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Gplay build il2cpp.exe did not run properly! but NDK was OK on last build and worked!

Discussion in 'Android' started by Utopien, May 20, 2021.

  1. Utopien

    Utopien

    Joined:
    Feb 15, 2016
    Posts:
    46
    hello community this is driving me creasy ! i made i app and build it for google play and it work fine (ARMv7 & ARM64) ok

    and then i continue to work my project and my last build 'Failed' why ? dont know i just get this message

    the version on gplay is no longer compatible with my data base and i can not update cause of that build error if any one can decrypte whats going on

    i will fall in love for that person

    more serously have my app not working is very bad for me so any help would be GREAT !


    exception: D:\Program Files\Unity2020\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe did not run properly!

    Failed running "D:\Program Files\Unity2020\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/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="D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\PD\ForBuild\01_04_2021\CityLink\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a" --avoid-dynamic-library-copy --tool-chain-path="G:/SDKNDK/android-ndk-r19" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="D:/Program Files/Unity2020/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/Il2Cpp/il2cppOutput

    stdout:


    Running il2cpp.exe in server GC mode.

    Building libil2cpp.so with AndroidToolChain

    Output directory: D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a

    Cache directory: D:\PD\ForBuild\01_04_2021\CityLink\Library\il2cpp_android_armeabi-v7a\il2cpp_cache

    ObjectFiles: 262 of which compiled: 177

    Time Compile: 23462 milliseconds Generics27.cpp

    Time Compile: 22948 milliseconds Il2CppAttributes.cpp

    Time Compile: 20782 milliseconds Il2CppInvokerTable.cpp

    Time Compile: 15520 milliseconds System.Data1.cpp

    Time Compile: 12426 milliseconds System.Xml8.cpp

    Time Compile: 12357 milliseconds System.Xml12.cpp

    Time Compile: 12069 milliseconds System4.cpp

    Time Compile: 12004 milliseconds System.Xml3.cpp

    Time Compile: 11875 milliseconds System.Xml.cpp

    Time Compile: 11634 milliseconds Assembly-CSharp13.cpp

    Total compilation time: 129340 milliseconds.

    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: G:\SDKNDK\android-ndk-r19\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\ilam_\AppData\Local\Temp\tmp8269.tmp" -o "D:\PD\ForBuild\01_04_2021\CityLink\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_B2771A8B4D83F1BBFAC351A9CD917EF1\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "D:\Program Files\Unity2020\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe


     
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Is there more to this error message, maybe in the editor log file? It looks like there is some error from the native linker in the Android NDK. but the actual error it reported does not show up.
     
  3. Utopien

    Utopien

    Joined:
    Feb 15, 2016
    Posts:
    46

    thanks josh... for your reply : here the next error messages :


    -----------------------------------------------------------------------------------
    Build completed with a result of 'Failed'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)


    -----------------------------------------------------------------------------------


    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0027c] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <8f44d91b549e47c9883e180579f26ef6>:0
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)



    ----------------------------------------------------------------------------------------------------------------------------------------------------------
     
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I still don't see anything specific here. Can you attach the editor log file when this error happens?
     
  5. Utopien

    Utopien

    Joined:
    Feb 15, 2016
    Posts:
    46
    sure......... here is the log editor thanks again i put in red the part were the error show up

    [Package Manager]
    Registered 49 packages:
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    Launched and connected shader compiler UnityShaderCompiler.exe after 0.14 seconds
    Initializing Unity extensions:
    Unloading 368 Unused Serialized files (Serialized files now loaded: 0)
    Loaded scene 'Assets/Scenes/Client/CityLink.unity'
    Deserialize: 2400.127 ms
    Integration: 1197.212 ms
    Integration of assets: 75.653 ms
    Thread Wait Time: 39.701 ms
    Total Operation Time: 3712.693 ms
    System memory in use before: 139.4 MB.
    System memory in use after: 139.6 MB.

