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Bug IL2CPP Build Fail

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

  1. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    443
    WOW thank you!

    What version of the FMOD is the fix?

    Thanx

    Dara
     
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I'm unsure, sorry. I'm not familiar with FMOD enough to answer that.
     
  3. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    443
    No problem Josh, I wrote to the asset owner make sure they can help me.

    Seemingly the earlier problem is now resolved, but I need to be sure and report back ASAP.

    Thank you again.

    Dara
     
    JoshPeterson likes this.
  4. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    443
    Hello Josh

    FMOD issue was the problem and fixed by installing the latest version and we are done.

    Thank you again

    Dara
     
    JoshPeterson likes this.
  5. paradizIsCool

    paradizIsCool

    Joined:
    Jul 10, 2014
    Posts:
    178
    Hi, I've the same issue, macos, unity 2020.3.17, only happened when script debugging is checked.




    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 tundra.dag no longer valid.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)

    ===lot of this line===
    [BUSY 1632s] Il2Cpp /Users/name/dev/Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so
    [0/2 1638s] Il2Cpp /Users/name/dev/Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so


    "/Applications/Unity/Hub/Editor/2020.3.17f1/Unity.app/Contents/il2cpp/build/deploy/netcoreapp3.1/il2cpp" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="/Users/name/dev/Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a/libil2cpp.so" --cachedirectory="/Users/name/dev/Project/Assets/../Library/il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="/Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/Tools/bdwgc/include" --additional-include-directories="/Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/Tools/libil2cpp/include" --baselib-directory="/Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Development/StaticLibs/arm64-v8a" --avoid-dynamic-library-copy --tool-chain-path="/Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="/Applications/Unity/Hub/Editor/2020.3.17f1/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --generatedcppdir="/Users/name/dev/Project/Library/Il2cppBuildCache/Android/armeabi-v7a/il2cppOutput" --dotnetprofile="unityaot" --enable-debugger
    ##### ExitCode
    4
    ##### Output
    Building libil2cpp.so with AndroidToolChain
    Output directory: /Users/name/dev/Project/Library/Il2cppBuildCache/Android/arm64-v8a/Native/arm64-v8a
    Cache directory: /Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache
    ObjectFiles: 1110 of which compiled: 1110
    Time Compile: 937362 milliseconds Unity.TextMeshPro3.cpp
    Time Compile: 792302 milliseconds Unity.TextMeshPro4.cpp
    Time Compile: 209714 milliseconds Unity.TextMeshPro2.cpp
    Time Compile: 125519 milliseconds Generics34.cpp
    Time Compile: 108665 milliseconds UnityUIExtensions4.cpp
    Time Compile: 90672 milliseconds Unity.RenderPipelines.Universal.Runtime1.cpp
    Time Compile: 79292 milliseconds mscorlib6.cpp
    Time Compile: 76368 milliseconds Generics99.cpp
    Time Compile: 73673 milliseconds Iscool.Analytics.FlatBuffers.Data.cpp
    Time Compile: 73491 milliseconds Generics73.cpp
    Total compilation time: 1554950 milliseconds.
    Error: Unity.IL2CPP.Building.BuilderFailedException: /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @"/var/folders/5z/c18mx80540lft1cqkrvjv7180000gn/T/tmpn0djko.tmp" -o "/Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/linkresult_6A10867915B05AC81CA3B2780EADACE3/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target aarch64-linux-android21 -Wl,--wrap,sigaction "/Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Development/StaticLibs/arm64-v8a/baselib.a" -llog -rdynamic -fuse-ld=bfd

