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Bug IL2CPP Build Fail

Discussion in '2020.2 Beta' started by castor76, Oct 4, 2020.

  1. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,135
    I am not sure if this is Unity problem or not, but I can highly suspect it so I will write it down.

    When I build using il2cpp (windows pc, not UWP) I get the following error :

    Failed running C:\Program Files\Unity\Hub\Editor\2020.2.0b5\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram

    stdout:
    [32m[[32m [32m] [0mRequire frontend run. artifacts\tundra.dag.json does not exist yet
    [ 0s] Executed build program. Created build graph with 2 nodes.
    [32m[[32m 0s[32m] [0mFreezing tundra.dag.json into .dag (.dag file didn't exist)
    [91m*** Bee build failed (0.06 seconds), 0 items updated, 2 evaluated[0m
    stderr:

    UnityEngine.Debug:LogError (object)
    UnityEditorInternal.Runner:RunProgram (UnityEditor.Utils.Program,string,string,string,UnityEditor.Scripting.Compilers.CompilerOutputParserBase)
    UnityEditorInternal.Runner:RunManagedProgram (string,string,string,UnityEditor.Scripting.Compilers.CompilerOutputParserBase,System.Action`1<System.Diagnostics.ProcessStartInfo>)
    UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments (System.Collections.Generic.List`1<string>,System.Action`1<System.Diagnostics.ProcessStartInfo>)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData,string,bool)
    UnityEditorInternal.IL2CPPBuilder:Run ()
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp (string,UnityEditorInternal.IIl2CppPlatformProvider,System.Action`1<string>,UnityEditor.RuntimeClassRegistry)
    DesktopStandalonePostProcessor:RunIL2CPP (UnityEditor.Modules.BuildPostProcessArgs,UnityEditorInternal.IIl2CppPlatformProvider,System.Collections.Generic.List`1<string>)
    DesktopStandalonePostProcessor:SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs,System.Collections.Generic.HashSet`1<string>)
    DesktopStandalonePostProcessor:postProcess (UnityEditor.Modules.BuildPostProcessArgs)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Now, the same empty project does build fine using Mono.

    The same empty project does build with Il2cpp using Unity 2019.4 version.

    All of the tests are run on the same PC.

    I don't even know if it is worth while to send repo bug report, because, well, the project is simply empty. I have created a brand new project and just attempted to build.

    Since Unity 2019.4 builds fine with il2cpp, I am more leaning towards that it could not be the setting on my pc.

    Using Visual Studio 2019. 16.7.5
    Unity 2020.2 b5

    Any ideas?
     
    Last edited: Oct 4, 2020
  2. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,135
    Here is entire editor.log file.
     

    Attached Files:

  3. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    My guess is that the non-ASCII characters in the path to the project are causing a problem somewhere. We do a good bit of testing with project paths like this, but something might have been missed. Can you submit a bug report for this issue?
     
    LeonhardP likes this.
  4. brian-taylor

    brian-taylor

    Unity Technologies

    Joined:
    Aug 2, 2019
    Posts:
    4
    I tried to reproduce your issue by using what looks like the same project directory and directory layout, and I was able to get an error, but not the exact same one you hit.

    I'm working on a fix for the error I was able to reproduce, and hopefully it will fix your issue as well.

    To check if perhaps there's something else unique to your machine or setup, could you do a test of creating and building an empty project into a directory that only has ASCII characters in the path? If that works, then I'm pretty sure my fix will alleviate your problem. But if it still doesn't work when using a project path with only ASCII characters, we'll know something else is the issue and then we can narrow it down more.
     
    mahdi_jeddi and LeonhardP like this.
  5. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,135
    Thanks will try that and report tonight.
     
    LeonhardP likes this.
  6. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
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    I have done some more experiments and here is my finding :

    Empty project :
    1. Ascii only folder path names : Works!
    2. The same project with Unicode path name : Fails!

    My actual project :
    Project path name doesn't have any unicode characters, but fails with the following error :

    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: Rewired_Core26.cpp

    C:\Subterrain\subterrain2RPG\UnityProject\Library\Il2cppBuildCache\Windows\x64\il2cppOutput\Rewired_Core26.cpp(21796) : fatal error C1001:

    It looks like it failed on Rewired_Core26, which is sad, because it seems like Microsoft STILL didn't fix the compiler bug even after so many months and the last update to the Visual Studio....
     

    Attached Files:

  7. brian-taylor

    brian-taylor

    Unity Technologies

    Joined:
    Aug 2, 2019
    Posts:
    4
    Right on, thanks for checking into that! I'll put in a fix for the Unicode character pretty soon here.
     
  8. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,135
    Thank you! Would you be kind to press Microsoft to fix rewired compile bug please? It has been months after months since the issue has arised but the fix is not coming...
     
  9. ashwinimurthy

    ashwinimurthy

    Unity Technologies

    Joined:
    Jan 25, 2018
    Posts:
    1
    Hi @castor76 Were you able to submit a bug report for the ASCII char issue?
     
