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Bug IL2CPP Build Fail

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

  1. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Can you try with Unity 2020.3 instead? Also, please make sure that .NET Framework 4.8 is installed on this computer.
     
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Can you look for the tundra.dag.json file from Library/Il2cppBuildCache/<platform>/<arch>/artifacts/ directory after the build fails? If you can find that and send it to me via a private message (along with the Unity editor log file) we may be able to determine what is happening in this case.
     
  3. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    This looks like it might be a different issue from the others in this thread. But I think we will need the same log files to better understand it. Can you look for the tundra.dag.json file from Library/Il2cppBuildCache/<platform>/<arch>/artifacts/ directory after the build fails? If you can find that and send it to me via a private message (along with the Unity editor log file) we may be able to determine what is happening in this case.
     
  4. allan-oooh

    allan-oooh

    Joined:
    Mar 29, 2019
    Posts:
    53
    JoshPeterson likes this.
  5. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    Hey M-Hanssen,

    this sure is a strange issue.I don't have an easy answer, but hopefully there's enough clues to make some progress:

    - both bee.exe and tundra2.exe are part of the il2cpp buildprocess in 2020.2. Both of these processes are supposed to terminate normally both in case of a succesful build, and in case of a failed build.

    - for some reason on your machine they are not terminating. This seems quite suspiciously related to the fact that you are also unable to terminate them. I think the solution to this mystery should be found in why these processes don't terminate.

    - we haven't seen this problem before, yet 2020.2 has been out for a long time. This makes it more likely there is something specific to your machine or your project that causes this behaviour. Are you observing this behaviour on one computer, or on multiple computers? if it happens on multiple computers, would you be able to share the project with us, since then it's likely we can also make it happen on our computers, hopefully allowing us to figure out what is going on.

    I like "Process Hacker 2" on windows as a convenient tool to observe processes. You could try to use it, and select the "cannot terminate it" tundra2.exe and rightclick it and "create dumpfile". It's possible that if you send us that file we can find more clues.

    Bye, Lucas
     
  6. M-Hanssen

    M-Hanssen

    Joined:
    Sep 8, 2014
    Posts:
    34
    Hey @Lucas-Meijer,

    Thanks for your quick reply. Sadly this freeze happens with all 7 team members! So it's probably not machine related.
    I will pull some strings to find out if we can share the project with you.
    Regarding the dump, I've tried top make a dump of the il2cpp process before, but this dump failed as the il2cpp process is over 2gb large and the dump just freezes tooo_O
    But maybe using your suggested tool I can dump the tundra2.exe process specifically.
    I'll send the dump in a private conversation. Thanks in advance!

    EDIT: Maybe it's also nice to add that in Unity 2021.2.0b2 this issue doesn't occur, and we're able to build locally (at least with stripping level set to medium instead of low).
    Also all cloud builds seem to have no issue building our project either...
     
    Last edited: Jul 6, 2021
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Do cloud builds work with 2020.2? Or do you mean that they work with 2021.2.0b2, just like local builds work.
     
  8. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    I am also having this error. I was trying to do the release build for uploading on playstore and I got this 2 errors. And I am using unity version 2021.1.13f1:

