not something I use, and don't have Unity access today, so I may have referred to the wrong thing. I don't think that was the option I'm thinking of. A quick search and I think it was "Split APKs by target architecture".
     
  5. BeorGames

    BeorGames

    Joined:
    Jul 28, 2018
    Posts:
    65
    Thanks again for the reply, but that's off also, here's a more compressive list of my configuration:
    upload_2021-12-3_20-53-50.png