  10. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,135
    I did not. But apparently the ascii issue is fixed?
     
  11. piyushbansal2410

    piyushbansal2410

    Joined:
    Feb 7, 2021
    Posts:
    2
    Exception: Failed running E:\Unity\2020.3.1f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
    stdout:
    [ ] Require frontend run. tundra.dag no longer valid. FileSignature timestamp changed: il2cpp_settings.json
    [ 0s] Executed build program. Created build graph with 2 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    [BUSY 6s] Il2Cpp E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    [BUSY 16s] Il2Cpp E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    [BUSY 27s] Il2Cpp E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    [BUSY 37s] Il2Cpp E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    [0/2 39s] Il2Cpp E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    ##### CommandLine
    E:\Unity\2020.3.1f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.1/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="E:\Unity\New folder\Maze 3D Multiplayer\Library\Il2cppBuildCache\Android\armeabi-v7a\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="E:\Unity\New folder\Maze 3D Multiplayer\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="E:/Unity/2020.3.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="E:/Unity/2020.3.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="E:/Unity/2020.3.1f1/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a" --avoid-dynamic-library-copy --tool-chain-path="E:/Unity/2020.3.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --additional-cpp="E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/additionalCppFiles/UnityAdsInitializationListener.h" --additional-cpp="E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/additionalCppFiles/UnityAdsLoadListener.h" --additional-cpp="E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/additionalCppFiles/UnityAdsShowListener.h" --profiler-report --map-file-parser=E:/Unity/2020.3.1f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe --directory="E:/Unity/New folder/Maze 3D Multiplayer/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="E:/Unity/New folder/Maze 3D Multiplayer/Library/Il2cppBuildCache/Android/armeabi-v7a/il2cppOutput"
    ##### Failed because this command failed to write the following output files:
    E:\Unity\New folder\Maze 3D Multiplayer\Library\Il2cppBuildCache\Android\armeabi-v7a\Native\armeabi-v7a\libil2cpp.so
    ##### Output
    Building libil2cpp.so with AndroidToolChain
    Output directory: E:\Unity\New folder\Maze 3D Multiplayer\Library\Il2cppBuildCache\Android\armeabi-v7a\Native\armeabi-v7a
    Cache directory: E:\Unity\New folder\Maze 3D Multiplayer\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
    ObjectFiles: 443 of which compiled: 0
    Total compilation time: 5059 milliseconds.
    Cleaned up 0 object files.
    *** Bee build failed (42.17 seconds), 1 items updated, 2 evaluated
    stderr:
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  12. piyushbansal2410

    piyushbansal2410

    Joined:
    Feb 7, 2021
    Posts:
    2
    facing same issue
     
    poshan_sahu likes this.
  13. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    Is there another error message in the editor log file near this one?
     
    poshan_sahu likes this.
  14. minhmax098

    minhmax098

    Joined:
    Oct 8, 2020
    Posts:
    1
    I also got a similar error. Can you have a solution for my project ?
    upload_2021-3-31_17-52-44.png
     
    poshan_sahu likes this.
  15. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    Please copy the full text of the bottom pane from that error message, and paste it here.
     
  16. MoritzWill

    MoritzWill

    Joined:
    Apr 16, 2016
    Posts:
    2
    I had the same issue using Unity 2020.2.6f1
    Removing non - ASCII letters from the project path solved the problem.
     
    Last edited: Apr 3, 2021
  17. fyyxgame

    fyyxgame

    Joined:
    Jun 25, 2019
    Posts:
    1
    facing same issue
     

    Attached Files:

  18. dmpitu

    dmpitu

    Joined:
    Oct 4, 2017
    Posts:
    2
    Hello. Another similar error with IL2CPP when I build for android (or PC too). I have installed Unity 2020 LTS (3.2f1) and the Android SDK and NDK from Unity Hub (just mention that Visual Studio was not installed due to a problem with NET framework 4.7.2 and Windows 7).

    I am doing the tests with an empty project. Any idea where I can start looking? Many thanks.

    This here in Spanish is weird or is it normal? ..."error: M�todo no encontrado"...
    Windows 7 is in Spanish, but everything else is in English.