    Unloading 384 unused Assets to reduce memory usage. Loaded Objects now: 10093.
    Total: 67.176800 ms (FindLiveObjects: 1.184100 ms CreateObjectMapping: 0.364100 ms MarkObjects: 59.859200 ms DeleteObjects: 0.386900 ms)

    [MODES] Loading mode Default (0) for mode-current-id-CityLink
    [LAYOUT] About to load Library/CurrentLayout-default.dwlt, keepMainWindow=False
    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initializing input.

    <RI> Input initialized.

    D3D11 device created for Microsoft Media Foundation video decoding.
    [Project] Loading completed in 101.970 seconds
    Project init time: 3.706 seconds
    Template init time: 0.000 seconds
    Package Manager init time: 0.000 seconds
    Asset Database init time: 0.000 seconds
    Global illumination init time: 0.000 seconds
    Assemblies load time: 0.000 seconds
    Unity extensions init time: 0.001 seconds
    Asset Database refresh time: 0.000 seconds
    Scene opening time: 6.097 seconds
    Created GICache directory at G:/Cache. Took: 0.179s, timestamps: [104.506 - 104.685]
    gi::BakeBackendSwitch: switching bake backend from 3 to 1.
    [00:00:09] Enlighten: Precompute started.
    [00:00:09] Enlighten: Finished 1 Layout Systems job (0.00s execute, 0.00s integrate, 0.23s wallclock)
    [00:00:09] Enlighten: Finished 1 Tetrahedralize Probes job (0.01s execute, 0.00s integrate, 0.26s wallclock)
    [00:00:09] Enlighten: Precompute took 0.507272 seconds.
    Enlighten scene contents: 0 geometries. 0 instances. 0 systems. 0 probe groups. 0 cube maps. Scene is up-to-date.
    [00:00:09] Enlighten: Bake started.
    Setting up 2 worker threads for Enlighten.
    Thread -> id: 2f0c -> priority: 1
    Thread -> id: cb4 -> priority: 1
    Unloading 107 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 220.6 MB.
    System memory in use after: 221.0 MB.

    Unloading 23 unused Assets to reduce memory usage. Loaded Objects now: 10900.
    Total: 117.211800 ms (FindLiveObjects: 4.863300 ms CreateObjectMapping: 1.293500 ms MarkObjects: 110.858100 ms DeleteObjects: 0.195100 ms)

    [collab-accelerator] discovery started due to a new cloud project binding
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    [Optix] Number of Devices = 1
    [Optix] context is using local device 0: GeForce GTX 1080 - 8192MB VRAM (available: 6842MB)
    [Optix] successfully set up context.
    [Optix] removing context.
    [00:00:11] Enlighten: Bake took 1.383682 seconds.
    [PathTracer] Loaded OpenRL shaders in 1.330 secs -> Timestamps: [104.878 - 106.208].Asset at path 'Assets/Mapbox/Unity/Editor/Build' is ignored by Collab due to rule '[Bb]uild' [regex (^(([/][^/]+)*[/]))([Bb]uild)$].
    TrimDiskCacheJob: Current cache size 2136mb
    [collab-accelerator] Set collab endpoint to https://collab.cloud.unity3d.com (collab-service)
    UPID Received 'ba14d4a3-0731-467c-bee1-4088bb3dcf57'.
    [PathTracer] building lightmap data asset.
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    <RI> Initialized touch support.

    <RI> Initialized touch support.

    Android PostProcess task "Checking prerequisites" took 120,9507 ms
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    File C:\Users\ilam_\.android\repositories.cfg could not be loaded.
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
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    UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks(PostProcessorContext)
    UnityEditor.Android.PostProcessAndroidPlayer:prepareForBuild(BuildOptions, BuildTarget)
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    UnityEditor.PostprocessBuildPlayer:prepareForBuild(BuildOptions, BuildTargetGroup, BuildTarget)
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    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
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    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