    Exception: Failed running C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram="C:\Program Files\Unity\2021.1.13f1\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 2 nodes.
    [ 0s] Freezing tundra.dag.json into .dag (.dag file didn't exist)
    [BUSY 6s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 16s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 26s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 36s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 46s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 56s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 66s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 76s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 86s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 96s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 106s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 116s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [BUSY 127s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [0/2 132s] Il2Cpp C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    ##### CommandLine
    "C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.1/il2cpp.exe" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\arm64-v8a\Native\arm64-v8a\libil2cpp.so" --cachedirectory="C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/2021.1.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/2021.1.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="C:/Program Files/Unity/2021.1.13f1/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\arm64-v8a" --avoid-dynamic-library-copy --tool-chain-path="C:/Program Files/Unity/2021.1.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="C:/Program Files/Unity/2021.1.13f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --generatedcppdir="C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/Il2cppBuildCache/Android/armeabi-v7a/il2cppOutput" --dotnetprofile="unityaot"
    ##### ExitCode
    -1
    ##### Output
    Building libil2cpp.so with AndroidToolChain
    Output directory: C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\arm64-v8a\Native\arm64-v8a
    Cache directory: C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\il2cpp_android_arm64-v8a\il2cpp_cache
    Error: System.UnauthorizedAccessException: Access to the path 'C:\Users\Sanket Varia\AppData\Local\Temp\tmp429C.tmp' is denied.
    at System.IO.FileSystem.DeleteFile(String fullPath)
    at Unity.IL2CPP.Shell.Complete(ExecuteContext context)
    at Unity.IL2CPP.Shell.Wait(ExecuteAsyncResult executeAsyncResult)
    at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
    *** Bee build failed (132.58 seconds - 0:02:12), 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 <42425271a85c48a781b5ae89b9328419>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <42425271a85c48a781b5ae89b9328419>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <42425271a85c48a781b5ae89b9328419>:0)
    UnityEditorInternal.IL2CPPBuilder.RunCompileAndLink (System.String il2cppBuildCacheSource) (at <42425271a85c48a781b5ae89b9328419>:0)
    UnityEditorInternal.IL2CPPUtils.RunCompileAndLink (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, System.String il2cppBuildCacheSource) (at <42425271a85c48a781b5ae89b9328419>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <367caea2527c48439bca4d3d1390b07a>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <367caea2527c48439bca4d3d1390b07a>: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 <367caea2527c48439bca4d3d1390b07a>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <367caea2527c48439bca4d3d1390b07a>: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 <42425271a85c48a781b5ae89b9328419>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)





    for some reason, collon P is being replaced by pink emoji. so beware.
    And the second error is:


    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <42425271a85c48a781b5ae89b9328419>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <42425271a85c48a781b5ae89b9328419>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I also wonder if there is a virus scanner locking the file C:\Users\Sanket Varia\AppData\Local\Temp\tmp429C.tmp when this happens. Could that be the case?
     
  10. M-Hanssen

    M-Hanssen

    Joined:
    Sep 8, 2014
    Posts:
    34
    ALL cloud builds seem to work, for all tested Unity versions! Weird right...o_O
     
  11. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I don't recall if I've asked yet, but is there a virus scanner running on these computers where the problem happens? We've recently found that Bit Defender can cause il2cpp.exe to hang in 2020.2 and 2020.3. I wonder if something similar is happening here.
     
    futurlab_peterh likes this.
  12. QuantumProgram

    QuantumProgram

    Joined:
    Feb 26, 2021
    Posts:
    1
    I converted it from 2020.3.14f to 2021.1.15f and i got a similar error:
    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2021.1.15f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram="C:\Program Files\Unity\Hub\Editor\2021.1.15f1\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe"

    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 <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>: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 <5be0ebaa82df43c7b5c1b1db9bde1e97>: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 <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  13. ekoguy

    ekoguy

    Joined:
    Dec 29, 2020
    Posts:
    5
    hi everyone, I have the same issue, here's the error log:


    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
    [ 5s] 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

    ##### ExitCode
    1
    ##### Output
    Failed to create output directory for targetfile C:\Users\iNaz\Desktop\Müzik\2020\Unity\Just Shoot\Library\Il2cppBuildCache\Android\armeabi-v7a\Native\armeabi-v7a\libil2cpp.so as part of preparing to actually running this node
    *** Bee build failed (0.56 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 <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&)
     
    Last edited: Jul 16, 2021
  14. ekoguy

    ekoguy

    Joined:
    Dec 29, 2020
    Posts:
    5
    Update: I just solve the problem. The issue was
    the game files were in a folder containing Turkish letters like "ü" .
     
    JoshPeterson likes this.
  15. M-Hanssen

    M-Hanssen

    Joined:
    Sep 8, 2014
    Posts:
    34
    We indeed have bitdefender running, but had all unity project folders excluded from it.
     
  16. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    In this case, you will need to exclude some (or all) of the Unity installation as well. There is some bad interaction happening between il2cpp.exe (a utility that runs as part of the player build process) and Bit Defender, where il2cpp.exe hangs during some file I/O operations.

    Try to exclude il2cpp.exe in the Unity installation - that may work around the issue.
     
  17. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    Ok, I am getting new error. I just recently finished creating an update for my game. The game initially was made in 2021.1.6 and it too had the error we are discussing above and I managed to solve it back then by changing .net to 4 and back to 2. it was a coincidence. Currently, I am updating the game and the version right now I am using is unity 2021.1.13 and 15 (recently updated project again), and now I am getting this new error. and no I have no antivirus installed. oh! and this time I added 2 plugins, leantween and cinemachine aswell. this IL2CPP is bugged as hell.

    Exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\armeabi-v7a\il2cppOutput\GenericMethods2.cpp:22648:3: warning: declaration does not declare anything [-Wmissing-declarations]

    struct

    ^

    Stack dump:

    0. Program arguments: C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe -cc1 -triple armv7-unknown-linux-android19 -emit-obj -mnoexecstack -disable-free -disable-llvm-verifier -discard-value-names -main-file-name GenericMethods2.cpp -mrelocation-model pic -pic-level 2 -mthread-model posix -mdisable-fp-elim -relaxed-aliasing -masm-verbose -mconstructor-aliases -fuse-init-array -target-cpu generic -target-feature +soft-float-abi -target-feature +fpregs -target-feature +vfp2 -target-feature +vfp2d16 -target-feature +vfp2d16sp -target-feature +vfp2sp -target-feature +vfp3 -target-feature +vfp3d16 -target-feature +vfp3d16sp -target-feature +vfp3sp -target-feature +fp16 -target-feature -vfp4 -target-feature -vfp4d16 -target-feature -vfp4d16sp -target-feature -vfp4sp -target-feature -fp-armv8 -target-feature -fp-armv8d16 -target-feature -fp-armv8d16sp -target-feature -fp-armv8sp -target-feature -fullfp16 -target-feature +fp64 -target-feature +d32 -target-feature +neon -target-feature -crypto -target-feature -fp16fml -target-abi aapcs-linux -mfloat-abi soft -fallow-half-arguments-and-returns -dwarf-column-info -debug-info-kind=standalone -dwarf-version=4 -debugger-tuning=gdb -ffunction-sections -fdata-sections -coverage-notes-file C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/08975073E8FCAC0B3D91DFFFC9448D9D.gcno -resource-dir C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\lib64\clang\9.0.8 -D NET_4_0 -D UNITY_AOT -D IL2CPP_MONO_DEBUGGER_DISABLED -D GC_NOT_DLL -D RUNTIME_IL2CPP -D IL2CPP_ENABLE_WRITE_BARRIERS=1 -D IL2CPP_INCREMENTAL_TIME_SLICE=3 -D BASELIB_INLINE_NAMESPACE=il2cpp_baselib -D LINUX -D ANDROID -D PLATFORM_ANDROID -D __linux__ -D __STDC_FORMAT_MACROS -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\libil2cpp -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\libil2cpp -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\bdwgc\include -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\xxHash -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\baselib\Include -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\baselib\Platforms\Android\Include -I C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\libil2cpp\pch -I C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\armeabi-v7a\il2cppOutput -I . -D NDEBUG -D __ANDROID_API__=19 -internal-isystem C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin/../sysroot/usr/include/c++/v1 -internal-isystem C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin/../sysroot/usr/local/include -internal-isystem C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\lib64\clang\9.0.8\include -internal-externc-isystem C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin/../sysroot/usr/include/arm-linux-androideabi -internal-externc-isystem C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin/../sysroot/include -internal-externc-isystem C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin/../sysroot/usr/include -O2 -Wno-unused-value -std=c++11 -fdeprecated-macro -fdebug-compilation-dir C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\armeabi-v7a -ferror-limit 19 -fmessage-length 0 -fvisibility hidden -fvisibility-inlines-hidden -fwrapv -fno-rtti -fno-signed-char -fobjc-runtime=gcc -fcxx-exceptions -fexceptions -fdiagnostics-show-option -vectorize-loops -vectorize-slp -o C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/08975073E8FCAC0B3D91DFFFC9448D9D.o -x c++ C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\armeabi-v7a\il2cppOutput\GenericMethods2.cpp

    1. <eof> parser at end of file

    2. Per-module optimization passes

    3. Running pass 'CallGraph Pass Manager' on module 'C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\armeabi-v7a\il2cppOutput\GenericMethods2.cpp'.
    #0 0x00007ff6fe5aeab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x1feab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x202fe6

    #1 0x00007ff6fe5aeab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0xc9af54 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x2039d5

    #2 0x00007ff6fe5aeab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0xffd5c4 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x13182e2