    This is the console log:

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.2f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

    stdout:
    error: M�todo no encontrado: 'System.Collections.Generic.IEnumerable`1<!!0> System.Linq.Enumerable.Append(System.Collections.Generic.IEnumerable`1<!!0>, !!0)'. (System.MissingMethodException)
    at Bee.Core.DynamicLoader.GetAllTypesInAssemblies
    at Bee.Core.DynamicLoader.FindAndCreateInstanceOfEachInAllAssemblies
    at Bee.StandaloneBeeDriver..cctor
    at Bee.StandaloneBeeDriver.RealMain
    at Bee.StandaloneBeeDriver.Main
    stderr:

    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  19. rhistel

    rhistel

    Joined:
    Dec 29, 2020
    Posts:
    1
    I have this issue:

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.5f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
    stdout:
    [ ] Require frontend run. tundra.dag no longer valid. FileSignature timestamp changed: il2cpp_settings.json
    [ 0s] Executed build program. Created build graph with 2 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    [0/2 0s] Il2Cpp C:/Users/USER/Unity Games/Snake Game/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    ##### CommandLine
    ##### ExitCode
    1
    ##### Output
    Failed to create output directory for targetfile C:\Users\USER\Unity Games\Snake Game\Library\Il2cppBuildCache\Android\armeabi-v7a\Native\armeabi-v7a\libil2cpp.so as part of preparing to actually running this node
    *** Bee build failed (0.07 seconds), 0 items updated, 2 evaluated
    stderr:
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <411aa9fd83b6416fab626ca292954771>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <411aa9fd83b6416fab626ca292954771>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <411aa9fd83b6416fab626ca292954771>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <411aa9fd83b6416fab626ca292954771>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <411aa9fd83b6416fab626ca292954771>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <411aa9fd83b6416fab626ca292954771>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <411aa9fd83b6416fab626ca292954771>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    This might happen because there are spaces in the path to the Unity project:

    C:\Users\USER\Unity Games\Snake Game

    Can you try to remove those spaces? We have a bug around this issue, and a fix is on the way to a 2020.3 patch release, but you might be able to work around the issue sooner.
     
  21. MecoCL

    MecoCL

    Joined:
    Mar 10, 2021
    Posts:
    7
    I have the same error too, just today, can someone help me plz with it?.. I'm using Unity 2021 and when that happened to my project, i created a new empty project and tried to export and it's still give me the same error, is there any solution for that plz? :(
     

    Attached Files:

    poshan_sahu likes this.
  22. Vyshkovskyi

    Vyshkovskyi

    Joined:
    Sep 29, 2017
    Posts:
    1
    Its happend to me when my Visual Studio was opened, seems like it not allows to delete some files when building. After closing everything build as usually.
     
  23. MecoCL

    MecoCL

    Joined:
    Mar 10, 2021
    Posts:
    7
    I literally have only Unity opened in my PC during the build process of my project
     
  24. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    Can you provide the full details of the error message? They should be in the lower pane in the screenshot you showed. You can select the text, copy it, and past if here in a forum post.
     
    poshan_sahu likes this.
  25. Gamrek

    Gamrek

    Joined:
    Sep 28, 2010
    Posts:
    143
    Hello, I am getting similar problem too
     
    poshan_sahu likes this.
  26. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    Can you provide the error message that you see?
     
  27. Gamrek

    Gamrek

    Joined:
    Sep 28, 2010
    Posts:
    143
    It only occurs when I checked script debugging.

    Here is the log:

    Exception: Failed running /Applications/Unity/Hub/Editor/2020.3.6f1/Unity.app/Contents/il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

    stdout:

    [ ] Require frontend run. tundra.dag no longer valid. FileSignature timestamp changed: il2cpp_settings.json

    [ 0s] Executed build program. Created build graph with 2 nodes.

    [BUSY 6s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 16s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 26s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 36s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 46s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 56s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 66s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 76s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 86s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 96s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 106s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 116s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 126s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 136s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 146s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 156s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 166s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 176s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 186s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 196s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 206s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 216s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 227s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 237s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 247s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 257s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 267s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 277s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 287s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 297s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 307s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 317s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 327s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 337s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 347s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 357s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 367s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 377s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 387s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 397s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 407s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 417s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 427s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 437s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 447s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 457s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 467s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 477s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 487s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 497s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 507s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 517s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 527s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 537s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 548s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 558s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 568s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 578s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [BUSY 589s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    [0/2 589s] Il2Cpp /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so

    ##### CommandLine

    "/Applications/Unity/Hub/Editor/2020.3.6f1/Unity.app/Contents/il2cpp/build/deploy/netcoreapp3.1/il2cpp" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="/Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so" --cachedirectory="/Users/user/Documents/Unity Projects/Unity Project/Assets/../Library/il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="/Applications/Unity/Hub/Editor/2020.3.6f1/PlaybackEngines/AndroidPlayer/Tools/bdwgc/include" --additional-include-directories="/Applications/Unity/Hub/Editor/2020.3.6f1/PlaybackEngines/AndroidPlayer/Tools/libil2cpp/include" --baselib-directory="/Applications/Unity/Hub/Editor/2020.3.6f1/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Development/StaticLibs/arm64-v8a" --avoid-dynamic-library-copy --tool-chain-path="/Applications/Unity/Hub/Editor/2020.3.6f1/PlaybackEngines/AndroidPlayer/NDK" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="/Applications/Unity/Hub/Editor/2020.3.6f1/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --generatedcppdir="/Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/armeabi-v7a/il2cppOutput" --dotnetprofile="unityaot" --enable-debugger

