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Bug IL2CPP Build Fail

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

  1. nmd2

    nmd2

    Joined:
    Mar 19, 2019
    Posts:
    13
    Also have the same issue. Unity 2020.3.5f1, OSX 11.1 (Big Sur), Xcode 12.5
     
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks for the additional details. I'm unsure about the cause of this meed, but I'll ask some others and get back to you.
     
  3. HorizonSon

    HorizonSon

    Joined:
    May 14, 2021
    Posts:
    4
    Thank you, I'll be waiting
     
  4. nowons

    nowons

    Joined:
    May 19, 2021
    Posts:
    2
    I have same problem. My unity version is 2020.3.8f1.

    Pleas help me.

    The first error message
    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.8f1\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 tundra.dag no longer valid.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 3 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    [0/3 0s] WriteResponseFile artifacts/rsp/5764257156289190620.rsp
    *** Bee build failed (0.03 seconds), 1 items updated, 3 evaluated
    stderr:

    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <015079d9a4ea4f97b4381e694d2310c1>: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 <015079d9a4ea4f97b4381e694d2310c1>: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 <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    The second error message
    Build completed with a result of 'Failed' in 19 seconds (18972 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    The last error message
    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <015079d9a4ea4f97b4381e694d2310c1>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <015079d9a4ea4f97b4381e694d2310c1>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
     
  5. minhmax098

    minhmax098

    Joined:
    Oct 8, 2020
    Posts:
    6
    Hello, I have an error
    Hello, I have an error:
    upload_2021-5-19_16-46-37.png
     
  6. minhmax098

    minhmax098

    Joined:
    Oct 8, 2020
    Posts:
    6
    I have an error, can you help me fixed ?

    Win32Exception: ApplicationName='D:\Unity\2020.2.3f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe', CommandLine='--useprebuiltbuildprogram --no-colors', CurrentDirectory='Library/Il2cppBuildCache/Android/arm64-v8a', Native error= The requested operation requires elevation.
    System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <aa976c2104104b7ca9e1785715722c9d>:0)
    System.Diagnostics.Process.Start () (at <aa976c2104104b7ca9e1785715722c9d>:0)
    (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
    UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditor.Utils.Program.Start () (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <a5c628e5460b4ef8b30249ded44d2921>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <a5c628e5460b4ef8b30249ded44d2921>: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 <a5c628e5460b4ef8b30249ded44d2921>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <a5c628e5460b4ef8b30249ded44d2921>: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 <a936841cea2147a2a55ea27843fa46ae>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    We don't have a great idea about why this is failing based on this error message yet. Can I ask you to do a bit more troubleshooting?

    Please try to build an empty project. Let's see if the error is related to something in this project or to the Unity installation, or maybe something on the computer.
     
  8. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks for reporting this. Can you also try to build an empty project?
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I can't tell what the specific error message is in that screen shot. Can you paste the text of the lower pane here?
     
  10. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    This looks like an error we often see when Unity is installed as a different user account than you are using to run it. Can you check to ensure you have installed and are running Unity as the same user account?
     
  11. HorizonSon

    HorizonSon

    Joined:
    May 14, 2021
    Posts:
    4
    I made an empty project and built it successfully.
    upload_2021-5-19_21-8-42.png
     
  12. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks for checking. Is this a project that you can submit to Unity via a bug report? If so, we would love to investigate it.
     
  13. rizorpolder

    rizorpolder

    Joined:
    Feb 20, 2019
    Posts:
    5
    Hi. Same problem on 2021.1.3f1 when trying build Android apk with enable ScriptDebugging on after IL2CPP (Arm64) packing. If it disabled - its ok. Clean URP proj was builded.
     
  14. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    That is interesting. Is this a project you can submit with a bug report? I'd love to be able to investigate it.
     
  15. rizorpolder

    rizorpolder

    Joined:
    Feb 20, 2019
    Posts:
    5
    Nope, cant submit. I mean, I have same problem like Gamrek and VasiliyChe. Trying to build for Android and also i need script debugging. Here is Log of error.
     