    /Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/libil2cpp/0747E638BD004E1579F16C93371F1EF2.o: In function `std::__ndk1::_DeallocateCaller::__do_call(void*)':
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIP9FieldInfoEiEES5_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS5_iSB_NS5_14EqualsComparerINS0_8equal_toIS4_EEEENS0_9allocatorIS7_EEE9SelectKeyESG_SI_E5clearEv[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIP9FieldInfoEiEES5_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS5_iSB_NS5_14EqualsComparerINS0_8equal_toIS4_EEEENS0_9allocatorIS7_EEE9SelectKeyESG_SI_E5clearEv]+0x44): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIP9FieldInfoEiEES5_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS5_iSB_NS5_14EqualsComparerINS0_8equal_toIS4_EEEENS0_9allocatorIS7_EEE9SelectKeyESG_SI_E12expand_arrayEmN21dense_hash_map_traits17integral_constantIbLb0EEE[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIP9FieldInfoEiEES5_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS5_iSB_NS5_14EqualsComparerINS0_8equal_toIS4_EEEENS0_9allocatorIS7_EEE9SelectKeyESG_SI_E12expand_arrayEmN21dense_hash_map_traits17integral_constantIbLb0EEE]+0xcc): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPKcEP11Il2CppClassEES5_N6il2cpp5utils11StringUtils12StringHasherIS4_EEN14dense_hash_mapIS5_S8_SE_NS5_14EqualsComparerINSB_13VmStringUtils21CaseSensitiveComparerEEENS0_9allocatorIS9_EEE9SelectKeyESJ_SL_E14squash_deletedEv[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPKcEP11Il2CppClassEES5_N6il2cpp5utils11StringUtils12StringHasherIS4_EEN14dense_hash_mapIS5_S8_SE_NS5_14EqualsComparerINSB_13VmStringUtils21CaseSensitiveComparerEEENS0_9allocatorIS9_EEE9SelectKeyESJ_SL_E14squash_deletedEv]+0x40): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPKcEP11Il2CppClassEES5_N6il2cpp5utils11StringUtils12StringHasherIS4_EEN14dense_hash_mapIS5_S8_SE_NS5_14EqualsComparerINSB_13VmStringUtils21CaseSensitiveComparerEEENS0_9allocatorIS9_EEE9SelectKeyESJ_SL_E14squash_deletedEv[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPKcEP11Il2CppClassEES5_N6il2cpp5utils11StringUtils12StringHasherIS4_EEN14dense_hash_mapIS5_S8_SE_NS5_14EqualsComparerINSB_13VmStringUtils21CaseSensitiveComparerEEENS0_9allocatorIS9_EEE9SelectKeyESJ_SL_E14squash_deletedEv]+0x64): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/libil2cpp/0747E638BD004E1579F16C93371F1EF2.o: In function `std::__ndk1::__throw_length_error(char const*)':
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/stdexcept:225:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E13set_empty_keyERKSA_[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E13set_empty_keyERKSA_]+0x104): relocation truncated to fit: R_AARCH64_CALL26 against symbol `_Unwind_Resume' defined in .text section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../lib/gcc/aarch64-linux-android/4.9.x/libgcc_real.a(unwind-dw2.o)
    /Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/libil2cpp/0747E638BD004E1579F16C93371F1EF2.o: In function `std::__ndk1::_DeallocateCaller::__do_call(void*)':
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E14squash_deletedEv[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E14squash_deletedEv]+0x40): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E14squash_deletedEv[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E14squash_deletedEv]+0x64): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/libil2cpp/0747E638BD004E1579F16C93371F1EF2.o: In function `dense_hashtable<std::__ndk1::pair<KeyWrapper<Il2CppClass const*> const, char const*>, KeyWrapper<Il2CppClass const*>, il2cpp::utils::PointerHash<Il2CppClass>, dense_hash_map<KeyWrapper<Il2CppClass const*>, char const*, il2cpp::utils::PointerHash<Il2CppClass>, KeyWrapper<Il2CppClass const*>::EqualsComparer<std::__ndk1::equal_to<Il2CppClass const*> >, std::__ndk1::allocator<std::__ndk1::pair<KeyWrapper<Il2CppClass const*> const, char const*> > >::SelectKey, KeyWrapper<Il2CppClass const*>::EqualsComparer<std::__ndk1::equal_to<Il2CppClass const*> >, std::__ndk1::allocator<std::__ndk1::pair<KeyWrapper<Il2CppClass const*> const, char const*> > >::squash_deleted()':
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:(.text._ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E14squash_deletedEv[_ZN15dense_hashtableINSt6__ndk14pairIK10KeyWrapperIPK11Il2CppClassEPKcEES6_N6il2cpp5utils11PointerHashIS3_EEN14dense_hash_mapIS6_S9_SE_NS6_14EqualsComparerINS0_8equal_toIS5_EEEENS0_9allocatorISA_EEE9SelectKeyESJ_SL_E14squash_deletedEv]+0x6c): relocation truncated to fit: R_AARCH64_CALL26 against symbol `_Unwind_Resume' defined in .text section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../lib/gcc/aarch64-linux-android/4.9.x/libgcc_real.a(unwind-dw2.o)
    /Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/libil2cpp/0747E638BD004E1579F16C93371F1EF2.o: In function `std::__ndk1::_DeallocateCaller::__do_call(void*)':
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableI10KeyWrapperIPK17Il2CppGenericInstES4_N6il2cpp8metadata21Il2CppGenericInstHashEN14dense_hash_setIS4_S7_NS4_14EqualsComparerINS6_24Il2CppGenericInstCompareEEENSt6__ndk19allocatorIS4_EEE8IdentityESB_SE_E12maybe_shrinkEv[_ZN15dense_hashtableI10KeyWrapperIPK17Il2CppGenericInstES4_N6il2cpp8metadata21Il2CppGenericInstHashEN14dense_hash_setIS4_S7_NS4_14EqualsComparerINS6_24Il2CppGenericInstCompareEEENSt6__ndk19allocatorIS4_EEE8IdentityESB_SE_E12maybe_shrinkEv]+0x7c): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:340:(.text._ZN15dense_hashtableI10KeyWrapperIPK17Il2CppGenericInstES4_N6il2cpp8metadata21Il2CppGenericInstHashEN14dense_hash_setIS4_S7_NS4_14EqualsComparerINS6_24Il2CppGenericInstCompareEEENSt6__ndk19allocatorIS4_EEE8IdentityESB_SE_E12maybe_shrinkEv[_ZN15dense_hashtableI10KeyWrapperIPK17Il2CppGenericInstES4_N6il2cpp8metadata21Il2CppGenericInstHashEN14dense_hash_setIS4_S7_NS4_14EqualsComparerINS6_24Il2CppGenericInstCompareEEENSt6__ndk19allocatorIS4_EEE8IdentityESB_SE_E12maybe_shrinkEv]+0xb0): relocation truncated to fit: R_AARCH64_CALL26 against symbol `operator delete(void*)' defined in .text._ZdlPv section in /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/libc++_static.a(new.o)