    #3 0x00007ff6fe5aeab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x22413f3 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x1284a60

    #4 0x00007ff6fe5aeab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x5beb7f C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x60a8f6

    #5 0x00007ff6fe5aeab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x6576 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x43fa

    #6 0x00007ff6fe5aeab6 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x1395 C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe 0x14c8

    #7 0x00007ff6fe5aeab6 (C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe+0x1feab6)

    #8 0x0000000000000001

    #9 0x000002ab4f27aaf0

    #10 0x000000000000004f

    #11 0x000002ab4ecf9f18

    #12 0x000002ab503acfc0

    #13 0x000000ce44bfc7e8

    #14 0x000002ab4f27aad0

    #15 0x00007ff6fe5b2fe6 (C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe+0x202fe6)

    0x00007FF6FE5AEAB6 (0x000002AB4F27AAF0 0x000000000000004F 0x000002AB4ECF9F18 0x000002AB503ACFC0)

    0x0000000000000001 (0x000000000000004F 0x000002AB4ECF9F18 0x000002AB503ACFC0 0x000000CE44BFC7E8) <unknown module>

    0x000002AB4F27AAF0 (0x000002AB4ECF9F18 0x000002AB503ACFC0 0x000000CE44BFC7E8 0x000002AB4F27AAD0) <unknown module>

    0x000000000000004F (0x000002AB503ACFC0 0x000000CE44BFC7E8 0x000002AB4F27AAD0 0x00007FF6FE5B2FE6) <unknown module>

    0x000002AB4ECF9F18 (0x000000CE44BFC7E8 0x000002AB4F27AAD0 0x00007FF6FE5B2FE6 0x000000CE44BFCB28) <unknown module>

    0x000002AB503ACFC0 (0x000002AB4F27AAD0 0x00007FF6FE5B2FE6 0x000000CE44BFCB28 0x000002AB503AB820) <unknown module>

    0x000000CE44BFC7E8 (0x00007FF6FE5B2FE6 0x000000CE44BFCB28 0x000002AB503AB820 0x0000000000000000) <unknown module>

    0x000002AB4F27AAD0 (0x000000CE44BFCB28 0x000002AB503AB820 0x0000000000000000 0x0000000000000000) <unknown module>

    0x00007FF6FE5B2FE6 (0xFFFFFFFFFFFFFFF8 0x000002AB00000000 0x000002AB4E1B3570 0x0000000000000000)

    0x00007FF6FF04AF54 (0x0000001000000000 0x000002AB4F0BA970 0x000002AB4B6A3A10 0x00007FF600000005)

    0x00007FF6FE5B39D5 (0x0000000000000070 0x000002AB495B0000 0x000002AB495B02B4 0x00007FF6FE9C9BE7)

    0x00007FF6FF3AD5C4 (0x000000CE44BFDA28 0x000000CE44BFD960 0x000000CE44BFDA28 0x000002AB50173918)

    0x00007FF6FF6C82E2 (0x000000CE44BFDB58 0x00007FF6FE96C77A 0x000002AB49511A40 0x0000000000000084)

    0x00007FF7005F13F3 (0x00007FF701C6F16B 0x000000000000001A 0x00007FF701C6F16B 0x000000000000001A)

    0x00007FF6FF634A60 (0x000002AB495371D0 0x000002AB494FA7E0 0x000002AB494BCE70 0x00007FF6FE9B95CA)

    0x00007FF6FE96EB7F (0x00007FF701BE296A 0x0000000000000000 0x000002AB494F8801 0x0000000000000093)

    0x00007FF6FE9BA8F6 (0x00000000000003B1 0x00000000000003B1 0x00000000000003B1 0x000002AB494B0000)

    0x00007FF6FE3B6576 (0x00000000F46857D4 0x000002AB494B54C0 0x000002AB494B84C0 0x00007FFA62E6F5F7)

    0x00007FF6FE3B43FA (0x00000000000000B3 0x0000000000000000 0x00007FFA62B9ADA0 0x0000000000000000)

    0x00007FF6FE3B1395 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000)

    0x00007FF6FE3B14C8 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000)

    0x00007FFA62B97034 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), BaseThreadInitThunk() + 0x14 bytes(s)

    0x00007FFA62EA2651 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), RtlUserThreadStart() + 0x21 bytes(s)

    clang++: error: clang frontend command failed due to signal (use -v to see invocation)

