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IL2CPP Cloud Builds failing

Discussion in 'Unity Cloud Build' started by shaddad, Jul 27, 2018.

  1. shaddad

    shaddad

    Joined:
    Dec 1, 2016
    Posts:
    21
    Hi,

    We've recently switched our backend to use IL2CPP and now our Cloud builds appear to fail. We've tried with Unity 2018.1 and Unity 2018.2, building Standalone Windows 64 builds.

    With Unity 2018.1 we get a DirectoryNotFound exception pointing to IL2CPP directories.

    With Unity 2018.2 we are getting this error:

    525: [Unity] ERROR: Error building Player: Currently selected scripting backend (IL2CPP) is not installed.
    526: [Unity] UnityEditor.CloudBuild.BuildLogger:HighlightUnityErrors(String, String, LogType)
    527: [Unity] Error building Player: Currently selected scripting backend (IL2CPP) is not installed.

    Any ideas? I looked in the config settings and did some searching online and I couldn't find any resolution.

    Thanks,
    Sam
     
  2. Karnsteiner

    Karnsteiner

    Joined:
    Mar 24, 2013
    Posts:
    25
    I've had this same error as well; it looks like to me that the Unity Cloud Build servers don't have the player support installed for il2CPP for windows builds.
     
  3. Shaun-Peoples

    Shaun-Peoples

    Joined:
    Feb 26, 2013
    Posts:
    11
    Same here.
     
  4. zythiku

    zythiku

    Joined:
    Sep 21, 2011
    Posts:
    7
    This is still an issue. Is this going to be fixed anytime soon? Also linux il2cpp isn't supported either.

    245: [Unity] ERROR: Error building Player: Currently selected scripting backend (IL2CPP) is not installed.
    246: [Unity] Error building Player: Currently selected scripting backend (IL2CPP) is not installed.
     
  5. ollieblanks

    ollieblanks

    Unity Technologies

    Joined:
    Aug 21, 2017
    Posts:
    207
    Thank you for reporting this problem.

    IL2CPP standalone builds require the native OS for compilation. Work is underway to enable IL2CPP for Windows standalone, but IL2CPP for Linux standalone is currently unsupported on Cloud Build due to the Linux editor still being in beta.

    I have no ETA to share with you at this time, but once there are updates I will keep you informed via this thread.
     
    RDL_Simteam_3 and SureSight like this.
  6. Amitloaf

    Amitloaf

    Joined:
    Jan 30, 2012
    Posts:
    87
    Also happens to me on windows standalone. Waiting for this support :)
     
  7. PetrisPeper

    PetrisPeper

    Joined:
    Nov 10, 2017
    Posts:
    21
    Has it been fixed?
     
  8. dreamer2

    dreamer2

    Joined:
    Feb 3, 2017
    Posts:
    1
    any info about progress?
     
  9. FerdieKucheza

    FerdieKucheza

    Joined:
    Apr 4, 2017
    Posts:
    5
    Unfortunately, we're still getting this error. Happens only on Win64 in our case. Android and Mac are working perfectly fine.
     
    kamil-dawidow likes this.
  10. kamil-dawidow

    kamil-dawidow

    Joined:
    May 29, 2018
    Posts:
    1
    Yep, we too got this error today on Win64. Mac build's working.
     
  11. Karnsteiner

    Karnsteiner

    Joined:
    Mar 24, 2013
    Posts:
    25
    Is there any update on when this support will be coming?
     
  12. bdrelling

    bdrelling

    Joined:
    Jul 2, 2013
    Posts:
    4
    April 15th and still no support. Any update on this @ollieblanks ?
     
  13. June1111

    June1111

    Joined:
    Aug 11, 2017
    Posts:
    29
    Looks like I'm in the same boat. Could really use the backend due to performance and security reasons.
     
  14. RDL_Simteam_3

    RDL_Simteam_3

    Joined:
    May 4, 2018
    Posts:
    2
    Any updates on this issue?
     
  15. NeXeS

    NeXeS

    Joined:
    Jul 12, 2012
    Posts:
    4
    Bump
     
  16. oobartez

    oobartez

    Joined:
    Oct 12, 2016
    Posts:
    7
    Still not working with Unity 2019.1.5f. That makes IL2CPP unusable in any real-world project unless you want to maintain two separate build servers.
     
  17. ollieblanks

    ollieblanks

    Unity Technologies

    Joined:
    Aug 21, 2017
    Posts:
    207
    Hi all, apologies for not responding for a while. Windows IL2CPP support requires some fairly large infrastructure changes. I'm sure you can understand that we want to make sure that we get this right and a change of this scale requires considerable development effort and vigorous testing.

    I know this is not the news you have been waiting so long to hear, but I am still unable to provide hard dates yet, I can assure you that this is very actively being worked on with some promising developments very recently.

    The only workaround, for the time being, is to perform Windows IL2CPP builds locally, which can be then uploaded to Cloud Build if required.

    I'll be sure to keep you all informed when there is further developments.
     
    RDL_Simteam_3 likes this.
  18. Amitloaf

    Amitloaf

    Joined:
    Jan 30, 2012
    Posts:
    87
    Waiting for this for a year now. Hope it will be available soon - as currently Cloud Build is unfortunately useless for us :(
     
    oobartez and fishbai like this.
  19. oobartez

    oobartez

    Joined:
    Oct 12, 2016
    Posts:
    7
    This is just a regular reminder that IL2CPP support is still missing. It's really a shame - it is supposed to be the best compilation method in Unity / producing the fastest binaries, but it not supported by the official build infrastructure.
     
  20. GainfulSage

    GainfulSage

    Joined:
    Apr 30, 2015
    Posts:
    60
    Is there a workaround that will let you easily tell the build to use Mono on Windows builds but keep IL2CPP for macOS etc. for now that's not too hacky? (What constitutes hacky is left as an exercise for the reader...)
     
  21. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    245
    You can use PlayerSettings.SetScriptingBackend in a Pre-Export Method to achieve this.
     
    GainfulSage likes this.
  22. GainfulSage

    GainfulSage

    Joined:
    Apr 30, 2015
    Posts:
    60
    Which is recommended nowadays instead, Mono2x or WinRTDotNet? I'd guess Mono2x...?
     
  23. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    245
    Yeah it will be Mono2x - I didn't realize we actually still had any support for WinRT and I'm guessing that support is only partial at best.
     
    GainfulSage likes this.
  24. GainfulSage

    GainfulSage

    Joined:
    Apr 30, 2015
    Posts:
    60
    Cool, working now. For future reference, here's the code I'm using and the config in Unity Cloud for my Windows build to make it work.

    Code (CSharp):
    1.  
    2. using UnityEngine;
    3.  
    4. public class BuildConfiguration
    5. {
    6.     public static void PreExport()
    7.     {
    8.         string status = "Default";
    9.  
    10. #if UNITY_CLOUD_BUILD
    11.         PlayerSettings.SetScriptingBackend(BuildTargetGroup.Standalone, ScriptingImplementation.Mono2x);
    12.         status = "Customized To Use Mono";
    13. #endif
    14.         Debug.Log($"Build Configuration - {status}");
    15.     }
    16. }
    Thanks!
     

    Attached Files:

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