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Unity2017.2 : build error : UnityLinker.exe did not run properly!

Discussion in 'Web' started by Yasuhiko-Nakashima, Jul 25, 2017.

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  1. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,926
    Thanks for the information. I think that I can answer a few of your questions:

    I don't think this is related to the problem.

    No, only Mono and IL2CPP are available scripting backends for Android. The .NET scripting backend is only available on Windows Store.

    I suspect that your Windows build uses the Mono scripting backend, which does not run UnityLinker by default.

    This is actually an error in the error message reporting for UnityLinker. We have a fix for this issue with error message reporting on its way to a patch release. The actually cause of the problem is obscured. If possible, can you submit a bug report with this project? Then we can likely track down the cause of the issue.
     
  2. josiperez

    josiperez

    Joined:
    Jan 12, 2017
    Posts:
    32
    Thank you for your responses.
    Yes, Windows uses Mono scripting backend.
    I sent a bug report - put the number as soon as I receive one; sorry, I did'nt clean or compact the project.

    Good luck.
     
  3. josiperez

    josiperez

    Joined:
    Jan 12, 2017
    Posts:
    32
    Hi,
    I have not received a number yet; I understood that there is a queue of reports and only after the Unity team reproduce the problem, they send a number to my email. I don't know how is the medium time.

    Tried to update to 2018.1.4f1 without success.
     
  4. comu

    comu

    Joined:
    Dec 27, 2016
    Posts:
    4
    Updated Unity IAP but that didn't help. Set API compatibility to .NET 2.0 and it didn't work. Restarted PC and it worked. Set compatibility back to subset and it worked. Tried again about 5 minutes later and it didn't work.

    Using 2017.1.1f1
     
    Last edited: Jun 15, 2018
  5. josiperez

    josiperez

    Joined:
    Jan 12, 2017
    Posts:
    32
    Considering that some times worked,
    - did you tried to delete Library directory on the project to force recreate it (don´t be afraid, unity recreates)?
    - your project directory has special characters? if yes, rename it to remove them
    - If your version it is not Personal Edition, tried to disable Analytics?
    This suggestions I found in the forum abou the same problem, but , unfortunatelly they not worked for me.
    Good luck
     
  6. comu

    comu

    Joined:
    Dec 27, 2016
    Posts:
    4
    I saw the delete library folder comment earlier, did it and started Unity up again but still got the same error. Gave up (left Unity running) and came back some time later and it built consistently a few times. Restarted Unity just now and it built correctly the first time, produced the same error the second time and then built fine the third time. Really odd and super annoying.

    Only had Firefox and VLC open in the background. I wonder if Kaspersky is blocking a file or something, though I haven't changed anything there.
     
    Last edited: Jun 16, 2018
    yeagob likes this.
  7. guneyozsan

    guneyozsan

    Joined:
    Feb 1, 2012
    Posts:
    99
    Getting similar errors for WebGl project after upgrading the project from 2018.2.6f1 to 2018.3.0b1.
    - WebGL project
    - Changing API levels didn't help.
    - Removing ads. analytics, IAP packages (all added by upgrade) didn't help.
    - Deleting il2cpp cache in Library didn't help.
    - PC platform builds fine, WebGL fails.