    /Users/name/dev/Project/Library/il2cpp_android_arm64-v8a/il2cpp_cache/libil2cpp/0747E638BD004E1579F16C93371F1EF2.o: In function `dense_hashtable<KeyWrapper<Il2CppGenericInst const*>, KeyWrapper<Il2CppGenericInst const*>, il2cpp::metadata::Il2CppGenericInstHash, dense_hash_set<KeyWrapper<Il2CppGenericInst const*>, il2cpp::metadata::Il2CppGenericInstHash, KeyWrapper<Il2CppGenericInst const*>::EqualsComparer<il2cpp::metadata::Il2CppGenericInstCompare>, std::__ndk1::allocator<KeyWrapper<Il2CppGenericInst const*> > >::Identity, KeyWrapper<Il2CppGenericInst const*>::EqualsComparer<il2cpp::metadata::Il2CppGenericInstCompare>, std::__ndk1::allocator<KeyWrapper<Il2CppGenericInst const*> > >::maybe_shrink()':
    /Applications/Unity/Hub/Editor/2020.3.17f1/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/../sysroot/usr/include/c++/v1/new:(.text._ZN15dense_hashtableI10KeyWrapperIPK17Il2CppGenericInstES4_N6il2cpp8metadata21Il2CppGenericInstHashEN14dense_hash_setIS4_S7_NS4_14EqualsComparerINS6_24Il2CppGenericInstCompareEEENSt6__ndk19allocatorIS4_EEE8IdentityESB_SE_E12maybe_shrinkEv[_ZN15dense_hashtableI10KeyWrapperIPK17Il2CppGenericInstES4_N6il2cpp8metadata21Il2CppGenericInstHashEN14dense_hash_setIS4_S7_NS4_14EqualsComparerINS6_24Il2CppGenericInstCompareEEENSt6__ndk19allocatorIS4_EEE8IdentityESB_SE_E12maybe_shrinkEv]+0xb8): additional relocation overflows omitted from the output
    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) in /Users/bokken/build/output/unity/il2cpp/Unity.IL2CPP.Building/CppProgramBuilder.cs:line 363
    at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) in /Users/bokken/build/output/unity/il2cpp/Unity.IL2CPP.Building/CppProgramBuilder.cs:line 160
    at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions, ReadOnlyCollection`1 matchedAssemblyMethodSourceFiles) in /Users/bokken/build/output/unity/il2cpp/il2cpp/Compilation/CompilationDriver.cs:line 65
    at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions, Boolean throwExceptions) in /Users/bokken/build/output/unity/il2cpp/il2cpp/Program.cs:line 74
    *** Bee build failed (1640.12 seconds - 0:27:20), 1 items updated, 1 evaluated
    stderr:
    at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0015c] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:133
    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 /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:65
    at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) [0x000fe] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:811
    at UnityEditorInternal.IL2CPPBuilder.RunCompileAndLink (System.String il2cppBuildCacheSource) [0x001a0] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:650
    at UnityEditorInternal.IL2CPPUtils.RunCompileAndLink (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, System.String il2cppBuildCacheSource) [0x0001d] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:283
    at UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00221] in <c8b3b39837d14a59b516963b78bf9032>:0
    at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00078] in <c8b3b39837d14a59b516963b78bf9032>: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) [0x003dc] in <c8b3b39837d14a59b516963b78bf9032>:0
    at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <c8b3b39837d14a59b516963b78bf9032>: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 /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:337
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:170)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:95)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun(Boolean) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:129)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:1004)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:864)
    UnityEditor.BuildPlayerWindow:OnGUI() (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:366)
    UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at /Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:403)
    UnityEditor.DockArea:DrawView(Rect, Rect) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:382)
    UnityEditor.DockArea:OldOnGUI() (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:372)
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:333)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:663)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:635)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:628)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:594)
    UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:583)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:516)
    UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/EventHandler.cs:125)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/MouseCaptureDispatchingStrategy.cs:83)
    UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:373)
    UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:336)
    UnityEngine.UIElements.EventDispatcher:ProcessEventQueue() (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:299)
    UnityEngine.UIElements.EventDispatcher:OpenGate() (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:264)
    UnityEngine.UIElements.EventDispatcherGate:Dispose() (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:75)
    UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:364)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:216)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Panel.cs:372)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:461)
    UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:209)
    UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:74)
    UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:28)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)

