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UnityLinker.exe did not run properly!Android

Discussion in 'Android' started by xpath, May 20, 2019.

  1. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    Hi, I am receiving this error when I try to get the output in Android.

    Unity Version:2018.2.13f1 64 bit

    I looked at the other topics.With Android I couldn't find a result.

    https://i.hizliresim.com/BaV5QM.png
    https://i.hizliresim.com/4jdvAA.png

    ------ Error 1 ------------------------
    Code (CSharp):
    1. Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/UnityLinker.exe -out="C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\tempStrip" -x="C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\..\platform_native_link.xml" -x "C:\Users\ASUS\AppData\Local\Temp\tmp5580c3f9.tmp" -x "C:\Users\ASUS\AppData\Local\Temp\tmp67b60a00.tmp" -x "C:\Users\ASUS\AppData\Local\Temp\tmp2ba29da8.tmp" -d "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\DOTween.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\ProBuilderCore-Unity5.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Advertisements.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll" --dotnetruntime=il2cpp --dotnetprofile=legacyunity --use-editor-options
    2.  
    3. stdout:
    4. Fatal error in Unity CIL Linker
    5. Mono.Linker.Steps.XmlResolutionException: Failed to process XML description: C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml ---> System.MissingMethodException: Y”ntem bulunamad: '!!0[] System.Array.Empty()'.
    6.    konum: Mono.Linker.Steps.ResolveFromXmlStep.ProcessType(TypeDefinition type, XPathNavigator nav)
    7.    konum: Mono.Linker.Steps.ResolveFromXmlStep.ProcessTypes(AssemblyDefinition assembly, XPathNodeIterator iterator)
    8.    konum: Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssembly(AssemblyDefinition assembly, XPathNodeIterator iterator)
    9.    konum: Unity.Linker.Steps.UnityResolveFromXmlStep.ProcessAssembly(AssemblyDefinition assembly, XPathNodeIterator iterator)
    10.    konum: Unity.Linker.Steps.UnityResolveFromXmlStep.ProcessAssemblies(LinkContext context, XPathNodeIterator iterator)
    11.    konum: Mono.Linker.Steps.ResolveFromXmlStep.Process()
    12.    --- ˜‡ ”zel durum y§n izlemesinin sonu ---
    13.    konum: Mono.Linker.Steps.ResolveFromXmlStep.Process()
    14.    konum: Mono.Linker.Steps.BaseStep.Process(LinkContext context)
    15.    konum: Mono.Linker.Pipeline.Process(LinkContext context)
    16.    konum: Unity.Linker.UnityDriver.Run()
    17.    konum: Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
    18.    konum: Unity.Linker.UnityDriver.RunDriver()
    19. stderr:
    20.  
    21. UnityEngine.Debug:LogError(Object)
    22. UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    23. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    24. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
    25. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
    26. UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
    27. UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
    28. UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:170)
    29. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    30. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    31.  
    -------Error 2----------

    Code (CSharp):
    1.  Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/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 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
    3. UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    4. UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable`1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
    5. UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, IIl2CppPlatformProvider platformProvider, IEnumerable`1 additionalBlacklist, BuildTargetGroup buildTargetGroup) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
    6. UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
    7. UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
    8. UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:170)
    9. UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    10. UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    11. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    12. UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report)
    13. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties)
    14. UnityEditor. (C: /buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs: 287 adresinde)
    15. UnityEngine.GUIUtility: ProcessEvent (Int32, IntPtr) [/ code]
     
  2. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    Faced with such a problem, isn't it?
     
  3. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    What is the content of the file C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml? It looks like that file may have been modified somehow, and is now incorrect.
     
    xpath likes this.
  4. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    I didn't make changes.I was using it as Mono Scripting backend option.I ran into this error when I select IL2CPP.