    Code (CSharp):
    1. Failed running C:\Program Files\Unity\Hub\Editor\2018.3.0b1\Editor\Data\il2cpp\build/UnityLinker.exe -out="D:\TEMP\_TEMP\WebGL\UnityProject\FileUploadTest\Temp\StagingArea\Data\Managed\tempStrip" -x="C:\Program Files\Unity\Hub\Editor\2018.3.0b1\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Core.xml" -x "C:\Users\guney\AppData\Local\Temp\tmp6d4499b0.tmp" -x "C:\Users\guney\AppData\Local\Temp\tmp36e01501.tmp" -d "D:\TEMP\_TEMP\WebGL\UnityProject\FileUploadTest\Temp\StagingArea\Data\Managed" --include-unity-root-assembly="D:\TEMP\_TEMP\WebGL\UnityProject\FileUploadTest\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" --include-unity-root-assembly="D:\TEMP\_TEMP\WebGL\UnityProject\FileUploadTest\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --editor-settings-flag=Development
    2.  
    3. stdout:
    4. Unknown arguments :
    5.      --include-unity-root-assembly=D:\TEMP\_TEMP\WebGL\UnityProject\FileUploadTest\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll
    6.      --include-unity-root-assembly=D:\TEMP\_TEMP\WebGL\UnityProject\FileUploadTest\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll
    7. stderr:
    8.  
    9. UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    10. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    11. UnityEngine.Logger:Log(LogType, Object)
    12. UnityEngine.Debug:LogError(Object)
    13. UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:128)
    14. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:73)
    15. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:174)
    16. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup, ManagedStrippingLevel) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:121)
    17. UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:306)
    18. UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:198)
    19. UnityEditorInternal.IL2CPPBuilder:Run() (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:176)
    20. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:42)
    21. UnityEditor.WebGL.WebGlBuildPostprocessor:CompileBuild(BuildPostProcessArgs) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:374)
    22. UnityEditor.WebGL.WebGlBuildPostprocessor:PostProcess(BuildPostProcessArgs) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:952)
    23. UnityEditor.Modules.DefaultBuildPostprocessor:PostProcess(BuildPostProcessArgs, BuildProperties&) (at C:\buildslave\unity\build\Editor\Mono\Modules\DefaultBuildPostprocessor.cs:27)
    24. UnityEditor.PostprocessBuildPlayer:Postprocess(BuildTargetGroup, BuildTarget, String, String, String, Int32, Int32, BuildOptions, RuntimeClassRegistry, BuildReport) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:286)
    25. UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    26. UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:172)
    27. UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:96)
    28. UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:907)
    29. UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:807)
    30. UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:410)
    31. System.Reflection.MonoMethod:InternalInvoke(MonoMethod, Object, Object[], Exception&)
    32. System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    33. System.Reflection.MethodBase:Invoke(Object, Object[])
    34. UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:335)
    35. UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:329)
    36. UnityEditor.HostView:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:127)
    37. UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:244)
    38. UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:438)
    39. UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:421)
    40. UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:401)
    41. UnityEngine.Experimental.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:511)
    42. UnityEngine.Experimental.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:307)
    43. UnityEngine.Experimental.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:176)
    44. UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:245)
    45. UnityEngine.Experimental.UIElements.UIElementsUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:68)
    46. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179)
    47. (Filename: /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs Line: 374)
    Code (CSharp):
    1. Exception: C:\Program Files\Unity\Hub\Editor\2018.3.0b1\Editor\Data\il2cpp\build/UnityLinker.exe did not run properly!
    2.   at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0011f] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:130
    3.   at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00063] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:73
    4.   at UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) [0x0003b] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:174
    5.   at UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Collections.Generic.IEnumerable`1[T] additionalBlacklist, UnityEditor.BuildTargetGroup buildTargetGroup, UnityEditor.ManagedStrippingLevel managedStrippingLevel) [0x002d1] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:121
    6.   at UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.Collections.IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) [0x00195] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:306
    7.   at UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) [0x00039] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyStripper.cs:198
    8.   at UnityEditorInternal.IL2CPPBuilder.Run () [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:176
    9.   at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001d] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:42
    10.   at UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (UnityEditor.Modules.BuildPostProcessArgs args) [0x000fb] in /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:374
    11.   at UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x002de] in /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:952
    12.   at UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00003] in C:\buildslave\unity\build\Editor\Mono\Modules\DefaultBuildPostprocessor.cs:27
    13.   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) [0x000d9] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:286
    14. UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    15. UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:172)
    16. UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:96)
    17. UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:907)
    18. UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:807)
    19. UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:410)
    20. System.Reflection.MonoMethod:InternalInvoke(MonoMethod, Object, Object[], Exception&)
    21. System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    22. System.Reflection.MethodBase:Invoke(Object, Object[])
    23. UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:335)
    24. UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:329)
    25. UnityEditor.HostView:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:127)
    26. UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:244)
    27. UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:438)
    28. UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:421)
    29. UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:401)
    30. UnityEngine.Experimental.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:511)
    31. UnityEngine.Experimental.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:307)
    32. UnityEngine.Experimental.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:176)
    33. UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:245)
    34. UnityEngine.Experimental.UIElements.UIElementsUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:68)
    35. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179)
    36. (Filename: /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs Line: 374)
     