    Attached Files:

    • Log.txt
      File size:
      15.9 KB
      Views:
      244
    Last edited: May 22, 2021
  16. Merein

    Merein

    Joined:
    May 22, 2021
    Posts:
    1
    Good day!
    Third day I am trying to build a WebGL project but I get this error. There are no spaces in the path name. The latest .NET Framework(4.8) version installed.

    Exception: Failed running D:\ProgramFiles\New\2021.1.7f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram=D:\ProgramFiles\New\2021.1.7f1\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe
    stdout:
    [ ] Require frontend run. artifacts\tundra.dag.json does not exist yet
    [ 0s] Executed build program. Created build graph with 3 nodes.
    error: Cannot parse path because it's ..'ing beyond the root: D:/(YourApplicationPath)/Library/Il2cppBuildCache/WebGL/../../../../../../../../../.repoconfig (System.ArgumentException)

    To solve this error, you need to close Unity and delete the Il2cppBuildCache folder, which is located in the Library folder of the project. Then open Unity and build the project by clicking Build and Run.
     
  17. vankarounos

    vankarounos

    Joined:
    May 25, 2021
    Posts:
    1
    I have a problem for days cant publish webgl file HELP!!!
     
  18. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Can you provide details about the error message?
     
  19. IP_Studio

    IP_Studio

    Joined:
    May 31, 2020
    Posts:
    10
    can you help me too? i have this error:

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <3081d2bcbc4348779c37880b87cdb6a1>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <3081d2bcbc4348779c37880b87cdb6a1>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Build completed with a result of 'Failed' in 37 seconds (37409 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.7f1\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/pc/Desktop/Wyścigoskiego/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    ##### CommandLine

    ##### ExitCode
    1
    ##### Output
    Failed to create output directory for targetfile C:\Users\pc\Desktop\Wyścigoskiego\Library\Il2cppBuildCache\Android\armeabi-v7a\Native\armeabi-v7a\libil2cpp.so as part of preparing to actually running this node
    *** Bee build failed (0.05 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 <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&)

    Thanks for help
     
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    It looks like there is a non-ASCII character in the path to the project directory: C:\Users\pc\Desktop\Wyścigoskiego

    Can you try to move the project to a path with only ASCII characters? We've seen similar build errors like this. A fix is on the way to 2020.3, but this might allow you to work around the issue.
     
  21. rizorpolder

    rizorpolder

    Joined:
    Feb 20, 2019
    Posts:
    5
    Problem with android build + enabled code debugging was resolved by:
    1) Increase Managed Stripping Level on Project Settings -> Player -> Other settings -> Optimization
    if it isnt help:
    2) Disable target architectures ARM64.
     
    SolidAlloy likes this.
  22. dvdfu

    dvdfu

    Joined:
    Sep 1, 2015
    Posts:
    11
    Experiencing this problem too when building to iOS (Android works just fine for me):

    Exception: Failed running /Applications/Unity/2020.3.7f1/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 5 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)


    I'm using Unity 2020.3.7f1, OSX 11.3.1, Apple M1 chip

    I built my project just fine several weeks ago, and checked my project path using an ASCII checker.
     
  23. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Are there any other error messages in the editor log file? This one unfortunately does not indicate what is wrong.
     
  24. SolidAlloy

    SolidAlloy

    Joined:
    Oct 21, 2019
    Posts:
    58
    Thanks, increasing the code stripping level to Medium resolved the issue!

    @JoshPeterson , you mentioned the crash happens because of a bug related to the large code size in the Android NDK linker. Can you provide a link to the bug so we can follow its resolution? Or if it is fixed, what version of NDK should we use?
     
    rizorpolder likes this.
  25. Florimondable

    Florimondable

    Joined:
    Nov 27, 2018
    Posts:
    2
    Hi, so I got the same issue, crash at building UWP IL2CPP

    (Unity 2020.3.11f1.53.3)

    And I figure out that by shortening the path length it worked :
    C:\Repositories\Xxxx\a\xxxxxxxx\Publics\XxxxXxxxx -> ok
    C:\Repositories\Xxxx\aaaa\xxxxxxxx\Publics\XxxxXxxxx -> ko

    If it can help...
     