    Android (6454773 based on r365631c2) clang version 9.0.8 (https://android.googlesource.com/toolchain/llvm-project 98c855489587874b2a325e7a516b99d838599c6f) (based on LLVM 9.0.8svn)

    Target: armv7-unknown-linux-android19

    Thread model: posix

    InstalledDir: C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin

    clang++: note: diagnostic msg: PLEASE submit a bug report to https://github.com/android-ndk/ndk/issues and include the crash backtrace, preprocessed source, and associated run script.

    clang++: note: diagnostic msg:

    ********************



    PLEASE ATTACH THE FOLLOWING FILES TO THE BUG REPORT:

    Preprocessed source(s) and associated run script(s) are located at:

    clang++: note: diagnostic msg: C:\Users\SANKET~1\AppData\Local\Temp\GenericMethods2-1518c2.cpp

    clang++: note: diagnostic msg: C:\Users\SANKET~1\AppData\Local\Temp\GenericMethods2-1518c2.sh

    clang++: note: diagnostic msg:



    ********************





    Invocation was: Executable: "C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++"

    Arguments: -DNET_4_0 -DUNITY_AOT -DIL2CPP_MONO_DEBUGGER_DISABLED -DGC_NOT_DLL -DRUNTIME_IL2CPP -DIL2CPP_ENABLE_WRITE_BARRIERS=1 -DIL2CPP_INCREMENTAL_TIME_SLICE=3 -DBASELIB_INLINE_NAMESPACE=il2cpp_baselib -DLINUX -DANDROID -DPLATFORM_ANDROID -D__linux__ -D__STDC_FORMAT_MACROS -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\bdwgc\include" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\xxHash" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\baselib\Include" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\external\baselib\Platforms\Android\Include" -I"C:\Program Files\Unity\2021.1.13f1\Editor\Data\il2cpp\libil2cpp\pch" -I"C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\armeabi-v7a\il2cppOutput" -I"." -c -g -DNDEBUG -fexceptions -fno-limit-debug-info -fdata-sections -ffunction-sections -Wa,--noexecstack -fno-rtti -std=c++11 -fno-strict-aliasing -fvisibility=hidden -fvisibility-inlines-hidden -fno-strict-overflow -fno-addrsig -fPIC -O2 -stdlib=libc++ -target armv7-linux-androideabi19 -D__ANDROID_API__=19 -march=armv7-a -mfloat-abi=softfp -mfpu=neon-fp16 -Wno-unused-value "C:\Users\Sanket Varia\Documents\Unity Projects\MoodBox\Library\Il2cppBuildCache\Android\armeabi-v7a\il2cppOutput\GenericMethods2.cpp" -o "C:/Users/Sanket Varia/Documents/Unity Projects/MoodBox/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/08975073E8FCAC0B3D91DFFFC9448D9D.o"



    at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)

    at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)

    at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions, ReadOnlyCollection`1 matchedAssemblyMethodSourceFiles)

    at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions, Boolean throwExceptions)

    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <42425271a85c48a781b5ae89b9328419>:0)

    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <42425271a85c48a781b5ae89b9328419>:0)

    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <42425271a85c48a781b5ae89b9328419>:0)

    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <42425271a85c48a781b5ae89b9328419>:0)

    UnityEditorInternal.IL2CPPBuilder.Run () (at <42425271a85c48a781b5ae89b9328419>:0)

    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <42425271a85c48a781b5ae89b9328419>:0)

    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <367caea2527c48439bca4d3d1390b07a>:0)

    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <367caea2527c48439bca4d3d1390b07a>: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 <367caea2527c48439bca4d3d1390b07a>:0)

    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <367caea2527c48439bca4d3d1390b07a>: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,<message truncated>
     
  18. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    This looks like a crash in the C++ compiler from the Android NDK. I'm unsure what specifically is causing it. You may want to back up the code to a known good state and move through the changes one by one to determine which one triggers this.

    Additionally, Unity 2021.2 beta and later is using a newer Android NDK version - if possible you may want to try these newer Unity versions to see if the crash in clang has been corrected.
     
  19. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    Wait, hold on. explain me the steps. First I must install new NDK then? Btw I don't have incremental saves. All I can say is that I have added 2 plugins and updated some visual studio plugin which unity was crying about.
     