    Last edited: Sep 20, 2018
  8. mike-voorhees

    mike-voorhees

    Unity Technologies

    Joined:
    Aug 9, 2016
    Posts:
    45
    Can you try running the following from Command Prompt and post the output

    C:\Program Files\Unity\Hub\Editor\2018.3.0b1\Editor\Data\il2cpp\build/UnityLinker.exe --help
     
  9. guneyozsan

    guneyozsan

    Joined:
    Feb 1, 2012
    Posts:
    99
    Sure:
    Code (CSharp):
    1. Options:
    2.   --search-directory=<value,value,..>             Add a directory where the linker will look for assemblies
    3.   --descriptor-directory=<value,value,..>         Add a directory where the linker will look for descriptor files
    4.   --out=<value>                                   Specify the output directory, default to `output'
    5.  --core-action=<value>                           Action on the core assemblies, skip, copy or link, default to skip
    6.  --additional-action=<value,value,..>            Action per assembly
    7.  --custom-step=<value,value,..>                  Add a new step to the pipeline.
    8.  --include-link-xml=<value,value,..>             Link from an XML descriptor
    9.  --include-assembly=<value,value,..>             Link from a list of assemblies
    10.  --include-public-assembly=<value,value,..>      Link public and family members from a list of assemblies
    11.  --include-x-api=<value,value,..>                Link from an mono-api-info descriptor
    12.  --i18n=<value>                                  List of i18n assemblies to copy to the output directory.  Separated with a comma: none,all,cjk,mideast,other,rare,west.  Default is all
    13.  --aggressive                                    Flag to indicate a more aggressive approach to stripping.
    14.  --link-symbols                                  Enables generation of debug symbols for each linked module
    15.  --keep-debug-members                            Enables preservation of members used via debugging attributes such as DebuggerDisplayAttribute
    16.  --disable-regen-guid                            Disables generation of a new unique guid for each linked module
    17.  --disable-keep-facades                          Disables keeping facade assemblies
    18.  --disable-embedded-link-xml                     Disable processing of link xml files embedded in the assemblies being processed
    19.  --version                                       Print the version number
    20.  --enable-report                                 Enables generation of a preservation report.
    21.  --reduced-tracing                               Enables the reduced tracing feature.  This will result in less verbose tracing output
    22.  --dependencies-file=<value>                     Specify the dependencies file path, if unset the default path is used: <output directory>/linker-dependencies.xml.gz
    23.  --enable-snapshot                               A copy of the inputs to and outputs of the linker will be copied into a unique directory under --snapshot-out
    24.  --snapshot-out=<value>                          The directory where snapshots should be placed.  Defaults to %TEMP%\UnityLinker//Snapshots
    25.  --enable-pause                                  UnityLinker will pause until the DeleteToResume.txt file in the output directory is deleted.  This will happen at the beginning and end of the program
    26.  --used-attrs-only                               Attributes on types, methods, etc will be removed if the attribute type is not used
    27.  --strip-security                                In linked assemblies, attributes on assemblies, types, and methods related to security will be removed
    28.  --disable-strip-resources                       Disables stripping of embedded link xml resources after they have been processed
    29.  --dotnetprofile=<value>                         The class library profile to link against
    30.  --dotnetruntime=<value>                         The runtime the code will be ran on.  `il2cpp` or `mono`
    31.  --architecture=<value>                          The target architecture
    32.  --platform=<value>                              The platform being targeted
    33.  --include-profile-search-dirs                   Enables searching of the profile directories for assemblies
    34.  --include-profile-descriptors                   Enables inclusion of linker descriptors for the specified dotnetprofile
    35.  --no-default-search-dirs                        Removes the default search directories of `.` and `bin`
    36.  --use-editor-options                            Enables the same set of options that the unity editor would use
    37.  --silent                                        Disables output to stdout
    38.  --disable-preserve-feature=<value,value,..>     Disables processing of elements in link xml files tagged with the specified `feature` attribute
    39.  --allow-visibility-changes                      Allows visibility changes in order to make modifications
    40.  --editor-settings-flag=<value>                  Used to pass along bool settings from UnityEditor's `EditorUserBuildSettings`
    41.   --enable-engine-module-stripping                Enables removal of entire unused UnityEngine modules
    42.   --include-unity-root-assembly=<value,value,..>  Assemblies to process for roots, applying unity specific root resolution logic
     
  10. guneyozsan

    guneyozsan

    Joined:
    Feb 1, 2012
    Posts:
    99
    I think I should also mention I started using Unity Hub for the first time while upgrading from 2018.2 to 2018.3. Maybe it helps.
    Also reported bug: Case 1083122
     
  11. mike-voorhees

    mike-voorhees

    Unity Technologies

    Joined:
    Aug 9, 2016
    Posts:
    45
    The argument name looks correct. I was hoping maybe something would be out-of-sync, but that doesn't appear to be the case.