  26. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Unfortunately we don't have a public bug report open in the Unity bug tracker for this issue that I am aware of. I'm also not aware of one in the Android NDK.

    Can you try the latest beta release of Unity 2021.1? It uses a newer version of the Android NDK where I believe this bug may be corrected.
     
  27. MaltaJkee

    MaltaJkee

    Joined:
    Nov 19, 2019
    Posts:
    3
    Hi! Have same problem on Unity 2020.3.8f1, trying to build for UWP
    Log message :

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.8f1\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 3 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    [BUSY 6s] Il2Cpp D:/P/B/BlocadeGame/Library/Il2cppBuildCache/UWP/x64/il2cppOutput
    [0/3 11s] Il2Cpp D:/P/B/BlocadeGame/Library/Il2cppBuildCache/UWP/x64/il2cppOutput
    [1/3 0s] Copy Additional C++ File D:/P/B/BlocadeGame/Library/Il2cppBuildCache/UWP/x64/il2cppOutput/fmod_register_static_plugins.cpp" --additional-cpp
    ##### CommandLine
    copy "C:\Users\1\Desktop\Blocade\BlocadeGame\Temp\fmod_register_static_plugins.cpp" --additional-cpp" "D:\P\B\BlocadeGame\Library\Il2cppBuildCache\UWP\x64\il2cppOutput\fmod_register_static_plugins.cpp" --additional-cpp" && copy /b "D:\P\B\BlocadeGame\Library\Il2cppBuildCache\UWP\x64\il2cppOutput\fmod_register_static_plugins.cpp" --additional-cpp" +,, "D:\P\B\BlocadeGame\Library\Il2cppBuildCache\UWP\x64\il2cppOutput\fmod_register_static_plugins.cpp" --additional-cpp"
    ##### ExitCode
    1
    ##### Output
    ���⥬� �� 㤠���� ���� 㪠����� ����.
    *** Bee build failed (12.13 seconds), 2 items updated, 3 evaluated
    stderr:

    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <015079d9a4ea4f97b4381e694d2310c1>:0)
    PostProcessWinRT.RunIL2CPPForProjectBuild () (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessWinRT.cs:1909)
    PostProcessWinRT.RunIL2CPP () (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessWinRT.cs:1878)
    PostProcessWinRT.Process () (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessWinRT.cs:211)
    UnityEditor.UWP.BuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:86)
    Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    UnityEditor.UWP.BuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:90)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <015079d9a4ea4f97b4381e694d2310c1>: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 <015079d9a4ea4f97b4381e694d2310c1>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
    Last edited: Jun 8, 2021
  28. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    It looks like there are some commas in the command line here. Are their commas in the project name or path?
     
  29. MaltaJkee

    MaltaJkee

    Joined:
    Nov 19, 2019
    Posts:
    3
    My project path is D:/P/B/BlocadeGame
    Scene file has underscore in the name (Scene_1, Scene_2, etc...)
     
  30. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks, we are investigating a bit more. Do you need this additional C++ file fmod_register_static_plugins.cpp in the build? Removing it might work around this problem.
     
  31. Makgarett

    Makgarett

    Joined:
    Jul 15, 2019
    Posts:
    3
    Hello,

    I'm experiencing same kind of issue while everything was working great before yesterday:

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.7f1\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 (0.03 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 <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&)


    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <3081d2bcbc4348779c37880b87cdb6a1>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <3081d2bcbc4348779c37880b87cdb6a1>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    I'm pretty new to Unity and game dev hope you will be able to help me.

    Thank you all.