    ##### ExitCode

    4

    ##### Output

    Building libil2cpp.so with AndroidToolChain

    Output directory: /Users/user/Documents/Unity Projects/Unity Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a

    Cache directory: /Users/user/Documents/Unity Projects/Unity Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache

    ObjectFiles: 793 of which compiled: 311

    Time Compile: 112981 milliseconds Assembly-CSharp1.cpp

    Time Compile: 102342 milliseconds spine-unity4.cpp

    Time Compile: 91961 milliseconds MAScripts3.cpp

    Time Compile: 84392 milliseconds MEC.cpp

    Time Compile: 80544 milliseconds spine-unity6.cpp

    Time Compile: 79146 milliseconds DoozyUI20.cpp

    Time Compile: 78429 milliseconds MAScripts1.cpp

    Time Compile: 74592 milliseconds MAScripts2.cpp

    Time Compile: 72193 milliseconds Fingers.cpp

    Time Compile: 68511 milliseconds Fingers4.cpp

    Total compilation time: 544046 milliseconds.

    Error: Unity.IL2CPP.Building.BuilderFailedException: /Applications/Unity/Hub/Editor/2020.3.6f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @"/var/folders/47/p4kg5qfs5nxbrvhs9vwppht00000gn/T/tmpajg6Jl.tmp" -o "/Users/user/Documents/Unity Projects/Unity Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/linkresult_8820A5C537F48BF465BB80AD48AC7B7A/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target aarch64-linux-android21 -Wl,--wrap,sigaction "/Applications/Unity/Hub/Editor/2020.3.6f1/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Development/StaticLibs/arm64-v8a/baselib.a" -llog -rdynamic -fuse-ld=bfd

    /Users/bokken/buildslave/unity/build/./External/il<message truncated>

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002be] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:190
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:95
     
  28. MecoCL

    MecoCL

    Joined:
    Mar 10, 2021
    Posts:
    7
    Well, I fixed my problem by downloading and installing NET.Framework 4.8, when i installed it, everything is back to normal again!
     
    JoshPeterson likes this.
  29. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    What is after the <message truncated> part? That should be int he editor log file.

    Enabling script debugging will make the code size larger. That can trigger a bug in the Android NDK linker, which might be happening here.
     
  30. mmsimo

    mmsimo

    Joined:
    Mar 9, 2021
    Posts:
    6
    Hello I have the same issue as dmpitu. I am using Unity 2020.3.6f1, the folder where I build this and the project name have no spaces nor ASCII characters.When building to the webgl this error appears and the edit log file is:

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.6f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
    stdout:
    error: M�todo no encontrado: 'System.Collections.Generic.IEnumerable`1<!!0> System.Linq.Enumerable.Append(System.Collections.Generic.IEnumerable`1<!!0>, !!0)'. (System.MissingMethodException)
    at Bee.Core.DynamicLoader.GetAllTypesInAssemblies
    at Bee.Core.DynamicLoader.FindAndCreateInstanceOfEachInAllAssemblies
    at Bee.StandaloneBeeDriver..cctor
    at Bee.StandaloneBeeDriver.RealMain
    at Bee.StandaloneBeeDriver.Main
    stderr:
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:365)
    UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:913)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     

    Attached Files:

  31. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    Can you make sure that the latest .NET Framework version (4.8) is installed on this computer?
     
  32. mmsimo

    mmsimo

    Joined:
    Mar 9, 2021
    Posts:
    6
    I checked it and this computer does not have the .NET 4.8 version installed. If I install this version, would I be able to build my project into webgl without errors?
     
  33. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    I'm not sure, but I believe it will correct the error you mentioned above.
     
    mmsimo likes this.
  34. mmsimo

    mmsimo

    Joined:
    Mar 9, 2021
    Posts:
    6
    Okay, thank you. I will give it a try :)
     
  35. i27ae15

    i27ae15

    Joined:
    Jun 12, 2019
    Posts:
    1
    I think I'm having the same problem as mmsimo

    I am using Unity 2020.3.3f1
    My folder doesn't have spaces nor ASCII characters and I also have the .NET 4.8 version installed


    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.3f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

    stdout:
    error: TUNDRA_EXECUTABLE does not denote an existing file: C:\Program Files\Unity\Hub\Editor\2020.3.3f1\Editor\Data\il2cpp/external/bee/tundra/tundra-win-x64/tundra2.exe (System.Exception)
    at Bee.TundraBackend.TundraInvoker.get_TundraBinaryPath
    at Bee.StandaloneBeeDriver.InvokeTundra
    at Bee.StandaloneBeeDriver.BuildMain
    at Bee.StandaloneBeeDriver.Main
    stderr:

    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <c9b5231e365148a4bc210cc4e439206d>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <c9b5231e365148a4bc210cc4e439206d>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <c9b5231e365148a4bc210cc4e439206d>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <c9b5231e365148a4bc210cc4e439206d>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <c9b5231e365148a4bc210cc4e439206d>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <c9b5231e365148a4bc210cc4e439206d>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <c9b5231e365148a4bc210cc4e439206d>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  36. VasiliyChe

