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[Solved] Android Building IL2CPP error

Discussion in 'Android' started by Rukas90, Dec 9, 2019.

  1. Rukas90

    Rukas90

    Joined:
    Sep 20, 2015
    Posts:
    169
    Hello there,
    I'm trying to build my android application, but with no luck. Whenever I build the app I get IL2CPP errors.
    If I switch to Mono scripting backend the error do not occur, but I do need to build for 64-bit so Mono is not an option for me and when I switch to IL2CPP I get these messages.

    Can someone give me some help on how can I get rid of these errors? Thank you

    The error messages:
    Code (CSharp):
    1. Exception: C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
    2. UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    3. UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71)
    4. UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:503)
    5. UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:484)
    6. UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)
    7. UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
    8. UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>:0)
    9. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>:0)
    10. 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 <21da158cd428404389e0b5a08ba9ea0a>:0)
    11. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <21da158cd428404389e0b5a08ba9ea0a>:0)
    12. 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 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
    13. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    Code (CSharp):
    1. Failed running C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="D:/Studio X Work Files/Interactive Presentation/Interactive Presentation AR Project/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="D:/Studio X Work Files/Interactive Presentation/Interactive Presentation AR Project/Temp/StagingArea/Il2Cpp/il2cppOutput"
    2.  
    3. stdout:
    4. Building libil2cpp.so with AndroidToolChain
    5.     Output directory: D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
    6.     Cache directory: D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
    7. ObjectFiles: 215 of which compiled: 144
    8.     Time Compile: 12906 milliseconds Il2CppInvokerTable.cpp
    9.     Time Compile: 12508 milliseconds Il2CppAttributes.cpp
    10.     Time Compile: 8912 milliseconds Unity.TextMeshPro1.cpp
    11.     Time Compile: 8631 milliseconds Unity.TextMeshPro2.cpp
    12.     Time Compile: 8302 milliseconds System.Xml4.cpp
    13.     Time Compile: 7053 milliseconds Vuforia.UnityExtensions2.cpp
    14.     Time Compile: 6927 milliseconds Generics23.cpp
    15.     Time Compile: 6715 milliseconds Unity.TextMeshPro3.cpp
    16.     Time Compile: 6692 milliseconds Unity.TextMeshPro.cpp
    17.     Time Compile: 6676 milliseconds GenericMethods1.cpp
    18. Total compilation time: 45002 milliseconds.
    19. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\Bram Vrielink\AppData\Local\Temp\tmp3BA3.tmp" -o "D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_C2F92660570DF302E9ACDCF06046A08F\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -latomic -llog -rdynamic -fuse-ld=gold.exe
    20.  
    21. C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: cannot open C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/lib/../lib/armv7-a/libatomic.a: No such file or directory
    22. clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
    23.  
    24.  
    25.   at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
    26.   at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    27.   at il2cpp.Program.DoRun(String[] args)
    28.   at il2cpp.Program.Run(String[] args)
    29.   at il2cpp.Program.Main(String[] args)
    30. stderr:
    31.  
    32. Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\Bram Vrielink\AppData\Local\Temp\tmp3BA3.tmp" -o "D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_C2F92660570DF302E9ACDCF06046A08F\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -latomic -llog -rdynamic -fuse-ld=gold.exe
    33.  
    34. C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: cannot open C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/lib/../lib/armv7-a/libatomic.a: No such file or directory
    35. clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
    36.  
    37.  
    38.   at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
    39.   at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    40.   at il2cpp.Program.DoRun(String[] args)
    41.   at il2cpp.Program.Run(String[] args)
    42.   at il2cpp.Program.Main(String[] args)
    43.  
     
    adilmar likes this.
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    It looks like the Android linker in the NDK is failing. I'm surprised that it does not report more information here. You might want to try the Unity 2019.3 beta release, as we are using a newer NDK with that version (you will need to install the newer NDK as well - the Unity Hub should install the proper one).
     