    We'll take a look at the bug. Thanks.
     
    guneyozsan likes this.
  12. MincDev

    MincDev

    Joined:
    Oct 11, 2018
    Posts:
    2
    Fixed it for me. Thanks!
     
  13. Uolk

    Uolk

    Joined:
    Dec 7, 2018
    Posts:
    1
    I also had a problem with Unity 2018.2.18f1 and the error "UnityLinker.exe did not run properly!" when exporting WebGL (windows 7). I tried all the tips, but nothing helped until I installed the .NET Framework 4.7 and the update for Windows KB4019990. After that it worked.

    I hope this help someone else.
     
    cdr9042 likes this.
  14. lijun12

    lijun12

    Joined:
    Dec 17, 2018
    Posts:
    1
    My problem was solved in this way ,ThankYou!
     
  15. guneyozsan

    guneyozsan

    Joined:
    Feb 1, 2012
    Posts:
    99
    So here is some follow up. That time I had to revert back from 2018.3.0b1 to 2018.2.6f1. Later I received an email reply to bug report:
    Now I tried updating from 2018.2.17f1 to 2018.3.0f2 hoping the release version may have the fix. Still getting same errors and unable to build for WebGL.

    - Should we move to 2019 beta or revert back to 2018.2?
    - Which 2018.3 is expected to have the fix? How can I trace it?
    Thanks.
     
  16. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,926
    This is not always possible. It is probably a better option to revert your project to the state before you tried 2019 beta (although sometimes reverting does work).

    We're hoping to get the fix in 2018.3.4 now. Look for a fix to case 1083122 in the release notes to see when the fix lands.
     
  17. guneyozsan

    guneyozsan

    Joined:
    Feb 1, 2012
    Posts:
    99
    Thank you @JoshPeterson .This was very helpful.
     
  18. guneyozsan

    guneyozsan

    Joined:
    Feb 1, 2012
    Posts:
    99
    Hi @JoshPeterson,
    I just tested 2018.3.4 but unfortunately the issue is not fixed yet. Any chance you may have updates on the version expected?
     
  19. triple_why

    triple_why

    Joined:
    Jun 9, 2018
    Posts:
    47
    Hi,
    I also hit the same problem. I'm on Unity 2018.3.4f1 64-bit, Windows 10 64-bit, developing for android, switched to IL2CPP because I needed 64-bit support. I did every single suggestion I found on the net but the error continues.
    I badly need a fix for this because it's the only way to compile 64-bit android app.
    Please post any progress on this.
    Thanks,
    Yasar
     
  20. triple_why

    triple_why

    Joined:
    Jun 9, 2018
    Posts:
    47
    I found a workaround. It's somehow related to regional format setting. Mine was Turkish, tried setting it to English (US) and English (Netherlands), both worked without any error, and game ran fine. On my system, everything except regional format setting was English (US).

    I don't know which exact component of regional format causing this, but I guess problem is about writing and/or parsing arguments, since error message mentions "Unknown arguments".

    Now il2cpp can build armv7, arm64 and x86 for android.

    (scripting runtime version: .net 4.x equivalent; api comp. level: .net standard 2.0; strip engine code: true)
    (Unity 2018.3.4f1 64-bit, Windows 10 64-bit)
     
    mGayret, guneyozsan, hmtyzr and 2 others like this.
  21. aubergine

    aubergine

    Joined:
    Sep 12, 2009
    Posts:
    2,878
    I have upgraded to 2018.3.4f1, i can not build anything with il2cpp, but mono Works.
    If it helps, i am also on Turkish Windows 10.

    EDIT: I can confirm it is the language issue, after changing the computers language to English, i can now build with il2cpp.
     