    VasiliyChe

    Joined:
    Dec 7, 2020
    Posts:
    2
    I can reproduce this error on unity 2020.3.4f1
    I have no non ASCII chars in file path and .NET 4.8 is already installed

    Here is my error log:


    Exception: Failed running D:\Unity\Hub\Editor\2020.3.4f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

    stdout:
    [ ] Require frontend run. artifacts\tundra.dag.json does not exist yet
    [ 0s] Executed build program. Created build graph with 2 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    [BUSY 6s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 16s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 26s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 36s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 46s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 56s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 66s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 76s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 86s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 96s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 106s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 116s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 127s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 137s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 147s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 157s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 167s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 177s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 187s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 197s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 208s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 218s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 228s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 238s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 248s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 258s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 268s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 278s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 288s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 298s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 308s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 318s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 328s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 339s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 349s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 359s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 369s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 379s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 389s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 399s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 409s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 419s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 429s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 439s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 449s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 460s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 470s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 480s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 490s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 500s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 510s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 520s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 530s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 540s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 550s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 560s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 570s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 580s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 591s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 601s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 611s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 621s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 631s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 641s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 651s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 661s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 671s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 681s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 691s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 701s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 712s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 722s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 732s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 742s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 752s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 762s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 772s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 782s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 793s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 803s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 813s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 823s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 833s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 843s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 853s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 864s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 874s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 884s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 894s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 904s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 914s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 924s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 934s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 944s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 955s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 965s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 975s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 985s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 995s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1005s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1015s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1025s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1036s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1046s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1056s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1066s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1076s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1086s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1096s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1106s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1116s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1126s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1137s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1147s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1157s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1167s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1177s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1187s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1197s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1207s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1217s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1227s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1238s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1248s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1258s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1268s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1278s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1288s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1298s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1308s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1319s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1329s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1339s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1349s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1359s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1369s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1379s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1389s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1399s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1409s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1420s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1430s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1440s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1450s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1460s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1470s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1480s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1490s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1500s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1510s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1520s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1530s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1540s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1551s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1561s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1571s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1581s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1591s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1601s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1611s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1621s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1631s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1641s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1652s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1662s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1672s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1682s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1692s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1702s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1712s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1722s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1732s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1742s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1752s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1762s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1772s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1782s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1793s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1803s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1813s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1823s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1833s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1843s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1853s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1863s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1873s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1883s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1893s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1903s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1913s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1923s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1933s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1943s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1953s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1963s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1973s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1983s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 1993s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2003s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2013s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2023s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2033s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2043s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2053s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2063s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2073s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2083s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 2093s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [0/2 2098s] Il2Cpp D:/Git/myTestProject/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    ##### CommandLine
    D:\Unity\Hub\Editor\2020.3.4f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.1/il2cpp.exe --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="D:\Git\myTestProject\Library\Il2cppBuildCache\Android\arm64-v8a\Native\arm64-v8a\libil2cpp.so" --cachedirectory="D:\Git\myTestProject\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="D:/Unity/Hub/Editor/2020.3.4f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:/Unity/Hub/Editor/2020.3.4f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="D:/Unity/Hub/Editor/2020.3.4f1/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Development\StaticLibs\arm64-v8a" --avoid-dynamic-library-copy --tool-chain-path="D:/Unity/Hub/Editor/2020.3.4f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser=D:/Unity/Hub/Editor/2020.3.4f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe --generatedcppdir=D:/Git/myTestProject/Library/Il2cppBuildCache/Android/armeabi-v7a/il2cppOutput --dotnetprofile="unityaot" --enable-debugger
    ##### ExitCode
    4
    ##### Output
    Building libil2cpp.so with AndroidToolChain

    Output directory: D:\Git\myTestProject\Library\Il2cppBuildCache\Android\arm64-v8a\Native\arm64-v8a

    Cache directory: D:\Git\myTestProject\Library\il2cpp_android_arm64-v8a\il2cpp_cache

    ObjectFiles: 916 of which compiled: 916

    Time Compile: 785707 milliseconds Unity.Transforms.cpp

    Time Compile: 295622 milliseconds Unity.TextMeshPro4.cpp

    Time Compile: 288665 milliseconds Unity.TextMeshPro3.cpp

    Time Compile: 93296 milliseconds Unity.Mathematics.cpp

    Time Compile: 83575 milliseconds Unity.TextMeshPro2.cpp

    Time Compile: 58727 milliseconds Generics21.cpp

    Time Compile: 48942 milliseconds Il2CppInvokerTable.cpp

    Time Compile: 44902 milliseconds Assembly-CSharp36.cpp

    Time Compile: 44825 milliseconds Unity.2D.SpriteShape.Runtime.cpp

    Total compilation time: 2015477 milliseconds.