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    No, if you try your project with a new version of Unity (in the 2021.2 beta), that version of Unity will install a newer NDK, where this crash might be fixed. I'm not sure though, as we don't know what actually causes this crash in clang.

    This might be difficult to track down then, as it is hard to tell from the error message what part of the project is causing the crash in clang. Maybe try removing the two new plugins one-by-one and see if the error goes away.
     
  21. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    I instead updated cinemachine plugin and I got a slightly different error. But I think its probably same so I am just sharing it here if you can pinpoint the issue. Next I will remove cinemachine.

    Exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\2021.1.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\Sanket Varia\AppData\Local\Temp\tmp630D.tmp" -o "C:\Users\Sanket Varia\Documents\Unity Projects\Mood Box\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_FCE385543183E5E3E419F44BD4BB3FDB\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "C:\Program Files\Unity\2021.1.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe
    C:\Program Files\Unity\2021.1.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: C:/Users/Sanket Varia/Documents/Unity Projects/Mood Box/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/D26364E30A76E331B76B9448FA734B4D.o: section name section has wrong type: 2621440
    C:\Program Files\Unity\2021.1.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: fatal error: C:/Users/Sanket Varia/Documents/Unity Projects/Mood Box/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/D26364E30A76E331B76B9448FA734B4D.o: attempt to map 3785375744 bytes at offset 3800936456 exceeds size of file; the file may be corrupt
    clang++: error: linker command failed with exit code 1 (use -v to see invocation)
    at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
    at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions, ReadOnlyCollection`1 matchedAssemblyMethodSourceFiles)
    at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions, Boolean throwExceptions)
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <367caea2527c48439bca4d3d1390b07a>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <367caea2527c48439bca4d3d1390b07a>: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 <367caea2527c48439bca4d3d1390b07a>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <367caea2527c48439bca4d3d1390b07a>: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 <5be0ebaa82df43c7b5c1b1db9bde1e97>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  22. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    I removed leantween and cinemachine but I am still getting the above error. My game is building just fine in mono, only IL2CPP is failing. This might not be relevant but I think I should let you know that my PC is using AMD ryzen 3700x CPU, this system is notorious for not working for many of my software (in a nutshell, it causes BSODs and hardware failures), should I try changing the system?
     
  23. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I don't think that you need to try to change the system.

    This error usually means that the executable code is "too large". The project is bumping up against limits in the Android NDK linker. Do you happen to be building with script debugging enabled? That will make the code much large, so try to disable that if possible.
     
    Last edited: Jul 28, 2021
  24. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    Script debugging is off and greyed out, so no I am not using that.
     
  25. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks for checking.

    Is there anything else you can do to lower the size of executable code in the project? This error usually only happens for really large projects - anything you can do to lower the code size will help. You may be able to change the "Stripping Level" option in the Player Settings to statically analyze and remove unused code.

    See this manual page for details: https://docs.unity3d.com/Manual/ManagedCodeStripping.html
     
  26. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    hm... its already set to low by default like mentioned in the documentation that you gave. I set it to medium but then I got 313 errors while building. I put it back to low. I tried to change NDK manually but unity refuses to take any new or latest version of NDK. it uses NDK r21d, I tried to place r21e but it rejected. I checked the changelog of NDK 21e and it mentioned something related to clang. Anyways, I got the same error which I first posted.
     
  27. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Yeah, changing the stripping level to a higher setting may expose other issues in the project that need to be sorted up. Often code in the project uses managed code only via reflection, which can cause problems for static code analysis.

    Unity does not support changing the NDK that is designed to work with a specific Unity version - there can be subtle issues that cause problems.

    I'm not sure where to go from here - maybe start to remove parts of the project to see what might be pushing the size over the limit to trigger this error.
     
  28. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    This is absurd! I can't cut the features of my games just to build. This is stupid because it means that bigger android games are practically impossible to make in unity.
     
  29. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    Is it possible that a system crash might be causing corruption to project? Every time I build, 8 times out of 10 my system Either gives a BSOD or just restarts (hardware failure). Like I said before, my ryzen system is notorious for not working as intended. System always 100% crashes around building native libraries for IL2CPP around arm7, 64 or near by.
     
  30. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    btw I created an empty URP project, and system crashed while building and on second try I got that bee.exe error.
     