    Edit: I figured it out looks like it was my fault. My failed build was done using copy of the original project that I've moved to another folder and renamed to test ideas. I've changed name back and replace it to orignal disk and this time build succeeded. I have to learn how to backup project properly :)
     
    Last edited: Jun 8, 2021
  32. brian-taylor

    brian-taylor

    Unity Technologies

    Joined:
    Aug 2, 2019
    Posts:
    9
    Hey there, after some investigation, it looks like this was an issue with FMOD that they have since fixed in a recent version.

    Here are some posts from the FMOD forum that has the same issue:
    Fmod_register_static_plugins.cpp not found - Unity - FMOD Forums
    Unity2020 android export project error when il2cpp copy fmod_register_static_plugins.cpp - Unity - FMOD Forums

    That second post indicates this has been fixed in FMOD version 2.01.09, could you give that a try and see if it solves your issue?
     
  33. M-Hanssen

    M-Hanssen

    Joined:
    Sep 8, 2014
    Posts:
    34
    Same issue here... IL2CPP process is freezing with 0% processor capacity on building for Android. Can't seem to kill the IL2CPP process either in the task manager and a system restart is needed after this!
    My editor log output:

    Invoking UnityLinker with response file. response.rsp contents: -out=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/tempStrip -x=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/../platform_native_link.xml -x="C:/Users/MANU~1.HAN/AppData/Local/Temp/tmp43f6aef2.tmp" -x=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml -x=E:/HabticUnityNativeapp/Assets/link.xml -x=E:/HabticUnityNativeapp/Assets/ThirdParty/JsonDotNet/link.xml -d=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.Foundation.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.iOS.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Unity.TextMeshPro.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/MoreMountains.NiceVibrations.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.iOS.XCode.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/StansAssets.Plugins.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Coffee.UnmaskForUGUI.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/MoreMountains.NiceVibrations.Haptics.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/UniRx.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Unity.2D.IK.Runtime.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Coffee.SoftMaskForUGUI.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Unity.2D.Animation.Runtime.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.Android.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.Android.Manifest.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.CrossPlatform.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/UniRx.Async.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/StansAssets.Foundation.dll --include-unity-root-assembly=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/DOTween.dll --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed --rule-set=Conservative --editor-data-file=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json --platform=Android --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnablePerformanceReporting --engine-stripping-flag=EnableAnalytics --engine-stripping-flag=EnableCrashReporting --engine-modules-asset-file="C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines/AndroidPlayer/modules.asset"
    C:\Program Files\Unity\Hub\Editor\2020.3.11f1\Editor\Data\il2cpp\build/deploy/netcoreapp3.1/UnityLinker.exe exited after 11979 ms.
    C:\Program Files\Unity\Hub\Editor\2020.3.11f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe exited after 226 ms.
    Invoking il2cpp (via bee.exe) with arguments: --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="E:\HabticUnityNativeapp\Library\Il2cppBuildCache\Android\arm64-v8a\Native\arm64-v8a\libil2cpp.so" --cachedirectory="E:\HabticUnityNativeapp\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\arm64-v8a" --avoid-dynamic-library-copy --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_AVCommunication.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_Foundation.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_HashStorage.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_Logger.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_NSCommunication.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_UICommunication.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_UIImagePickerControllerDelegate.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_UIWheelPickerDelegate.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONAPI.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONHTTPClient.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONKeyMapper.h --additional-cpp="E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModel+networking.h" --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModel.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModelClassProperty.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModelError.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModelLib.h --additional-cpp=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONValueTransformer.h --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=E:/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/il2cppOutput
    C:\Program Files\Unity\Hub\Editor\2020.3.11f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe exited after 731 ms.
    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.11f1\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)
    [0/2 0s] Il2Cpp E:/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    ##### CommandLine

    ##### ExitCode
    1
    ##### Output
    Failed to remove directory E:\HabticUnityNativeapp\Library\Il2cppBuildCache\Android\arm64-v8a\il2cppOutput as part of preparing to actually running this node
    *** Bee build failed (0.24 seconds), 0 items updated, 2 evaluated
    stderr:
    at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00190] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    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 <0b8db76a688c4d18a15dd7dfe092a035>:0
    at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) [0x0011e] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) [0x0039b] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    at UnityEditorInternal.IL2CPPBuilder.Run () [0x000f4] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001d] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    at UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00204] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00078] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    at UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x003cf] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0
    at UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x000dc] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[])
    UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[])
    UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
     
  34. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Could something else be locking this directory?