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    Android PostProcess task "Detecting Android SDK" took 4024,7158 ms
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    [ScriptCompilation] Recompiling all scripts because: Recompiling scripts for player build.
    BuildPlayer: start building target 13
    - Starting script compilation
    - Starting compile Library/PlayerScriptAssemblies/UnityEngine.UI.dll
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    - Finished compile Library/PlayerScriptAssemblies/UnityEngine.TestRunner.dll in 2,833318 seconds
    - Finished compile Library/PlayerScriptAssemblies/UnityEngine.UI.dll in 2,867793 seconds
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    - Finished compile Library/PlayerScriptAssemblies/UnityEngine.Purchasing.dll in 0,585494 seconds
    - Finished compile Library/PlayerScriptAssemblies/Unity.Analytics.DataPrivacy.dll in 0,558167 seconds
    - Finished compile Library/PlayerScriptAssemblies/Unity.Notifications.Android.dll in 0,539911 seconds
    - Finished compile Library/PlayerScriptAssemblies/UnityEngine.Advertisements.dll in 0,646966 seconds
    - Starting compile Library/PlayerScriptAssemblies/UnityEngine.Monetization.dll
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    - Finished compile Library/PlayerScriptAssemblies/Unity.TextMeshPro.dll in 0,972441 seconds
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    - Starting compile Library/PlayerScriptAssemblies/Assembly-CSharp.dll
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    Assets\Scripts\API\System.cs(10,7): warning CS0105: The using directive for 'UnityEngine.Networking' appeared previously in this namespace
    Assets\Scripts\API\System.cs(13,7): warning CS0105: The using directive for 'TMPro' appeared previously in this namespace
    Assets\Scripts\NavigationManager.cs(12,7): warning CS0105: The using directive for 'System.Collections.Generic' appeared previously in this namespace
    Assets\PaymentWall\Scripts\Brick\PWBrickForm.cs(132,45): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWBrickForm.cs(172,39): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWBrickForm.cs(119,42): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\InAppBrowser\Scripts\InAppBrowser.cs(108,3): warning CS0162: Unreachable code detected
    Assets\InAppBrowser\Scripts\InAppBrowser.cs(158,3): warning CS0162: Unreachable code detected
    Assets\InAppBrowser\Scripts\InAppBrowser.cs(167,3): warning CS0162: Unreachable code detected
    Assets\Payment\NavScoling.cs(70,9): warning CS0162: Unreachable code detected
    Assets\Payment\NavScoling.cs(242,15): warning CS0219: The variable 'time' is assigned but its value is never used
    Assets\PaymentWall\Scripts\Brick\PWCharge.cs(52,3): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWCharge.cs(52,17): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWSubscription.cs(55,3): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWSubscription.cs(55,17): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWCharge.cs(84,3): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWCharge.cs(84,17): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWSubscription.cs(95,3): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWSubscription.cs(95,17): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWSubscription.cs(122,3): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWSubscription.cs(122,17): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\Scripts\GpsManager.cs(94,13): warning CS0219: The variable 'step' is assigned but its value is never used
    Assets\Scripts\GpsManager.cs(186,13): warning CS0219: The variable 'step' is assigned but its value is never used
    Assets\Scripts\GpsManager.cs(187,15): warning CS0219: The variable 'timeUpdate' is assigned but its value is never used
    Assets\Scripts\GpsManager.cs(276,15): warning CS0219: The variable 'timeUpdate' is assigned but its value is never used
    Assets\Scripts\GpsManager.cs(357,15): warning CS0219: The variable 'timeUpdate' is assigned but its value is never used