  31. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    Ok so my hunch was correct. System crash while building was causing corruption to libraries. I deleted all the libraries and started building the file in my laptop (changed the system to more stable one). Build was successful yet I received few errors. Just want to make sure if it is something that I should be worrying about or not, I have attached the screenshot of error. Couldn't copy paste the error because... my laptop can't copy paste lol...
     

    Attached Files:

  32. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I don't know what this error means, unfortunately. It sounds like there might be some hardware problem with the disk.
     
  33. SanketVaria

    SanketVaria

    Joined:
    Aug 27, 2017
    Posts:
    17
    This proves my another hunch, my laptop's SSD has failed... lmao... At least this won't cause any issue to my game right? I can upload it?
     
  34. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I really don't know. You should test the game locally probably to see.
     
  35. OribeWareGames

    OribeWareGames

    Joined:
    Jan 25, 2015
    Posts:
    24
    i'm getting the error in unity 2020.3.15f2

    stdout:
    [ ] Require frontend run. artifacts\tundra.dag.json does not exist yet
    [ 0s] Executed build program. Created build graph with 2 nodes.
    error: Cannot parse path because it's ..'ing beyond the root: I:/documentos/Mostroscopy/Library/Il2cppBuildCache/Android/armeabi-v7a/../../../../../../../../.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 <44c3723143904fb88deebc993c7bb491>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <44c3723143904fb88deebc993c7bb491>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <44c3723143904fb88deebc993c7bb491>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <44c3723143904fb88deebc993c7bb491>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <44c3723143904fb88deebc993c7bb491>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <44c3723143904fb88deebc993c7bb491>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <f5a27061d5634be188a0593af20cb363>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <f5a27061d5634be188a0593af20cb363>: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 <f5a27061d5634be188a0593af20cb363>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <f5a27061d5634be188a0593af20cb363>: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 <44c3723143904fb88deebc993c7bb491>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  36. sramana

    sramana

    Joined:
    Aug 2, 2021
    Posts:
    1
    @JoshPeterson Hi,

    I received three errors on Unity version 2021.1.16f1 when opening a new 2D project, clicking File>Build Settings, choosing WebGL, and clicking Build. I previously had the same errors when trying to build with WebGL Publisher on Unity version 2020.3.15f2 (following instructions at Unity Learn>Unity Essentials>Explore a Microgame>Complete the in-Editor Tutorials, following the built-in Tutorial at the step to Build & Publish).

    The errors were completely similar to those of several others in this thread, so hopefully this helps others searching for them.

    This is the full error code from the console for the first error:

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2021.1.16f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram="C:\Program Files\Unity\Hub\Editor\2021.1.16f1\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe"

    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 <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <7ca9a09aeae542ab86253a551b1c89a0>: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 <7ca9a09aeae542ab86253a551b1c89a0>: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 <7ca9a09aeae542ab86253a551b1c89a0>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)


    The unique part of the first error seems to be here:

    error: Method not found: 'System.Collections.Generic.IEnumerable`1<!!0> System.Linq.Enumerable.Append(System.Collections.Generic.IEnumerable`1<!!0>, !!0)'.

    I understand this is related to not having the most updated .NET framework 4.8? (I have .NET framework 4.6 currently and am unable to install 4.8.)

    This is the second error:

    Build completed with a result of 'Failed' in 174 seconds (174214 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    This error seems like it's only notifying of a failed build and would go away if there are no other errors.

    This is the third error:

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <7ca9a09aeae542ab86253a551b1c89a0>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <7ca9a09aeae542ab86253a551b1c89a0>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    I don't quite understand what this means.


    Any help is appreciated!
     

    Attached Files:

    Last edited: Aug 10, 2021
  37. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Yes, it looks like this is related to the .NET FW version. You will need to install .NET 4.8 in order for this to work. Is there a different error when you try to do that?
     
  38. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks for reporting this. This is not something we have been able to reproduce locally, and we're unable to otherwise understand its cause. Can you submit a bug report for this issue? Having another case may help us better understand it.

    https://unity3d.com/unity/qa/bug-reporting
     
  39. leegod

    leegod

    Joined:
    May 5, 2010
    Posts:
    2,476
    I am using 2021.1.16f1, same error happens to me too. Tundra and bee error. Dot net 4.8 already installed.
     