    E:\HabticUnityNativeapp\Library\Il2cppBuildCache\Android\arm64-v8a\il2cppOutput

    Maybe a virus scanner is running there.
     
  35. MaltaJkee

    MaltaJkee

    Joined:
    Nov 19, 2019
    Posts:
    3

    Update FMOD plug-in to 2.01.09 helps, build succefully, ty!
     
  36. Jyesh

    Jyesh

    Joined:
    May 30, 2021
    Posts:
    4
    As All of the Problems readed out..
    Not a single Solution Worked from this...
    And the Error is Same... I'm Unable to Build My Project..
    Some More Errors are there.. Trying to Solve this from whole Day...
    Please Help!


    Here's the 'Error'!
    1.Error

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.11f1\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 <0b8db76a688c4d18a15dd7dfe092a035>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <0b8db76a688c4d18a15dd7dfe092a035>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <0b8db76a688c4d18a15dd7dfe092a035>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <0b8db76a688c4d18a15dd7dfe092a035>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <0b8db76a688c4d18a15dd7dfe092a035>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <0b8db76a688c4d18a15dd7dfe092a035>: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 <0b8db76a688c4d18a15dd7dfe092a035>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    2.Error

    Build completed with a result of 'Failed' in 27 seconds (26861 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    3.Error

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <0b8db76a688c4d18a15dd7dfe092a035>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


    AND one Warning...

    Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices.
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


    Hope you Got this All And find solution for this soon..
     

    Attached Files:

    Futurealiti likes this.
  37. Futurealiti

    Futurealiti

    Joined:
    Jan 16, 2017
    Posts:
    2
    I found this issue caused by Project name or project path.
     
  38. Futurealiti

    Futurealiti

    Joined:
    Jan 16, 2017
    Posts:
    2
    Hi, I change my project path to desktop and replace it's name to a simple one. It worked for me. Hope it will work for you as well.
     
    Jyesh likes this.
  39. Jyesh

    Jyesh

    Joined:
    May 30, 2021
    Posts:
    4
    Hi, Solved My Error Just Creating empty projects and building them..
    just created and builded some of them gaved the same error but after all
    Solved My Problem Successfully.. But I lost my project made in the first error reportedd

    Thanks For The Help!
     
  40. ekoguy

    ekoguy

    Joined:
    Dec 29, 2020
    Posts:
    5
    Hi everyone I have this same issue

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.11f1\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/iNaz/Desktop/Müzik/2020/Unity/Just Shoot/Library/Il2cppBuildCache/Android/armeabi-v7a/Native/armeabi-v7a/libil2cpp.so
    ##### CommandLine

    Can someone help?
     
  41. KoganBoss

    KoganBoss

    Joined:
    Nov 16, 2019
    Posts:
    1
    Same problem. Yesterday I build my project just fine, but today have same problem with this bee.exe --useprebuiltbuildprogram --no-colors
     
  42. ekoguy

    ekoguy

    Joined:
    Dec 29, 2020
    Posts:
    5
    And Im using 2020.3.11f1
     
  43. allan-oooh

    allan-oooh

    Joined:
    Mar 29, 2019
    Posts:
    53
    There are a couple members of my team that have encountered this issue consistently. I've seen it myself locally for a string of builds, but it went away as mysterious as it arrived.

    However we just reproduced it in a Unity Cloud Build. I've created a ticket with the details of that here https://support.unity.com/hc/en-us/requests/1063064 for your reference.