    Last edited: Feb 6, 2019
    hmtyzr and mftunali like this.
  22. triple_why

    triple_why

    Joined:
    Jun 9, 2018
    Posts:
    47
    I confirm that this issue (case 1083122) is fixed at Unity 2018.3.5, as stated at its release notes.

    Thank you =)
     
  23. guneyozsan

    guneyozsan

    Joined:
    Feb 1, 2012
    Posts:
    99
    EDIT: Looks like this plugin's native dll's are causing problem with 2018.3.5f1. I'm submitting a bug report to Unity and plugin author.
    https://assetstore.unity.com/packages/tools/modeling/trilib-model-loader-package-91777
    --
    After updating to 2018.3.5f1 I now get different errors.
    - Deleting il2cpp_cache did not help.

    Code (CSharp):
    1. Failed running "C:\Program Files\Unity\Hub\Editor\2018.3.5f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" "C:\Program Files\Unity\Hub\Editor\2018.3.5f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc" @"D:\Projeler-Git\PhilippeDesormeaux\CoIntel\RegisClient\Assets\..\Temp\emcc_arguments.resp"
    2.  
    3. stdout:
    4. stderr:error: Linking globals named 'gzgetc': symbol multiply defined!ERROR:root:Failed to run llvm optimizations:
    5. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    and:

    Code (CSharp):
    1. Exception: Failed building WebGL Player.
    2. UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48)
    3. UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (UnityEditor.Modules.BuildPostProcessArgs args, System.Boolean wasmBuild, System.String sourceFiles, System.String sourceFilesHash) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:432)
    4. UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:481)
    5. UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:953)
    6. UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
    7. 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:286)
    8. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
     
    Last edited: Feb 13, 2019
  24. aubergine

    aubergine

    Joined:
    Sep 12, 2009
    Posts:
    2,878
    Did you try with a new blank project with default packages?
    I updated through the Hub and new update works for me.
     
  25. hmtyzr

    hmtyzr

    Joined:
    Dec 22, 2016
    Posts:
    7
    Thanks a lot. The project builds finally.
     
  26. LT23Live

    LT23Live

    Joined:
    Jul 8, 2014
    Posts:
    94
    I am having this issue for Lumin Builds on 2019.3.6
     
  27. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    327
    I am using Unity v2019.4.0f1
    i am seeing these 2 errors:

    Error 1:
    Code (CSharp):
    1. Failed running C:\Program Files\2019.4.0f1\Editor\Data\il2cpp\build/deploy/net471/UnityLinker.exe -out="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed/tempStrip" -x="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed/../platform_native_link.xml" -x=C:/Users/Hi/AppData/Local/Temp/tmp64cb4eaf.tmp -x=C:/Users/Hi/AppData/Local/Temp/tmp15ed1a01.tmp -x="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml" -d="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed" --include-unity-root-assembly="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll" --include-unity-root-assembly="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll" --include-unity-root-assembly="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed" --rule-set=Conservative --editor-data-file="D:/Unity Backups/Mini Racer Xtreme/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json" --platform=Android --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnableCrashReporting --engine-modules-asset-file="C:/Program Files/2019.4.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Whitelists/../modules.asset"
    2.  
    3. stdout:
    4. stderr:
    5.  
    6. Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified.
    7.    at Unity.Linker.UnityDriver..ctor(String[] args)
    8.    at Unity.Linker.Program.Main(String[] args)
    9.  
    10. UnityEngine.Debug:LogError(Object)
    11. UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
    12. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1)
    13. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String)
    14. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String&, String&, IEnumerable`1, UnityLinkerRunInformation)
    15. UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(UnityLinkerRunInformation)
    16. UnityEditorInternal.AssemblyStripper:StripAssemblies(String, BaseUnityLinkerPlatformProvider, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel)
    17. UnityEditorInternal.IL2CPPBuilder:Run()
    18. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
    19. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    20.  
    Error 2:
    Code (CSharp):
    1. Exception: C:\Program Files\2019.4.0f1\Editor\Data\il2cpp\build/deploy/net471/UnityLinker.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 <af78ad00a40d4f61b82afc6cafb0a416>: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 <af78ad00a40d4f61b82afc6cafb0a416>:0)
    4. UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
    5. UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String outputFolder, System.String& output, System.String& error, System.Collections.Generic.IEnumerable`1[T] linkXmlFiles, UnityEditorInternal.UnityLinkerRunInformation runInformation) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
    6. UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (UnityEditorInternal.UnityLinkerRunInformation runInformation) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
    7. UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.BaseUnityLinkerPlatformProvider unityLinkerPlatformProvider, UnityEditorInternal.IIl2CppPlatformProvider il2cppPlatformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
    8. UnityEditorInternal.IL2CPPBuilder.Run () (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
    9. UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
    10. UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <3167064085404657b0d6c498207da025>:0)
    11. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <3167064085404657b0d6c498207da025>:0)
    12. 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 <3167064085404657b0d6c498207da025>:0)
    13. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <3167064085404657b0d6c498207da025>:0)
    14. 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 <af78ad00a40d4f61b82afc6cafb0a416>:0)
    15. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    16.  
    Please help, I am completely stuck. I tried everything from here, from everywhere, but no help.
     