    (Filename: /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs Line: 133)
     
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I believe that this happens because the executable code size of the project is too large. The Android linker struggles with really large projects, and can emit errors like this. When script debugging is enabled, IL2CPP emits extra code to support script debugging, which in turn sometimes pushes the linker into a case where this error happens.

    If possible, try to reduce the code size of the project, maybe with managed code stripping: https://docs.unity3d.com/Manual/ManagedCodeStripping.html

    If possible, I would also recommend you try Unity 2021.2 beta. It has a new Build Settings option named "IL2CPP Code Generation". That option allows you to choose to emit smaller code, which might help in this case.
     
  7. paradizIsCool

    paradizIsCool

    Joined:
    Jul 10, 2014
    Posts:
    178
    Ok, thanks.
    Can't use non LTS but I will try
     
  8. paradizIsCool

    paradizIsCool

    Joined:
    Jul 10, 2014
    Posts:
    178
    It compiles with a more aggressive stripping level (but it does not run well). So that's the issue.
     
  9. zmigmbh

    zmigmbh

    Joined:
    Jun 13, 2019
    Posts:
    5
    Code (CSharp):
    1. Exception: Failed running C:\Program Files\Unity\Hub\Editor\2021.1.22f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram="C:\Program Files\Unity\Hub\Editor\2021.1.22f1\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe"
    2.  
    3. stdout:
    4. stderr:
    5. tundra: error: Failed to remove out of date dag at artifacts\tundra.dag
    6.  
    7. UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <33fb8f3984d146e083d756d969c06738>:0)
    8. UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <33fb8f3984d146e083d756d969c06738>:0)
    9. UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <33fb8f3984d146e083d756d969c06738>:0)
    10. UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <33fb8f3984d146e083d756d969c06738>:0)
    11. UnityEditorInternal.IL2CPPBuilder.Run () (at <33fb8f3984d146e083d756d969c06738>:0)
    12. UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <33fb8f3984d146e083d756d969c06738>:0)
    13. UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <a15c88874b564a2892922e37b5743df4>:0)
    14. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <a15c88874b564a2892922e37b5743df4>:0)
    15. UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <a15c88874b564a2892922e37b5743df4>:0)
    16. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <a15c88874b564a2892922e37b5743df4>:0)
    17. UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <33fb8f3984d146e083d756d969c06738>:0)
    18. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    I worked all day on my Unity project and build the Android version several times, but after restarting Unity I always get this error. What I've seen is, that the / and \ are mixed in the paths of bee.exe and buildprogram.exe:
    C:\Program Files\Unity\Hub\Editor\2021.1.22f1\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe
    C:\Program Files\Unity\Hub\Editor\2021.1.22f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe

    Can this be the problem and if so, how can I fix it?
     
  10. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    You may want to manually delete the files in Library/Bee/artifacts in the project. I believe that this is where the problematic file lives.
     
  11. zmigmbh

    zmigmbh

    Joined:
    Jun 13, 2019
    Posts:
    5
    I fixed it by deleting the whole folder Il2cppBuildCache in Library
     
  12. pf_ana

    pf_ana

    Joined:
    Sep 12, 2021
    Posts:
    9
    Same issue. Find this issue on mac, A lot of files don't have execute permission. So i need allow these files to execute by try build apk many times. This behaviour make the il2cpp output get some error.
    When I Delete il2cppbuild cache in Library folder before build apk, this issue is gone.
     
  13. danialJ

    danialJ

    Joined:
    Oct 27, 2021
    Posts:
    1
    same issue. when i change the project fold name from "fight_game" to "fightGame", it works :-<
     
  14. hippogames

    hippogames

    Joined:
    Feb 5, 2015
    Posts:
    239
    Hi! My proejct is large, and stripping didn't help. The only way to build it is deleting the Library folder. I have to do this before EACH build attempt. Is there something I can do to resolve the issue?
     