  40. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Thanks for the information. Can you submit a bug report?
     
  41. azadkaratas

    azadkaratas

    Joined:
    Apr 6, 2013
    Posts:
    1
    Guys, I've just unchecked Strip Engine Code option and it successfully built the project. Then I checked it back and still works.
     
  42. Ditret

    Ditret

    Joined:
    Sep 1, 2013
    Posts:
    6
    Hello,
    I managed to compile in IL2CPP by disabling "Strip Engine Code"

    PlayerSettings.stripEngineCode in c#

    as I do not have this option in the parameters I had to write a small script to cut it by hand that I join you for those who have this problem. ( 2020.3.17f1 )
     

    Attached Files:

  43. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    I am having the same issue, on macOS Suri and Unity 2020.3.0f1, on a perfectly good iOS project which was running for a year.

    I disabled the "Strip Engine Code" and still getting the same error


    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
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
     
  44. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    I am having the same issue, on macOS Suri and Unity 2020.3.15f2 LTS.

    Unchecked the button for "Strip Engine Code".

    Exception: Failed running /Applications/Unity/Hub/Editor/2020.3.15f2/Unity.app/Contents/il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
     
  45. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Are there any other details in the editor log file for this error?
     
  46. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    I am having the same issue, on macOS Suri and Unity 2020.3.15f2 LTS.

    Installed .NET 4x and it still fails!

    Unchecked the button for "Strip Engine Code".

    Exception: Failed running /Applications/Unity/Hub/Editor/2020.3.15f2/Unity.app/Contents/il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors
     
  47. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    IS THIS WHAT YOU ARE REFERRING TO?


    Exception: Failed running /Applications/Unity/Hub/Editor/2020.3.15f2/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)
    [BUSY 6s] Il2Cpp /Volumes/Seagate Backup Plus Drive/Unity/Car Damage April 3 iOS/Library/Il2cppBuildCache/iOS/il2cppOutput/Data/Metadata/global-metadata.dat
    [0/5 11s] Il2Cpp /Volumes/Seagate Backup Plus Drive/Unity/Car Damage April 3 iOS/Library/Il2cppBuildCache/iOS/il2cppOutput/Data/Metadata/global-metadata.dat
    [2/5 0s] Copy Additional C++ File /Volumes/Seagate Backup Plus Drive/Unity/Car Damage April 3 iOS/Library/Il2cppBuildCache/iOS/il2cppOutput/UnityClassRegistration.cpp
    [3/5 0s] Copy Additional C++ File /Volumes/Seagate Backup Plus Drive/Unity/Car Damage April 3 iOS/Library/Il2cppBuildCache/iOS/il2cppOutput/UnityICallRegistration.cpp
    [1/5 0s] Copy Additional C++ File /Volumes/Seagate Backup Plus Drive/Unity/Car Damage April 3 iOS/Library/Il2cppBuildCache/iOS/il2cppOutput/fmod_register_static_plugins.cpp" --additional-cpp
    ##### CommandLine
    cp "/Volumes/Seagate Backup Plus Drive/Unity/Car Damage April 3/Temp/fmod_register_static_plugins.cpp" --additional-cpp" "/Volumes/Seagate Backup Plus Drive/Unity/Car Damage April 3 iOS/Library/Il2cppBuildCache/iOS/il2cppOutput/fmod_register_static_plugins.cpp" --additional-cpp"
    ##### ExitCode
    64
    ##### Output
    usage: cp [-R [-H | -L | -P]] [-fi | -n] [-apvXc] source_file target_file
    cp [-R [-H | -L | -P]] [-fi | -n] [-apvXc] source_file ... target_directory
    *** Bee build failed (11.77 seconds), 4 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 /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:133)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:65)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:804)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:773)
    UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:599)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:269)
    UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.AssemblyReferenceChecker checker, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:908)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:718)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessorSettings postProcessorSettings, UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:663)
    UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:45)
    Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:49)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:29)
    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 /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:337)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
     
  48. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    I could not find .NET 4.8, the Unity Player settings has only .Net 4.x

     
  49. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    BTW exact same project builds fine on Mac and Android and was previously building fine in iOS.

    So this is a new thingy.

     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I believe that this is a known (and fixed) issue in FMOD: https://qa.fmod.com/t/fmod-register-static-plugins-cpp-not-found/16728/12