  3. Rukas90

    Rukas90

    Joined:
    Sep 20, 2015
    Posts:
    169
    Thank you for the reply! I installed Unity 2019.3.0f1 with all the modules, but when I try to make a build I still receive errors.
    Code (CSharp):
    1. IL2CPP error for type 'UnityEngine.Experimental.Rendering.RenderPipeline' in assembly 'D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll'
    2. Additional information: Exception has been thrown by the target of an invocation.
    Code (CSharp):
    1. Failed running C:\Program Files\Unity\Hub\Editor\2019.3.0f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.3.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.3.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.3.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/android-ndk-r19/" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.3.0f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="D:/Studio X Work Files/Interactive Presentation/Interactive Presentation AR Project/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="D:/Studio X Work Files/Interactive Presentation/Interactive Presentation AR Project/Temp/StagingArea/Il2Cpp/il2cppOutput"
    2.  
    3. stdout:
    4. IL2CPP error for type 'UnityEngine.Experimental.Rendering.RenderPipeline' in assembly 'D:\Studio X Work Files\Interactive Presentation\Interactive Presentation AR Project\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll'
    5. Additional information: Exception has been thrown by the target of an invocation.
    6. il2cpp.exe didn't catch exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
    7.   at Unity.IL2CPP.ErrorInformation.set_Method(MethodDefinition value)
    8.   at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(MethodDefinition methodDefinition, Context context)
    9.   at Unity.Cecil.Visitor.Visitor.Visit(EventDefinition eventDefinition, Context context)
    10.   at Unity.Cecil.Visitor.Visitor.Visit(TypeDefinition typeDefinition, Context context)
    11.   at Unity.Cecil.Visitor.Visitor.Visit(ModuleDefinition moduleDefinition, Context context)
    12.   at Unity.Cecil.Visitor.Visitor.Visit(AssemblyDefinition assemblyDefinition, Context context)
    13.   --- End of inner exception stack trace ---
    14.   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
    15.   at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
    16.   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
    17.   at Unity.Cecil.Visitor.Visitor.Visit[T](T node, Context context)
    18.   at Unity.IL2CPP.GenericsCollection.GenericsCollector.CollectPerAssembly(AssemblyDefinition assembly)
    19.   at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
    20.   at Unity.IL2CPP.GenericsCollection.GenericsCollector.MergeCollections(IEnumerable`1 collections)
    21.   at Unity.IL2CPP.AssemblyConverter.Apply()
    22.   at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName, NPath[] extraTypesFiles)
    23.   at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
    24.   at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
    25.   at il2cpp.Program.Main(String[] args)
    26. stderr:
    27.  
    28. Unhandled Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
    Code (CSharp):
    1. Exception: C:\Program Files\Unity\Hub\Editor\2019.3.0f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!
    2. UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <3b74787e58694cdda2c241162159b3b7>:0)
    3. UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <3b74787e58694cdda2c241162159b3b7>:0)
    4. UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at <3b74787e58694cdda2c241162159b3b7>:0)
    5. UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <3b74787e58694cdda2c241162159b3b7>:0)
    6. UnityEditorInternal.IL2CPPBuilder.Run () (at <3b74787e58694cdda2c241162159b3b7>:0)
    7. UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <3b74787e58694cdda2c241162159b3b7>:0)
    8. UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    9. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    10. 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 <5b6dae0b592a492ba620e07746542d5c>:0)
    11. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    12. 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 <3b74787e58694cdda2c241162159b3b7>:0)
    13. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
     
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    Ok, so this looks like a different error, which is happening before the original one you mentioned. I think this means some assembly was not updated properly with the API updater. Do you know where UnityEngine.Experimental namespace is used in your project? That might be the source of the problem.
     
  5. Rukas90

    Rukas90

    Joined:
    Sep 20, 2015
    Posts:
    169
    Yeah I haven't used myself UnityEngine.Experimental namespace anywhere in any of my scripts. I did checked scripts within Package folder and packages such as SubSystem Registration or ARFoundation and possibly some other ones uses this namespace. This project is an AR app so I do need these packages. Could this really be an issue?
     
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    I don't know too much about those packages. I suspect that one or more of them could be out of date, so maybe make sure they are updated to a version that will work with 2019.3.

    I also see some other forum posts about a similar error with the Vuforia plugin. Is that being used in this project?
     