    Error: Unity.IL2CPP.Building.BuilderFailedException: D:\Unity\Hub\Editor\2020.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\werec\AppData\Local\Temp\tmp7E74.tmp" -o "D:\Git\myTestProject\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_8C7D1E4596DB02AC46A834C6E82F9C0D\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target aarch64-linux-android21 -Wl,--wrap,sigaction "D:\Unity\Hub\Editor\2020.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Development\StaticLibs\arm64-v8a\baselib.a" -llog -rdynamic -fuse-ld=bfd.exe
     
  37. Piepsii

    Piepsii

    Joined:
    Feb 9, 2021
    Posts:
    3
    Hey! I have a similar error and I tried the fixes proposed in this post but with no success.
    Here is my error log.
     

    Attached Files:

  38. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    It looks like script debugging is enabled. Can you try this build without script debugging enabled? I'm curious to see if it works.
     
  39. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    It looks like the error log did not upload properly. Can you try to upload it again?
     
  40. Piepsii

    Piepsii

    Joined:
    Feb 9, 2021
    Posts:
    3
    Yep forgot to save. There you go.
     

    Attached Files:

  41. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    The error here is "Failed to remove directory F:\GitRepos\GnomeGardener\Library\Il2cppBuildCache\WebGL\il2cppOutput" - I'm wondering if something is locking that directory. Is that open in an editor or command prompt window somewhere?
     
    poshan_sahu likes this.
  42. Piepsii

    Piepsii

    Joined:
    Feb 9, 2021
    Posts:
    3
    Interesting. Yes, I noticed that there was a process running constantly in the background when I tried to reinstall my Unity version. I don't know the reason it did not terminate, I just killed it off and am now installing Unity again. I could build the same project on my laptop, so it is something related to this device that broke. I will update this thread if I got my build working on the same device.
     
  43. VasiliyChe

    VasiliyChe

    Joined:
    Dec 7, 2020
    Posts:
    2
    Hi, JoshPeterson

    You're right, script debugging disabling allows me to create development build without errors.

    Thanks a lot
     
  44. poshan_sahu

    poshan_sahu

    Joined:
    Apr 5, 2021
    Posts:
    1
    Hello i also have same issue please help me .... here is my error

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.7f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

    stdout:
    error: Method not found: 'System.Collections.Generic.IEnumerable`1<!!0> System.Linq.Enumerable.Append(System.Collections.Generic.IEnumerable`1<!!0>, !!0)'. (System.MissingMethodException)
    at Bee.Core.DynamicLoader.GetAllTypesInAssemblies
    at Bee.Core.DynamicLoader.FindAndCreateInstanceOfEachInAllAssemblies
    at Bee.StandaloneBeeDriver..cctor
    at Bee.StandaloneBeeDriver.RealMain
    at Bee.StandaloneBeeDriver.Main
    stderr:

    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <3081d2bcbc4348779c37880b87cdb6a1>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <3081d2bcbc4348779c37880b87cdb6a1>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <3081d2bcbc4348779c37880b87cdb6a1>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <3081d2bcbc4348779c37880b87cdb6a1>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <3081d2bcbc4348779c37880b87cdb6a1>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <3081d2bcbc4348779c37880b87cdb6a1>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <3081d2bcbc4348779c37880b87cdb6a1>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  45. oneVRdev

    oneVRdev

    Joined:
    Aug 27, 2013
    Posts:
    3
    Hello Josh, I'm experiencing the same problem as described here. Trying to build always gets stuck at "Building native binary with IL2CPP..." in the same spot, forcing me to force close Unity as the progress bar doesn't move even after hours of waiting. Afterward, the il2cpp.exe process gets stuck running in the background, locking the il2cppBuildCache folder as mentioned in your message, resulting in the build failing afterward because of the folder being locked giving. Restarting the computer will still have the process running, locking the specified folder. The only way to get it to close is booting in safe mode and deleting the il2cpp.exe inside Unity's files. Task Manager is telling me I have no permissions to stop this process myself.

    Been stuck on this for a week, trying to get builds to work while it has been working perfectly for my colleague with the same project. So far tried reinstalling everything and setting it all up from scratch, which only gets the whole process stuck in the same position. This thread has been the only mention I've found of someone else experiencing the same problem.

    This is happening to me with Unity 2021.1.5f1. I would really appreciate some help solving this as it's making testing changes really difficult for me.