  15. Zapfel

    Zapfel

    Joined:
    Aug 18, 2021
    Posts:
    2
    Hi,
    I have a problem when I try to create an app bundle, does anyone know how to fix this error?
     

    Attached Files:

  16. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I believe this is is a bug that has been corrected. Can you try the latest Unity 2020.3 version?
     
  17. Zapfel

    Zapfel

    Joined:
    Aug 18, 2021
    Posts:
    2
    Hello Josh,

    thanks for your help, I have now installed the update 2020.3.22.f1 but I get an error message again.
    I had problems with the installation via Unity Hub, so I installed and added the version separately. But because of this I can't install the Android SDK & NDK tools as well as OpenJDK. (I can't add modules via the hub).
    So I tried to use the JDK, SDK and NDK from version 2020.3.0f1. Do you think the problem could be related to this? Do you have any idea?

    kind regards
     

    Attached Files:

  18. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I don't think that the Android NDK installation would impact this issue. Let me check on this more internally - I know that we have seen this before, I and I though it was corrected, but maybe not.
     
  19. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    @Zapfel

    When this happens, there should be a file or files named profile.json in the Unity project directory somewhere. Can you search for them and send any to me via a direct message? That might help us track down what is happening.
     
  20. Revolter

    Revolter

    Joined:
    Mar 15, 2014
    Posts:
    217
    Same issue in Unity 2020.3.23f1
    It started appearing after importing GooglePlayGames into the project.
    The builds work without Script Debugging, but there is no way to disable Script Debugging in Unity Cloud Build unfortunately.
    @JoshPeterson, let me know if you need more info, I'll send it to you right away.
    upload_2021-11-24_11-51-27.png
     
  21. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Can you submit a bug report for this issue? I don't think that we have an open one now for it.

    https://unity3d.com/unity/qa/bug-reporting
     
    Revolter likes this.
  22. rafe101

    rafe101

    Joined:
    Jul 19, 2021
    Posts:
    1
    i need help in this case
    really i tryed to solve it from one month until now
    i tried to change the name of the project and change the path of it put it doesn't want to work
    and if i tried to build with mono the build complete but when i build it in ill2cp this error shows to me
    and i downloaded the sdk,ndk,jdk and gradle and put the in the prefrences gaps
    plz help me

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.16f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram="C:\Program Files\Unity\Hub\Editor\2020.3.16f1\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:
     

    Attached Files:

  23. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Make sure that you have the .NET Framework 4.8 installed on this computer. I think this happens when the version of the .NET Framework installed is too old.
     
    rafe101 likes this.
  24. korober

    korober

    Joined:
    Jan 20, 2015
    Posts:
    16
    I had the error:

    Resolved with steps:
    1) Exit Unity
    2) Remove next directories in \Library: il2cpp_android_arm64-v8a, \il2cpp_android_armeabi-v7a, \Il2cppBuildCache

    Maybe it would be useful for somebody.
     
    CheilGermany-FFM likes this.
  25. deltamish

    deltamish

    Joined:
    Nov 1, 2012
    Posts:
    58
    Similar Issue,
    Made copy of Environment probes scene that comes with AR foundation sample and placed a simple model there

     
  26. ashrivastav2

    ashrivastav2

    Joined:
    Dec 16, 2021
    Posts:
    1
    I am also having the same issue. This is till not fixed.
     
  27. Bortecine

    Bortecine

    Joined:
    Sep 6, 2020
    Posts:
    1
    Building issues like yours got me stalling huge amount of time :( but honestly It's all about that pathways. Be sure, your project directory path musn't had an non-ASCII. ;)
     
  28. yunkisan94_unity

    yunkisan94_unity

    Joined:
    Dec 26, 2021
    Posts:
    1
    Hello Josh,
    I have a problem when I first build the app in the Build Settings.
    Please check out following error messages.

    - error1

    Win32Exception: ApplicationName='C:\Program Files\Unity\Hub\Editor\2020.3.22f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe', CommandLine='--no-colors --prebuiltbuildprogram="C:\Program Files\Unity\Hub\Editor\2020.3.22f1\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe"', CurrentDirectory='Library/Il2cppBuildCache/Android/armeabi-v7a', Native error= 지정된 파일을 찾을 수 없습니다.