    Code (CSharp):
    1. 7075: [Unity] EXCEPTION: Exception: Failed running /Volumes/2020_3_5f1/Unity.app/Contents/il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
    2. 17076: [Unity] stdout:
    3. 17077: [Unity] [             ] Require frontend run.  tundra.dag no longer valid. FileSignature timestamp changed: il2cpp_settings.json
    4. 17078: [Unity] [        0s] Executed build program. Created build graph with 4 nodes.
    5. 17079: [Unity] [           0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    6. 17089: [Unity] stderr:
    7. 17090: [Unity] tundra: error: Out of memory in linear allocator: dynamicOutputDirectories
     
  44. M-Hanssen

    M-Hanssen

    Joined:
    Sep 8, 2014
    Posts:
    34
    @JoshPeterson That was my first thought too. After changing the virusscanner company policies etc. The issue still exists. The strange thing is that without forcing Unity to close during the IL2CPP freeze, there is no error generated in the editor log:

    Code (CSharp):
    1. Invoking UnityLinker with response file. response.rsp contents: -out=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/tempStrip -x=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/../platform_native_link.xml -x="C:/Users/MANU~1.HAN/AppData/Local/Temp/tmp4795088f.tmp" -x=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml -x=E:/UnityProjects/HabticUnityNativeapp/Assets/link.xml -x=E:/UnityProjects/HabticUnityNativeapp/Assets/ThirdParty/JsonDotNet/link.xml -d=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.Foundation.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.iOS.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Unity.TextMeshPro.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/MoreMountains.NiceVibrations.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.iOS.XCode.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/StansAssets.Plugins.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Coffee.UnmaskForUGUI.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/MoreMountains.NiceVibrations.Haptics.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/UniRx.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Unity.2D.IK.Runtime.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/Coffee.SoftMaskForUGUI.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.Android.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.Android.Manifest.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/SA.CrossPlatform.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/UniRx.Async.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/StansAssets.Foundation.dll --include-unity-root-assembly=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/DOTween.dll --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed --editor-settings-flag=AllowDebugging --editor-settings-flag=Development --rule-set=Conservative --editor-data-file=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json --platform=Android --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnablePerformanceReporting --engine-stripping-flag=EnableAnalytics --engine-stripping-flag=EnableCrashReporting --engine-modules-asset-file="C:/Program Files/Unity/Hub/Editor/2020.3.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/modules.asset"
    2. C:\Program Files\Unity\Hub\Editor\2020.3.12f1\Editor\Data\il2cpp\build/deploy/netcoreapp3.1/UnityLinker.exe exited after 8737 ms.
    3. C:\Program Files\Unity\Hub\Editor\2020.3.12f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe exited after 165 ms.
    4. Invoking il2cpp (via bee.exe) with arguments: --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="E:\UnityProjects\HabticUnityNativeapp\Library\Il2cppBuildCache\Android\arm64-v8a\Native\arm64-v8a\libil2cpp.so" --cachedirectory="E:\UnityProjects\HabticUnityNativeapp\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.3.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.3.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="C:/Program Files/Unity/Hub/Editor/2020.3.12f1/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Development\StaticLibs\arm64-v8a" --avoid-dynamic-library-copy --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2020.3.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_AVCommunication.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_Foundation.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_HashStorage.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_Logger.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_NSCommunication.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_UICommunication.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_UIImagePickerControllerDelegate.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/ISN_UIWheelPickerDelegate.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONAPI.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONHTTPClient.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONKeyMapper.h --additional-cpp="E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModel+networking.h" --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModel.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModelClassProperty.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModelError.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONModelLib.h --additional-cpp=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/additionalCppFiles/JSONValueTransformer.h --enable-debugger --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2020.3.12f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=E:/UnityProjects/HabticUnityNativeapp/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=E:/UnityProjects/HabticUnityNativeapp/Library/Il2cppBuildCache/Android/arm64-v8a/il2cppOutput
    Also the processor time of the IL2CPP process is 0% without any other processes stated (such as Clang++.exe etc.)
    I have literally NO CLUE on how to resolve this... We just can't make any local builds. While the cloudbuilds do succeed!
     