    Assets\PaymentWall\Scripts\Brick\PWBrickForm.cs(128,4): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWBrickForm.cs(128,18): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWBrickForm.cs(168,4): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\PaymentWall\Scripts\Brick\PWBrickForm.cs(168,18): warning CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'
    Assets\Scripts\NavigationManager.cs(811,15): warning CS0219: The variable 'checkforchangeTime' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(950,15): warning CS0219: The variable 'amout' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(952,15): warning CS0219: The variable 'timeInitStep' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(953,13): warning CS0219: The variable 'step' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(954,15): warning CS0219: The variable 'updatestep' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1365,15): warning CS0219: The variable 'amout' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1367,15): warning CS0219: The variable 'timeInitStep' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1368,13): warning CS0219: The variable 'step' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1369,15): warning CS0219: The variable 'updatestep' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1608,15): warning CS0219: The variable 'amout' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1610,15): warning CS0219: The variable 'timeInitStep' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1611,13): warning CS0219: The variable 'step' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1612,15): warning CS0219: The variable 'updatestep' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1802,15): warning CS0219: The variable 'amout' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1804,15): warning CS0219: The variable 'timeInitStep' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1805,13): warning CS0219: The variable 'step' is assigned but its value is never used
    Assets\Scripts\NavigationManager.cs(1806,15): warning CS0219: The variable 'updatestep' is assigned but its value is never used
    Assets\Scripts\API\UI\UI.Notification.Page.cs(86,19): warning CS0219: The variable 'lerptime2' is assigned but its value is never used
    Assets\Scripts\API\Request.cs(3332,18): warning CS0219: The variable 'isRequest' is assigned but its value is never used
    Assets\Scripts\API\Request.cs(3333,19): warning CS0219: The variable 'timelerp' is assigned but its value is never used
    Assets\Scripts\API\Request.cs(3136,20): warning CS0219: The variable 'errorMessage' is assigned but its value is never used
    Assets\Scripts\API\Request.cs(3157,20): warning CS0219: The variable 'errorMessage' is assigned but its value is never used
    Assets\Scripts\API\Request.cs(80,28): warning CS0219: The variable 'inputPhoneShop' is assigned but its value is never used
    Assets\Scripts\API\Request.cs(568,28): warning CS0219: The variable 'inputPhoneShop' is assigned but its value is never used
    Refresh completed in 0.087846 seconds.
    RefreshInfo: RefreshV2(NoUpdateAssetOptions) scanfilter:
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    ImportAndPostprocessOutOfDateAssets: 5.851ms (1.674ms without children)
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    CompileScripts: 0.000ms
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    RestoreLoadedAssetsState: 2.470ms
    InvokeProjectHasChanged: 0.000ms
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    ReloadSourceAssets: 1.655ms
    UnloadImportedAssets: 0.191ms
    Hotreload: 0.039ms
    FixTempGuids: 0.005ms
    VerifyGuidPMRegistrations: 0.000ms
    GatherAllCurrentPrimaryArtifactRevisions: 0.555ms
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    LoadedImportedAssetsSnapshotReleaseGCHandles: 1.053ms
    GetLoadedSourceAssetsSnapshot: 3.942ms
    PersistCurrentRevisions: 0.253ms
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    Opening scene 'Temp/__Backupscenes/0.backup'
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    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 76.059 ms
    Integration: 44.436 ms
    Integration of assets: 0.014 ms
    Thread Wait Time: 25.853 ms
    Total Operation Time: 146.362 ms
    System memory in use before: 234.6 MB.
    System memory in use after: 234.7 MB.