    System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <0463b2ef957545c0a51b42f372cd4fbb>:0)
    System.Diagnostics.Process.Start () (at <0463b2ef957545c0a51b42f372cd4fbb>:0)
    (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
    UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditor.Utils.Program.Start () (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <98555a6f2f85454997d71788c5709a62>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <98555a6f2f85454997d71788c5709a62>: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 <98555a6f2f85454997d71788c5709a62>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <98555a6f2f85454997d71788c5709a62>: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 <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    - error2

    Build completed with a result of 'Failed' in 54 seconds (54367 ms)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    - error3

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    I searched Google but I cannot fix them for 4 trials.
    I hope you will find some clues for me.
    Thanks for reading this one.
     
  29. Spicyruby

    Spicyruby

    Joined:
    Mar 31, 2019
    Posts:
    5
    This one worked for me
     
  30. EyeDev44

    EyeDev44

    Joined:
    Apr 8, 2017
    Posts:
    150
    Re-installed VS, cleared Library, tried to build x32 or in debug mode, downloaded beta and it still drops errors


    Code (CSharp):
    1. Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
    2. *\Unity\Hub\Editor\2021.2.8f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=*/Temp/StagingArea/Data/Managed --out=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped --include-link-xml=*/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=*/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=*/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-link-xml=*h\Assets\AddressableAssetsData\link.xml --include-link-xml=*\Assets\GoogleMobileAds\link.xml --include-directory=*/Temp/StagingArea/Data/Managed --dotnetprofile=unityaot-win32 --dotnetruntime=Il2Cpp --platform=WindowsDesktop --use-editor-options --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/2021.2.8f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/modules.asset --editor-...
    3.  
    4. Fatal error in Unity CIL Linker
    5. Mono.Linker.LinkerFatalErrorException: ILLink: error IL1005: System.Windows.Forms.Control.get_Font(): Error processing method 'System.Windows.Forms.Control.get_Font()' in assembly 'System.Windows.Forms.dll'
    6. ---> System.NullReferenceException: Object reference not set to an instance of an object.
    7.    at Mono.Linker.Steps.MarkStep.MarkMarshalSpec(IMarshalInfoProvider spec, DependencyInfo& reason, IMemberDefinition sourceLocationMember)
    8.    at Mono.Linker.Steps.MarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
    9.    at Unity.Linker.Steps.UnityMarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
    10.    at Mono.Linker.Steps.MarkStep.ProcessQueue()
    11.    --- End of inner exception stack trace ---
    12.    at Mono.Linker.Steps.MarkStep.ProcessQueue()
    13.    at Mono.Linker.Steps.MarkStep.ProcessPrimaryQueue()
    14.    at Mono.Linker.Steps.MarkStep.Process()
    15.    at Mono.Linker.Steps.MarkStep.Process(LinkContext context)
    16.    at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context)
    17.    at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
    18.    at Mono.Linker.Pipeline.Process(LinkContext context)
    19.    at Unity.Linker.UnityDriver.UnityRun(Boolean noProfilerAllowed, ILogger customLogger)
    20.    at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger, Boolean noProfilerAllowed)
    21.    at Unity.Linker.UnityDriver.RunDriver()
    22. 0x00007ff6d984f64d (Unity) StackWalker::GetCurrentCallstack
    23. 0x00007ff6d98563a9 (Unity) StackWalker::ShowCallstack
    24. 0x00007ff6da7a1ea3 (Unity) GetStacktrace
    25. 0x00007ff6dae24e0d (Unity) DebugStringToFile
    26. 0x00007ff6d895af12 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    27. 0x0000012648b88a33 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
    28. 0x0000012648b8875b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    29. 0x0000012648b884e0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
    30. 0x000001276bfaec85 (Mono JIT Code) UnityEngine.Debug:LogError (object)
    31. 0x000001276bfaea43 (Mono JIT Code) UnityEditor.Modules.BeeBuildPostprocessor:DefaultResultProcessor (Bee.BeeDriver.NodeResult,bool,bool)
    32. 0x000001276bfaec2b (Mono JIT Code) UnityEditor.Modules.BeeBuildPostprocessor:UnityLinkerResultProcessor (Bee.BeeDriver.NodeResult)
    33. 0x000001276bfae1b3 (Mono JIT Code) UnityEditor.Modules.BeeBuildPostprocessor:ReportBuildResults (Bee.BeeDriver.BeeDriverResult)
    34. 0x000001276bf75b83 (Mono JIT Code) UnityEditor.Modules.BeeBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs)
    35. 0x000001276bf7551b (Mono JIT Code) UnityEditor.Modules.DefaultBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
    36. 0x000001276bf73a83 (Mono JIT Code) [WinPlayerPostProcessor.cs:34] UnityEditor.WindowsStandalone.WinPlayerPostProcessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