  45. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    When this happens, can you use Process Explorer to try to see if some other process is locking that directory. You can used the Find > Handle or DLL option in Process Explorer to do that.
     
  46. M-Hanssen

    M-Hanssen

    Joined:
    Sep 8, 2014
    Posts:
    34
    upload_2021-6-23_21-8-21.png
    Nothing but bee.exe and tundra2.exe
     
  47. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks - those are involved in the build process so maybe they can lock that directory. I'll ask around a bit here.
     
  48. reno_elno

    reno_elno

    Joined:
    Oct 17, 2020
    Posts:
    1
    I have a problem can't build apk

    im used unity 2020.2

    error message:
    1.
    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.2.0f1\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:


    2.
    UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <fac3a832ec4249a49c4da1051848dde5>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <fac3a832ec4249a49c4da1051848dde5>:0
     
  49. M-Hanssen

    M-Hanssen

    Joined:
    Sep 8, 2014
    Posts:
    34
    Thanks in advance, this is a serious handicap for our team currently, so hopefully there is a way to resolve this...
     
  50. xczhang7

    xczhang7

    Joined:
    Jun 29, 2021
    Posts:
    1
    Hi. I think I'm having the problem too.

    My Unity version is 2020.3.12f1.


    Exception: Failed running D:\Program Files (x86)\2020.3.12f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
    stdout:
    [ ] Require frontend run. tundra.dag no longer valid. FileSignature timestamp changed: bee.exe
    [ 0s] Executed build program. Created build graph with 1 nodes.
    error: Cannot parse path because it's ..'ing beyond the root: E:/UnityWebGLProjects/Tutorial/Library/Il2cppBuildCache/WebGL/../../../../../../../../.repoconfig (System.ArgumentException)
    at NiceIO.NPath.CollapseDoubleDots
    at NiceIO.NPath.MakeCompletelyWellFormatted
    at NiceIO.NPath..ctor
    at NiceIO.NPath.Combine
    at NiceIO.NPath.RelativeTo
    at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].MoveNext
    at Bee.TundraBackend.TundraBackend.AddFileSignature
    at Bee.TundraBackend.TundraBackend.AddFileAndGlobSignaturesFromOtherTundraFile
    at Bee.StandaloneBeeDriver.CreateBuildGraph
    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 <dc14d30a5e0540ee9311ed6df63d9074>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <dc14d30a5e0540ee9311ed6df63d9074>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <dc14d30a5e0540ee9311ed6df63d9074>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <dc14d30a5e0540ee9311ed6df63d9074>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <dc14d30a5e0540ee9311ed6df63d9074>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <dc14d30a5e0540ee9311ed6df63d9074>: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 <dc14d30a5e0540ee9311ed6df63d9074>: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 <dc14d30a5e0540ee9311ed6df63d9074>:0)
    UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
    Unity.Play.Publisher.Editor.PublisherBuildProcessor:OpenBuildGameDialog(BuildTarget) (at Library/PackageCache/com.unity.connect.share@4.1.1/Editor/PublisherBuildProcessor.cs:180)
    Unity.Play.Publisher.Editor.PublisherWindow:OnWebGLBuildTargetSet() (at Library/PackageCache/com.unity.connect.share@4.1.1/Editor/PublisherWindow.cs:734)
    Unity.Play.Publisher.Editor.PublisherWindow:OnCreateABuildClicked() (at Library/PackageCache/com.unity.connect.share@4.1.1/Editor/PublisherWindow.cs:509)
    Unity.Play.Publisher.Editor.<>c__DisplayClass75_0:<SetupButton>b__0() (at Library/PackageCache/com.unity.connect.share@4.1.1/Editor/PublisherWindow.cs:627)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)