    Unloading 110 unused Assets to reduce memory usage. Loaded Objects now: 10937.
    Total: 60.638200 ms (FindLiveObjects: 0.988200 ms CreateObjectMapping: 0.146700 ms MarkObjects: 59.133200 ms DeleteObjects: 0.369100 ms)

    [00:00:00] Enlighten: Precompute started.
    [PathTracer] building lightmap data asset.
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    [00:00:00] Enlighten: Finished 1 Tetrahedralize Probes job (0.00s execute, 0.00s integrate, 0.01s wallclock)
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    > Collecting Enlighten data
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.04 seconds
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    Launched and connected shader compiler UnityShaderCompiler.exe after 0.04 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.04 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.04 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.04 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.04 seconds
    Script attached to 'GpsSystem' in scene 'Assets/Scenes/Client/CityLink.unity' is missing or no valid script is attached.
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
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    UnityEditor.BuildPlayerWindow:OnGUI()
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    UnityEngine.UIElements.UIEventRegistration:processEvent(Int32, IntPtr)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    [C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp line 181]
    (Filename: C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp Line: 181)



    Mono dependencies included in the build
    Dependency assembly - MapboxAccountsUnity.dll
    Dependency assembly - Mapbox.VectorTile.ExtensionMethods.dll
    Dependency assembly - Mapbox.VectorTile.Geometry.dll
    Dependency assembly - Mapbox.VectorTile.PbfReader.dll
    Dependency assembly - Mapbox.VectorTile.VectorTileReader.dll
    Dependency assembly - Mapbox.IO.Compression.dll
    Dependency assembly - Mapbox.Json.dll
    Dependency assembly - Mono.Security.dll
    Dependency assembly - System.Configuration.dll
    Dependency assembly - System.Core.dll
    Dependency assembly - System.Data.dll
    Dependency assembly - System.EnterpriseServices.dll
    Dependency assembly - System.Numerics.dll
    Dependency assembly - System.Runtime.Serialization.dll
    Dependency assembly - System.ServiceModel.Internals.dll
    Dependency assembly - System.Transactions.dll
    Dependency assembly - System.Xml.Linq.dll
    Dependency assembly - System.Xml.dll
    Dependency assembly - System.dll
    Dependency assembly - mscorlib.dll
    Dependency assembly - Assembly-CSharp.dll
    Dependency assembly - NativeGallery.Runtime.dll
    Dependency assembly - Unity.Analytics.DataPrivacy.dll
    Dependency assembly - Unity.Notifications.Android.dll
    Dependency assembly - Unity.TextMeshPro.dll
    Dependency assembly - Unity.Timeline.dll
    Dependency assembly - UnityEngine.Advertisements.dll
    Dependency assembly - UnityEngine.Monetization.dll
    Dependency assembly - UnityEngine.Purchasing.dll
    Dependency assembly - UnityEngine.SpatialTracking.dll
    Dependency assembly - UnityEngine.UI.dll
    Dependency assembly - UnityEngine.XR.LegacyInputHelpers.dll
    Dependency assembly - Unity.Analytics.StandardEvents.dll
    Dependency assembly - Unity.Analytics.Tracker.dll

    Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices.
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    UnityEngine.UIElements.UIEventRegistration:processEvent(Int32, IntPtr)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    [C:\buildslave\unity\build\Editor\Src\BuildPipeline\BuildPlayer.cpp line 3559]
    (Filename: C:\buildslave\unity\build\Editor\Src\BuildPipeline\BuildPlayer.cpp Line: 3559)

    Unloading 753 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 442.4 MB.
    System memory in use after: 434.8 MB.

    Unloading 7078 unused Assets to reduce memory usage. Loaded Objects now: 3423.
    Total: 36.792300 ms (FindLiveObjects: 1.364700 ms CreateObjectMapping: 5.145200 ms MarkObjects: 21.442900 ms DeleteObjects: 8.838200 ms)

    [00:00:00] Enlighten: LightingDataAsset took 116.489343 seconds. Cancelled, so not done yet.
    [EnlightenBakeManager] m_Clear = false;
    Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 240.0 MB.
    System memory in use after: 240.2 MB.

    Unloading 18 unused Assets to reduce memory usage. Loaded Objects now: 3420.
    Total: 17.419000 ms (FindLiveObjects: 1.000100 ms CreateObjectMapping: 0.276100 ms MarkObjects: 16.055600 ms DeleteObjects: 0.086200 ms)

    Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 358.4 MB.
    System memory in use after: 240.2 MB.