    37. 0x000001276bf731f7 (Mono JIT Code) UnityEditor.PostprocessBuildPlayer:Postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,string,string,string,int,int,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
    38. 0x000001276bf73515 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_int_int_object_object_object_int_int_int_object_object (object,intptr,intptr,intptr)
    39. 0x00007ff8d3bae034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    40. 0x00007ff8d3aee724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    41. 0x00007ff8d3aee8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    42. 0x00007ff6d9774e44 (Unity) scripting_method_invoke
    43. 0x00007ff6d976fa64 (Unity) ScriptingInvocation::Invoke
    44. 0x00007ff6db18e721 (Unity) CallMono
    45. 0x00007ff6db195c37 (Unity) PostprocessPlayer
    46. 0x00007ff6db19171f (Unity) DoBuildPlayer_PostBuild
    47. 0x00007ff6db18f7ce (Unity) DoBuildPlayer
    48. 0x00007ff6db18379d (Unity) BuildPlayer
    49. 0x00007ff6d9065fdd (Unity) BuildPipeline::BuildPlayerInternalNoCheck
    50. 0x00007ff6d8ec4f5f (Unity) BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck
    51. 0x000001275f427cb7 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool)
    52. 0x000001275f427373 (Mono JIT Code) UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
    53. 0x000001275f4217c3 (Mono JIT Code) UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
    54. 0x000001275e3b1783 (Mono JIT Code) UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
    55. 0x000001275e3a91b3 (Mono JIT Code) UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
    56. 0x000001275e3955c3 (Mono JIT Code) UnityEditor.BuildPlayerWindow:OnGUI ()
    57. 0x00000126f32a2f7a (Mono JIT Code) UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
    58. 0x00000126f32a2d93 (Mono JIT Code) UnityEditor.DockArea:DrawView (UnityEngine.Rect)
    59. 0x00000126f329917b (Mono JIT Code) UnityEditor.DockArea:OldOnGUI ()
    60. 0x00000126a0f8328f (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    61. 0x00000126a762ae8b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    62. 0x00000126a762a48b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
    63. 0x00000126a762f193 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
    64. 0x00000126a762eb8b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
    65. 0x00000126a76277c3 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
    66. 0x000001266ae9355b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
    67. 0x000001266abecd88 (Mono JIT Code) UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
    68. 0x00000126a762064b (Mono JIT Code) UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    69. 0x000001266abeb24e (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
    70. 0x000001266abeadeb (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    71. 0x000001266abdf21b (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
    72. 0x000001266abef0b3 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:OpenGate ()
    73. 0x000001266abef00b (Mono JIT Code) UnityEngine.UIElements.EventDispatcherGate:Dispose ()
    74. 0x000001266abeb073 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    75. 0x000001266abea863 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
    76. 0x000001266abea6fb (Mono JIT Code) UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
    77. 0x00000126a074792b (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    78. 0x00000126a07473d3 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    79. 0x00000126a074718f (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    80. 0x00000126a07470ab (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    81. 0x00000126a0746f0d (Mono JIT Code) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    82. 0x00000126a0746fc6 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
    83. 0x00007ff8d3bae034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    84. 0x00007ff8d3aee724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    85. 0x00007ff8d3aee8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    86. 0x00007ff6d9774e44 (Unity) scripting_method_invoke
    87. 0x00007ff6d976fa64 (Unity) ScriptingInvocation::Invoke
    88. 0x00007ff6d97693a5 (Unity) ScriptingInvocation::Invoke<void>
    89. 0x00007ff6d9894a6a (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    90. 0x00007ff6da29bef6 (Unity) GUIView::ProcessRetainedMode
    91. 0x00007ff6da7d1d1b (Unity) GUIView::OnInputEvent
    92. 0x00007ff6da29bd07 (Unity) GUIView::ProcessInputEvent
    93. 0x00007ff6da7d2c37 (Unity) GUIView::ProcessEventMessages
    94. 0x00007ff6da7cc7e3 (Unity) GUIView::GUIViewWndProc
    95. 0x00007ff90d09e858 (USER32) CallWindowProcW
    96. 0x00007ff90d09e299 (USER32) DispatchMessageW
    97. 0x00007ff6da7a7ec3 (Unity) MainMessageLoop
    98. 0x00007ff6da7ac90b (Unity) WinMain
    99. 0x00007ff6dbabd942 (Unity) __scrt_common_main_seh
    100. 0x00007ff90cda7034 (KERNEL32) BaseThreadInitThunk
    101. 0x00007ff90d982651 (ntdll) RtlUserThreadStart
    102.  