  7. Rukas90

    Rukas90

    Joined:
    Sep 20, 2015
    Posts:
    169
    I updated all the packages that I use in the project, also Vuforia plugin which is also used, but now I'm getting a different error at the end of the build:
    Code (CSharp):
    1. IOException: Win32 IO returned 112. Path: Temp\StagingArea\assets\bin\Data\sharedassets3.assets.split94" or "Temp\gradleOut\unityLibrary\src\main\assets\bin\Data\sharedassets3.assets.split94
    2. System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) (at <437ba245d8404784b9fbab9b439ac908>:0)
    3. UnityEditor.FileUtil.UnityFileCopy (System.String from, System.String to, System.Boolean overwrite) (at <3b74787e58694cdda2c241162159b3b7>:0)
    4. UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, System.Boolean overwrite, System.Func`2[T,TResult] includeCallback, System.Boolean recursive) (at <3b74787e58694cdda2c241162159b3b7>:0)
    5. UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, System.Boolean overwrite, System.Func`2[T,TResult] includeCallback, System.Boolean recursive) (at <3b74787e58694cdda2c241162159b3b7>:0)
    6. UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, System.Boolean overwrite, System.Func`2[T,TResult] includeCallback, System.Boolean recursive) (at <3b74787e58694cdda2c241162159b3b7>:0)
    7. UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, System.Boolean overwrite, System.String regExExcludeFilter, System.Boolean recursive) (at <3b74787e58694cdda2c241162159b3b7>:0)
    8. UnityEditor.FileUtil.CopyDirectoryRecursiveFiltered (System.String source, System.String target, System.Boolean overwrite, System.String regExExcludeFilter) (at <3b74787e58694cdda2c241162159b3b7>:0)
    9. UnityEditor.FileUtil.CopyDirectoryRecursive (System.String source, System.String target, System.Boolean overwrite, System.Boolean ignoreMeta) (at <3b74787e58694cdda2c241162159b3b7>:0)
    10. UnityEditor.FileUtil.CopyDirectoryRecursive (System.String source, System.String target, System.Boolean overwrite) (at <3b74787e58694cdda2c241162159b3b7>:0)
    11. UnityEditor.Android.AndroidProjectExport.CopyDir (System.String source, System.String target) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    12. UnityEditor.Android.AndroidProjectExportGradle.CopyMainProjectContents (System.String srcMainPath, System.String libsPath) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    13. UnityEditor.Android.AndroidProjectExportGradle.ExportWithCurrentSettings () (at <5b6dae0b592a492ba620e07746542d5c>:0)
    14. UnityEditor.Android.AndroidProjectExport.Export (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String targetPath) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    15. UnityEditor.Android.PostProcessor.Tasks.ExportProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    16. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    17. 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 <5b6dae0b592a492ba620e07746542d5c>:0)
    18. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5b6dae0b592a492ba620e07746542d5c>:0)
    19. 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 <3b74787e58694cdda2c241162159b3b7>:0)
    20. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
     
  8. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    This looks like it is farther along in the build process now. I'm not specifically familiar with the Android build process, but I wonder if that file is locked by another process for some season. Maybe try restarting the computer to be sure nothing is using it.
     
    adilmar and Rukas90 like this.
  9. Rukas90

    Rukas90

    Joined:
    Sep 20, 2015
    Posts:
    169
    Restarting computer helped! Now everything is working great. :) Thank you!
     
    JoshPeterson likes this.
  10. adilmar

    adilmar

    Joined:
    Jan 25, 2020
    Posts:
    1

    JoshPeterson Would you help me ?

    I managed to compile my application with the recommendations provided but my game has a plugin that works only on 32, is there any way to add support for 64 but specify to run on 32?

    Regards
     
  11. JuliusM

    JuliusM

    Unity Technologies

    Joined:
    Apr 17, 2013
    Posts:
    836
    No, your plugin must have a library compiled for the 64 bits architecture as well.
     
    adilmar likes this.
  12. vishaldavra10

    vishaldavra10

    Joined:
    Jun 1, 2020
    Posts:
    1
    I build the app I get IL2CPP errors
    Can someone give me some help..?


    Exception: Unity.IL2CPP.Building.BuilderFailedException: D:\unitysetup2\2020.3.45f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++
     
  13. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,920
    This line doesn't contain the error, please attach Editor.log