    Unloading 126 unused Assets to reduce memory usage. Loaded Objects now: 3406.
    Total: 34.010800 ms (FindLiveObjects: 0.649400 ms CreateObjectMapping: 0.211900 ms MarkObjects: 15.208700 ms DeleteObjects: 17.939800 ms)

    Compiled shader 'Autodesk Interactive' in 8.61s
    gles (total internal programs: 636, unique: 292)
    gles3 (total internal programs: 1230, unique: 433)
    Compressed shader 'Autodesk Interactive' on gles from 1.52MB to 0.07MB
    Compressed shader 'Autodesk Interactive' on gles3 from 3.21MB to 0.14MB
    Script attached to 'Browser2D' in scene '' is missing or no valid script is attached.
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    UnityEngine.UIElements.UIEventRegistration:processEvent(Int32, IntPtr)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    [C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp line 181]
    (Filename: C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp Line: 181)

    Unloading 660 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 342.9 MB.
    System memory in use after: 339.3 MB.

    Unloading 6738 unused Assets to reduce memory usage. Loaded Objects now: 3420.
    Total: 22.265400 ms (FindLiveObjects: 0.822600 ms CreateObjectMapping: 0.269600 ms MarkObjects: 15.313500 ms DeleteObjects: 5.858200 ms)

    Compressed shader 'Standard' on gles from 3.16MB to 0.11MB
    Compressed shader 'Standard' on gles3 from 6.39MB to 0.20MB
    Compiled shader 'TextMeshPro/Distance Field' in 1.75s
    gles (total internal programs: 96, unique: 32)
    gles3 (total internal programs: 96, unique: 32)

    ***Player size statistics***
    Level 0 'Assets/Scenes/Client/CityLink.unity' uses 51.2 MB compressed / 237.9 MB uncompressed.
    Total compressed size 51.2 MB. Total uncompressed size 237.9 MB.
    The orientation specified is not compatible with Android TV.
    Please select Landscape or AutoRotation with Landscape enabled orientation, or disable Android TV compatibility in Player Settings.
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogWarning(Object)
    UnityEditor.Android.PostProcessor.Tasks.Initializer:Execute(PostProcessorContext)
    UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks(PostProcessorContext)
    UnityEditor.Android.PostProcessAndroidPlayer:postProcess(BuildTarget, String, String, String, String, String, String, BuildOptions, RuntimeClassRegistry, BuildReport)
    UnityEditor.Android.AndroidBuildPostprocessor:postProcess(BuildPostProcessArgs, BuildProperties&)
    UnityEditor.PostprocessBuildPlayer:postprocess(BuildTargetGroup, BuildTarget, String, String, String, Int32, Int32, BuildOptions, RuntimeClassRegistry, BuildReport)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    UnityEngine.UIElements.UIEventRegistration:processEvent(Int32, IntPtr)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    Android PostProcess task "Creating staging area" took 4,0546 ms
    Android PostProcess task "Generating Build Id" took 66,4105 ms
    Android PostProcess task "Preparing Unity resources" took 39,4318 ms
    Android PostProcess task "Managed Stripping: (Mono)" took 2,744 ms
    Android PostProcess task "Preparing Managed resources" took 1242,7166 ms
    Android PostProcess task "Splitting assets" took 3,9835 ms
    Android PostProcess task "Processing OBB assets" took 0,4645 ms
    Android PostProcess task "Preparing Unity libraries" took 74,9653 ms
    Android PostProcess task "Processing resources" took 0,3345 ms
    Android PostProcess task "Preparing APK resources" took 49,3728 ms
    Android PostProcess task "Processing plugins" took 134,2352 ms
    Android PostProcess task "Processing Android libraries" took 2,2112 ms
    Android PostProcess task "Checking Graphics API compatibility" took 1,22 ms
    Android PostProcess task "Creating Android manifest" took 38,6872 ms
    Unloading 218 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 328.0 MB.
    System memory in use after: 326.5 MB.