    arufolo likes this.
  28. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,926
    This is a rather odd error. Can you build an empty project successfully? I wonder if something it off with the Unity installation on this computer.
     
  29. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    327
    I have .NET Framework version 4.6.2 in my computer, and I can't update it. Can this is the reason of problem?
     
  30. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,926
    I don't think that should matter, but I'm not entirely sure.
     
  31. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    327
    this is the complete path of UnityLinker.exe file
    C:\Program Files\2019.4.0f1\Editor\Data\il2cpp\build\deploy\net471/UnityLinker.exe
    there is net471 in path which is looking like .NET 4.7.1 requirement for running UnityLinker file. when i am clicking on UnityLinker file it is showing me unitylinker stopped working and this message in command prompt:

    Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified.
    at Unity.Linker.UnityDriver..ctor(String[] args)
    at Unity.Linker.Program.Main(String[] args)

    do you know what is the meaning of above message?

    while, i downloaded today Unity version 2018.4.23f1 and clicked on UnityLinker of this unity version and there is no error on file.

    i am completely lost, just trying to guess the problem.
     
  32. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,926
    You might be correct, actually. In 2019.4 we did change the way the UnityLinker is built, such that it now depends on .NET Standard 2.0, which is not present in .NET Framework 4.6.2. So I suspect the issue is related to the fact that .NET Framework 4.7.1 cannot be installed on this computer.

    Can you try an empty Unity project with 2019.4 to confirm this?
     
  33. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    327
    Same result with empty project. what should i do? which unity version i can download to solve this problem?
     
  34. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,926
    I think Unity 2018.4 will be fine here, but I would try to get .NET Framework on the machine upgraded to .NET 4.7.1 (or later) if possible.
     
  35. Only4gamers

    Only4gamers

    Joined:
    Nov 8, 2019
    Posts:
    327
    But when i try to open my project with 2018.4 everything lost (I have backup fortunately).
     
  36. ISTA33

    ISTA33

    Joined:
    Apr 2, 2020
    Posts:
    8
    Here Is The Solution !!

     
  37. misticalages

    misticalages

    Joined:
    Aug 3, 2020
    Posts:
    12
    so? is a fix somewhere? @ISTA33 that video doesn't work
     
  38. cyclSunity

    cyclSunity

    Joined:
    Jun 10, 2020
    Posts:
    123
    It's for me building normal iOS.
     
  39. cyclSunity

    cyclSunity

    Joined:
    Jun 10, 2020
    Posts:
    123
    Oof, I just pressed "Add Open Scenes" and I think it's working now. This error will occur if your project has no scenes!!!
     
  40. cyclSunity

    cyclSunity

    Joined:
    Jun 10, 2020
    Posts:
    123
    Nope, still not working :/
     
  41. jukka_j

    jukka_j

    Unity Technologies

    Joined:
    May 4, 2018
    Posts:
    953
    This thread was opened to discuss Unity 2017.2 build issues about resolving CIL code, but has since devolved to a mixing pot of all kinds of build issues discussion (.NET, open scenes, regional formatting, etc) between Unity 2017 and Unity 2020 versions.

    It is unlikely that all causes of build issues are the same, so closing this thread to focus discussion. Lets address individual build issues in specific separate threads. @cyclSunity Feel free to open up a new thread about your issue, with more detailed information about which Unity version, what the logs are, test project how to repro, etc. Thanks!
     
    cyclSunity likes this.
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