    Code (CSharp):
    1. stdout:
    2. [             ] Require frontend run.  tundra.dag no longer valid. FileSignature timestamp changed: il2cpp_settings.json
    3. [        0s] Executed build program. Created build graph with 2 nodes.
    4. [           0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    5. [0/2        0s] Il2Cpp E:/Work/Unity Projects/xxxx/Library/Il2cppBuildCache/Windows/x64/Native/GameAssembly.dll
    6. Failed to remove directory E:\Work\Unity Projects\xxxx\Library\Il2cppBuildCache\Windows\x64\il2cppOutput as part of preparing to actually running this node
    7. *** Bee build failed (0.08 seconds), 0 items updated, 2 evaluated
    8. stderr:
    9.  at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0018c] in <756e9f00f78640ec93f83e08257daaec>:0
    10.  at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00060] in <756e9f00f78640ec93f83e08257daaec>:0
    11.  at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) [0x00111] in <756e9f00f78640ec93f83e08257daaec>:0
    12.  at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) [0x0039b] in <756e9f00f78640ec93f83e08257daaec>:0
    13.  at UnityEditorInternal.IL2CPPBuilder.Run () [0x000f4] in <756e9f00f78640ec93f83e08257daaec>:0
    14.  at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <756e9f00f78640ec93f83e08257daaec>:0
    15.  at DesktopStandalonePostProcessor.RunIL2CPP (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditorInternal.IIl2CppPlatformProvider il2cppPlatformProvider, System.Collections.Generic.List`1[T] cppPlugins) [0x0001c] in <756e9f00f78640ec93f83e08257daaec>:0
    16.  at DesktopStandalonePostProcessor.SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs args, System.Collections.Generic.HashSet`1[T] filesToNotOverwrite) [0x000a4] in <756e9f00f78640ec93f83e08257daaec>:0
    17.  at DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x00015] in <756e9f00f78640ec93f83e08257daaec>:0
    18. Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    19.  at DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x00070] in <756e9f00f78640ec93f83e08257daaec>:0
    20.  at UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <756e9f00f78640ec93f83e08257daaec>:0
    21.  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 <756e9f00f78640ec93f83e08257daaec>:0
    22. UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    23. UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[])
    24. UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[])
    25. UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
    26. xxxBuildManagementEditor:Build(String[], String, BuildTarget, BuildOptions, BuildTargetGroup, xxxBuildScriptableObject) (at Assets\xxx\xxxxxxxxxxxxx\Scripts\Build Management\Editor\Build System\xxxBuildManagementEditor.cs:215)
    27. xxxBuildManagementEditor:OnActiveBuildTargetChanged(BuildTarget, BuildTarget) (at Assets\xxx\xxxxxxxxxxxxx\Scripts\Build Management\Editor\Build System\xxxBuildManagementEditor.cs:264)
    28. xxxBuildManagementEditor:SwitchActiveBuild(BuildTarget, BuildTargetGroup) (at Assets\xxx\xxxxxxxxxxxxx\Scripts\Build Management\Editor\Build System\xxxBuildManagementEditor.cs:169)
    29. xxxBuildManagementEditor:Desktopbuild() (at Assets\xxx\xxxxxxxxxxxxx\Scripts\Build Management\Editor\Build System\xxxBuildManagementEditor.cs:126)
    30. xxxBuildManagementEditor:OnGUI() (at Assets\xxx\xxxxxxxxxxxxx\Scripts\Build Management\Editor\Build System\xxxBuildManagementEditor.cs:85)
    31. UnityEditor.HostView:InvokeOnGUI(Rect, Rect)
    32. UnityEditor.DockArea:DrawView(Rect, Rect)
    33. UnityEditor.DockArea:OldOnGUI()
    34. UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    35. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    36. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    37. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    38. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    39. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    40. UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    41. UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    42. UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    43. UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    44. UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
    45. UnityEngine.UIElements.EventDispatcher:ProcessEventQueue()
    46. UnityEngine.UIElements.EventDispatcher:OpenGate()
    47. UnityEngine.UIElements.EventDispatcherGate:Dispose()
    48. UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
    49. UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    50. UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    51. UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    52. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    53. UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr)
    54. UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    55. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    Code (CSharp):
    1. Build failed
    2. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    3. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    4. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    5. UnityEngine.Debug:Log (object)
    6. xxxBuildManagementEditor:Build (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions,UnityEditor.BuildTargetGroup,xxxBuildScriptableObject) (at Assets/xxx/xxxxxxxxxxxx/Scripts/Build Management/Editor/Build System/xxxBuildManagementEditor.cs:227)
    7. xxxBuildManagementEditor:OnActiveBuildTargetChanged (UnityEditor.BuildTarget,UnityEditor.BuildTarget) (at Assets/xxx/xxxxxxxxxxxx/Scripts/Build Management/Editor/Build System/xxxBuildManagementEditor.cs:264)
    8. xxxBuildManagementEditor:SwitchActiveBuild (UnityEditor.BuildTarget,UnityEditor.BuildTargetGroup) (at Assets/xxx/xxxxxxxxxxxx/Scripts/Build Management/Editor/Build System/xxxBuildManagementEditor.cs:169)
    9. xxxBuildManagementEditor:Desktopbuild () (at Assets/xxx/xxxxxxxxxxxx/Scripts/Build Management/Editor/Build System/xxxBuildManagementEditor.cs:126)
    10. xxxBuildManagementEditor:OnGUI () (at Assets/xxx/xxxxxxxxxxxx/Scripts/Build Management/Editor/Build System/xxxBuildManagementEditor.cs:85)
    11. UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
    12. UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect)
    13. UnityEditor.DockArea:OldOnGUI ()
    14. UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    15. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    16. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
    17. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
    18. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
    19. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
    20. UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
    21. UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
    22. UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    23. UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
    24. UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    25. UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
    26. UnityEngine.UIElements.EventDispatcher:OpenGate ()
    27. UnityEngine.UIElements.EventDispatcherGate:Dispose ()
    28. UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    29. UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
    30. UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
    31. UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    32. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    33. UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    34. UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    35. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
     