    Unloading 406 unused Assets to reduce memory usage. Loaded Objects now: 3412.
    Total: 438.972900 ms (FindLiveObjects: 0.800000 ms CreateObjectMapping: 0.195600 ms MarkObjects: 435.719400 ms DeleteObjects: 2.255000 ms)

    Android PostProcess task "Compiling resources" took 634,6049 ms
    Android PostProcess task "GenerateIl2cppPlatformProviders" took 1,3572 ms
    Invoking UnityLinker with arguments: -out=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/tempStrip -x=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/../platform_native_link.xml -x=C:/Users/ilam_/AppData/Local/Temp/tmp15e68bde.tmp -x=C:/Users/ilam_/AppData/Local/Temp/tmp436a3c52.tmp -x=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml -x=D:/PD/ForBuild/01_04_2021/CityLink/Assets/Mapbox/link.xml -x=D:/PD/ForBuild/01_04_2021/CityLink/Assets/Mapbox/Core/Plugins/link.xml -d=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed --include-unity-root-assembly=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll --include-unity-root-assembly=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll --include-unity-root-assembly=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/NativeGallery.Runtime.dll --include-unity-root-assembly=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/Unity.TextMeshPro.dll --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed --rule-set=Conservative --editor-data-file=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json --platform=Android --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnablePerformanceReporting --engine-stripping-flag=EnableAnalytics --engine-modules-asset-file="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/Whitelists/../modules.asset"
    D:\Program Files\Unity2020\Editor\Data\il2cpp\build/deploy/net471/UnityLinker.exe exited after 6266 ms.
    D:\Program Files\Unity2020\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe exited after 297 ms.
    Invoking il2cpp with arguments: --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\PD\ForBuild\01_04_2021\CityLink\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a" --avoid-dynamic-library-copy --tool-chain-path="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="D:/Program Files/Unity2020/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/Il2Cpp/il2cppOutput
    D:\Program Files\Unity2020\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe exited after 41496 ms.
    Exception: D:\Program Files\Unity2020\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe did not run properly!

    Failed running "D:\Program Files\Unity2020\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/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="D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\PD\ForBuild\01_04_2021\CityLink\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a" --avoid-dynamic-library-copy --tool-chain-path="D:/Program Files/Unity2020/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="D:/Program Files/Unity2020/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/PD/ForBuild/01_04_2021/CityLink/Temp/StagingArea/Il2Cpp/il2cppOutput

    stdout:
    Running il2cpp.exe in server GC mode.
    Building libil2cpp.so with AndroidToolChain
    Output directory: D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
    Cache directory: D:\PD\ForBuild\01_04_2021\CityLink\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
    ObjectFiles: 262 of which compiled: 0
    Total compilation time: 819 milliseconds.
    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: D:\Program Files\Unity2020\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\ilam_\AppData\Local\Temp\tmp4DA4.tmp" -o "D:\PD\ForBuild\01_04_2021\CityLink\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_293816A21ECF7E09ED22252DA2A08EE4\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "D:\Program Files\Unity2020\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe

    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp7.cpp:48355: error: undefined reference to 'openWindow'
    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp7.cpp:48355: error: undefined reference to 'openWindow'
    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:45043: error: undefined reference to 'openWindow'
    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:45043: error: undefined reference to 'openWindow'
    clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)



    at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
    at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
    at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
    at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
    at il2cpp.Program.Main(String[] args)
    stderr:
    Unhandled exception. Unity.IL2CPP.Building.BuilderFailedException: D:\Program Files\Unity2020\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\ilam_\AppData\Local\Temp\tmp4DA4.tmp" -o "D:\PD\ForBuild\01_04_2021\CityLink\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_293816A21ECF7E09ED22252DA2A08EE4\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "D:\Program Files\Unity2020\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe

    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp7.cpp:48355: error: undefined reference to 'openWindow'
    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp7.cpp:48355: error: undefined reference to 'openWindow'
    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:45043: error: undefined reference to 'openWindow'
    D:\PD\ForBuild\01_04_2021\CityLink\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:45043: error: undefined reference to 'openWindow'
    clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)



    at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
    at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
    at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
    at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
    at il2cpp.Program.Main(String[] args)

    at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x000f5] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x0005d] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x0007a] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x0031a] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditorInternal.IL2CPPBuilder.Run () [0x000de] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001d] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x001fd] in <7b4f8e7483ca4be7941768c84eb1011d>:0
    at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00078] in <7b4f8e7483ca4be7941768c84eb1011d>:0
    at 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) [0x003cb] in <7b4f8e7483ca4be7941768c84eb1011d>:0
    at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <7b4f8e7483ca4be7941768c84eb1011d>:0
    at 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) [0x000dc] in <8f44d91b549e47c9883e180579f26ef6>:0
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    UnityEngine.UIElements.UIEventRegistration:processEvent(Int32, IntPtr)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    (Filename: <8f44d91b549e47c9883e180579f26ef6> Line: 0)

    Unloading 86 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 242.2 MB.
    System memory in use after: 242.4 MB.