    Code (CSharp):
    1. BuildFailedException: Incremental Player build failed!
    2. UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <13c5ad68fffb46969f1ca1df233d1e4d>:0)
    3. UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <13c5ad68fffb46969f1ca1df233d1e4d>:0)
    4. UnityEditor.WindowsStandalone.WinPlayerPostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/PlatformDependent/WinPlayer/Extensions/Managed/WinPlayerPostProcessor.cs:33)
    5. UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, 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 <13c5ad68fffb46969f1ca1df233d1e4d>:0)
    6. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    7.  
     
  31. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    This looks like a bug on the Unity side. Can you submit a bug report with this project?

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

    However, the error seems to be in the System.Windows.Forms.dll file. Unity does not support Windows Forms, so although Unity should provide a better error message than this, I'd recommend trying to remove Windows Forms from this project.
     
  32. EyeDev44

    EyeDev44

    Joined:
    Apr 8, 2017
    Posts:
    150
    Thank you.

    I find that Windows Forms have been included by the NAudio plugin.
     
    Last edited: Jan 24, 2022
  33. KnightFury_

    KnightFury_

    Joined:
    Feb 7, 2022
    Posts:
    3
    I think i have the same Issue:

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

    stdout:
    [ ] Require frontend run. artifacts\tundra.dag.json does not exist yet
    error: Es wurde versucht, eine Assembly von einer Netzwerkadresse zu laden, was in fr�heren Versionen von .NET Framework zum Ausf�hren der Assembly als Sandkastenassembly gef�hrt h�tte. In dieser Version von .NET Framework wird die CAS-Richtlinie standardm��ig nicht aktiviert, dieser Ladevorgang kann daher gef�hrlich sein. Wenn Sie nicht beabsichtigen, durch diesen Ladevorgang eine Sandkastenassembly zu erstellen, aktivieren Sie den loadFromRemoteSources-Schalter. Weitere Informationen finden Sie unter "http://go.microsoft.com/fwlink/?LinkId=155569". (System.NotSupportedException)
    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 <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPBuilder.Run () (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  34. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Can you translate the error message into English? Sorry, I can't tell what it means as it is now.
     
  35. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    Hello I'm having the same issues. Here is the screenshot of the console

    Adsız1.png

    And here is my Editor.log
     

    Attached Files:

  36. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Is Windows using a Turkish locale on this computer? We've had some issued with that locale. I thought they were all corrected, but maybe not.
     
  37. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    hey Josh! Thank you for your swift response! Yes, it was using Turkish. But I changed it after I saw some posts stating that might be the problem. Right now my language settings are as they are in the below image.

    Untitled1.png
     
  38. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    That should be fine - maybe try to delete everything in the Library directory of the project. There might be some corrupt files or directories there.
     
  39. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    Sorry for asking. I've never done that before, so you mean all the files, folders, etc. in the Library folder of the project?
     
  40. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Yes, that editor can re-generate all of them. You can close the editor first, the just rename that directory so something else, so that it is still there in case you need it later.
     
  41. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    Nothing changed, unfortunately. Attached I am sharing the new image of the errors and the new Editor.log file.

    Untitled.png
     

    Attached Files:

    Last edited: Apr 7, 2022
  42. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Oh, I missed this the first time. The problematic path is in the editor installation. Maybe see if you can rename the il2cpp folder in that path to include the "i" properly. If that does not work, you might need to re-install Unity with the English locale.
     
  43. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    Uhm, I'm not sure if this is the proper way it should be.
    Btw with "path", you mean the "C:\Program Files\Unity\Hub\Editor\2021.2.8f1\Editor\Data" is that correct?
    Sorry for the silly questions, I haven't fully learned everything about Unity yet. Therefore, I'm just double-checking :)

    Untitled3.png
     
  44. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Yes, that looks to be correct. I would recommend you uninstall Unity and reinstall it with the English locale.
     
  45. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    Sorry for the late response. I tried reinstall but nothing changed. Same errors occurred.

    Also, I tried getting a build on an empty project and it worked. (I wanted to share this incase it helps)
     
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I cannot say why an empty project would work - the error does not seem to be project specific. Are sure the build for the empty project was for the same platform and architecture where the problem happened?
     
  47. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    The only thing that might be different is the "Scipritng Backend" option on the Player Setting menu. Here is the one that I have a problem with. Btw I am trying to get an Android build.
    Untitled7.png
     
  48. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    That will absolutely matter in this case. The error was specific to the IL2CPP scripting backend, so make sure you test the empty project with that.
     
  49. hazarss

    hazarss

    Joined:
    Aug 16, 2021
    Posts:
    12
    Yes, with the same configurations I wasn't able to get a build on an empty project as well.
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Ok, at least we are seeing consistent behavior. I'm unclear as to why this happens though. Is this the latest version of Unity available? If not, maybe try to install that as well.