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    Please make sure that you have the latest .NET Framework version installed. You can install .NET Framework 4.8 from Microsoft. I believe that will correct this issue.
     
  47. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    When that il2cpp.exe process is hung, can you use Task Manager to generated a dump file for it? I'd love to see that dump file to understand why it is hanging.
     
  48. HorizonSon

    HorizonSon

    Joined:
    Friday
    Posts:
    3
    Hello, I have an error:


    Exception: Failed running D:\Unity\2020.3.6f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
    stdout:
    [ ] Require frontend run. tundra.dag no longer valid. FileSignature timestamp changed: il2cpp_settings.json
    [ 0s] Executed build program. Created build graph with 2 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    *** Bee build failed (0.02 seconds), 0 items updated, 2 evaluated
    stderr:
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <e09fc44b2b464346872ad04477f51ab1>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
    Last edited: May 14, 2021 at 5:10 PM
  49. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    5,169
    Is there additional information around this error in the editor log file? I don't see anything here that indicates the cause of the problem.
     
  50. HorizonSon

    HorizonSon

    Joined:
    Friday
    Posts:
    3
    Code (CSharp):
    1. Build completed with a result of 'Failed' in 13 seconds (13480 ms)
    2. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    3. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    4. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    5. UnityEngine.Debug:LogError (object)
    6. UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
    7. UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
    8. UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform)
    9. UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
    10. UnityEditor.BuildPlayerWindow:OnGUI ()
    11. UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
    12. UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect)
    13. UnityEditor.DockArea:OldOnGUI ()
    14. UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    15. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    16. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
    17. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
    18. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
    19. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
    20. UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
    21. UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
    22. UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    23. UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
    24. UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    25. UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
    26. UnityEngine.UIElements.EventDispatcher:OpenGate ()
    27. UnityEngine.UIElements.EventDispatcherGate:Dispose ()
    28. UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    29. UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
    30. UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
    31. UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    32. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    33. UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    34. UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    35. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    Code (CSharp):
    1. stdout:
    2. [             ] Require frontend run.  tundra.dag no longer valid. FileSignature timestamp changed: il2cpp_settings.json
    3. [        0s] Executed build program. Created build graph with 2 nodes.
    4. [           0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    5. *** Bee build failed (0.02 seconds), 0 items updated, 2 evaluated
    6. stderr:
    7.  at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00190] in <e09fc44b2b464346872ad04477f51ab1>:0
    8.  at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00060] in <e09fc44b2b464346872ad04477f51ab1>:0
    9.  at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) [0x0011e] in <e09fc44b2b464346872ad04477f51ab1>:0
    10.  at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) [0x0039b] in <e09fc44b2b464346872ad04477f51ab1>:0
    11.  at UnityEditorInternal.IL2CPPBuilder.Run () [0x000f4] in <e09fc44b2b464346872ad04477f51ab1>:0
    12.  at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001d] in <e09fc44b2b464346872ad04477f51ab1>:0
    13.  at UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00204] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    14.  at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00078] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    15.  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) [0x003cf] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    16.  at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    17.  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 <e09fc44b2b464346872ad04477f51ab1>:0
    18. UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    19. UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    20. UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
    21. UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
    22. UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    23. UnityEditor.BuildPlayerWindow:OnGUI()
    24. UnityEditor.HostView:InvokeOnGUI(Rect, Rect)
    25. UnityEditor.DockArea:DrawView(Rect, Rect)
    26. UnityEditor.DockArea:OldOnGUI()
    27. UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    28. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    29. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
    30. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
    31. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
    32. UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
    33. UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
    34. UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
    35. UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel)
    36. UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
    37. UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
    38. UnityEngine.UIElements.EventDispatcher:ProcessEventQueue()
    39. UnityEngine.UIElements.EventDispatcher:OpenGate()
    40. UnityEngine.UIElements.EventDispatcherGate:Dispose()
    41. UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
    42. UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode)
    43. UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
    44. UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    45. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    46. UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr)
    47. UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    48. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    upload_2021-5-14_21-52-19.png

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <e09fc44b2b464346872ad04477f51ab1>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <e09fc44b2b464346872ad04477f51ab1>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    This is it?
     

    Attached Files:

    Last edited: May 14, 2021 at 8:25 PM
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