    Unloading 86 unused Assets to reduce memory usage. Loaded Objects now: 3439.
    Total: 418.055900 ms (FindLiveObjects: 0.526800 ms CreateObjectMapping: 0.073700 ms MarkObjects: 417.224500 ms DeleteObjects: 0.229100 ms)

    Unloading 125 Unused Serialized files (Serialized files now loaded: 0)
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 160.056 ms
    Integration: 225.776 ms
    Integration of assets: 3.749 ms
    Thread Wait Time: 15.521 ms
    Total Operation Time: 405.103 ms
    System memory in use before: 259.1 MB.
    System memory in use after: 259.6 MB.

    Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 10939.
    Total: 440.221500 ms (FindLiveObjects: 1.130600 ms CreateObjectMapping: 0.213900 ms MarkObjects: 438.637200 ms DeleteObjects: 0.238100 ms)

    Build completed with a result of 'Failed'
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    UnityEngine.UIElements.UIEventRegistration:processEvent(Int32, IntPtr)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0027c] in <8f44d91b549e47c9883e180579f26ef6>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in
    <8f44d91b549e47c9883e180579f26ef6>:0
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    UnityEditor.HostView:OldOnGUI()
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:processEventQueue()
    UnityEngine.UIElements.EventDispatcher:OpenGate()
    UnityEngine.UIElements.EventDispatcherGate:Dispose()
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    UnityEngine.UIElements.UIEventRegistration:processEvent(Int32, IntPtr)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [00:00:01] Enlighten: Precompute started.
    [PathTracer] building lightmap data asset.
    [00:00:02] Enlighten: Finished 1 Layout Systems job (0.00s execute, 0.00s integrate, 0.16s wallclock)
    [PathTracer] building lightmap data asset.
    [00:00:02] Enlighten: Finished 1 Tetrahedralize Probes job (0.00s execute, 0.00s integrate, 0.01s wallclock)
    [00:00:02] Enlighten: Precompute took 0.164811 seconds.
    Enlighten scene contents: 0 geometries. 0 instances. 0 systems. 0 probe groups. 0 cube maps. Scene is up-to-date.
    [00:00:02] Enlighten: Bake started.
    [00:00:02] Enlighten: Finished 1 Bake Runtime job (0.08s execute, 0.00s integrate, 0.35s wallclock)
    [00:00:02] Enlighten: Bake took 0.354709 seconds.
    [00:00:05] Enlighten: LightingDataAsset started.
    > Collecting Enlighten data




     
    Last edited: May 21, 2021
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    This failure occurs because the code in the project has extern methods in C#. Methods marked as extern with a the [Dllimport("__Internal")] attribute must be present in a native library that is linked with the Unity player when building with the IL2CPP scripting backend.

    For example, this in this project one function which causes this issue is named: openWindow

    You have two options:

    1. Build a native library with all of the methods marked as extern with the [Dllimport("__Internal")] attribute for the target platform and architecture of the player. See this documentation for details about native plugins: https://docs.unity3d.com/Manual/NativePlugins.html

    2. Remove the C# code which defines this extern method. You can do that with platform dependent compilation: https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
     
    Utopien likes this.
  7. Utopien

    Utopien

    Joined:
    Feb 15, 2016
    Posts:
    46



    That was it !! thanks you so much for your time . i would have never found it , by my self

    escuse my english i am french
    have good one....
     
    Last edited: May 24, 2021
    JoshPeterson likes this.