    Core.xml

    Code (CSharp):
    1. <linker>
    2.     <assembly fullname="UnityEngine.CoreModule" preserve="nothing">
    3. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    4.         <type fullname="Unity.Collections.DeallocateOnJobCompletionAttribute" preserve="nothing"/>
    5. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    6.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeContainerAttribute" preserve="nothing"/>
    7. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    8.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeContainerIsAtomicWriteOnlyAttribute" preserve="nothing"/>
    9. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    10.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeContainerIsReadOnlyAttribute" preserve="nothing"/>
    11. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    12.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeContainerNeedsThreadIndexAttribute" preserve="nothing"/>
    13. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    14.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeContainerSupportsDeallocateOnJobCompletionAttribute" preserve="nothing"/>
    15. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    16.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeContainerSupportsDeferredConvertListToArray" preserve="nothing"/>
    17. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    18.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeContainerSupportsMinMaxWriteRestrictionAttribute" preserve="nothing"/>
    19. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    20.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestrictionAttribute" preserve="nothing"/>
    21. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    22.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeDisableUnsafePtrRestrictionAttribute" preserve="nothing"/>
    23. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    24.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeSetClassTypeToNullOnScheduleAttribute" preserve="nothing"/>
    25. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    26.         <type fullname="Unity.Collections.LowLevel.Unsafe.NativeSetThreadIndexAttribute" preserve="nothing"/>
    27. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    28.         <type fullname="Unity.Collections.NativeDisableParallelForRestrictionAttribute" preserve="nothing"/>
    29. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    30.         <type fullname="Unity.Collections.NativeFixedLengthAttribute" preserve="nothing"/>
    31. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    32.         <type fullname="Unity.Collections.NativeMatchesParallelForLengthAttribute" preserve="nothing"/>
    33. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    34.         <type fullname="Unity.Collections.ReadOnlyAttribute" preserve="nothing"/>
    35. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    36.         <type fullname="Unity.Collections.WriteOnlyAttribute" preserve="nothing"/>
    37. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    38.         <type fullname="UnityEngine._AndroidJNIHelper" preserve="nothing">
    39.             <method name="CreateJavaProxy"/>
    40.             <method name="InvokeJavaProxyMethod"/>
    41.         </type>
    42. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    43.         <type fullname="UnityEngine.AnimationCurve" preserve="nothing">
    44.             <method name=".ctor"/>
    45.         </type>
    46. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    47.         <type fullname="UnityEngine.Application" preserve="nothing">
    48.             <method name="Internal_ApplicationWantsToQuit"/>
    49.             <method name="CallLogCallback"/>
    50.             <method name="CallLowMemory"/>
    51.             <method name="Internal_ApplicationQuit"/>
    52.             <method name="InvokeOnBeforeRender"/>
    53.         </type>
    54. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    55.         <type fullname="UnityEngine.AssemblyIsEditorAssembly" preserve="nothing"/>
    56. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    57.         <type fullname="UnityEngine.AsyncOperation" preserve="nothing">
    58.             <method name="InvokeCompletionEvent"/>
    59.         </type>
    60. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    61.         <type fullname="UnityEngine.AttributeHelperEngine" preserve="nothing">
    62.             <method name="CheckIsEditorScript"/>
    63.             <method name="GetDefaultExecutionOrderFor"/>
    64.             <method name="GetParentTypeDisallowingMultipleInclusion"/>
    65.             <method name="GetRequiredComponents"/>
    66.         </type>
    67. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    68.         <type fullname="UnityEngine.BootConfigData" preserve="nothing">
    69.             <method name="WrapBootConfigData"/>
    70.         </type>
    71. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    72.         <type fullname="UnityEngine.Camera" preserve="nothing">
    73.             <method name="FireOnPostRender"/>
    74.             <method name="FireOnPreCull"/>
    75.             <method name="FireOnPreRender"/>
    76.         </type>
    77. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    78.         <type fullname="UnityEngine.ClassLibraryInitializer" preserve="nothing">
    79.             <method name="Init"/>
    80.         </type>
    81. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    82.         <type fullname="UnityEngine.Component" preserve="nothing"/>
    83. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    84.         <type fullname="UnityEngine.ContextMenu" preserve="nothing"/>
    85. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    86.         <type fullname="UnityEngine.Coroutine" preserve="nothing"/>
    87. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    88.         <type fullname="UnityEngine.Cubemap" preserve="nothing">
    89.             <method name=".ctor"/>
    90.         </type>
    91. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    92.         <type fullname="UnityEngine.CullingGroup" preserve="nothing">
    93.             <method name="SendEvents"/>
    94.         </type>
    95. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    96.         <type fullname="UnityEngine.Display" preserve="nothing">
    97.             <method name="FireDisplaysUpdated"/>
    98.             <method name="RecreateDisplayList"/>
    99.         </type>
    100. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    101.         <type fullname="UnityEngine.Events.UnityEvent" preserve="nothing">
    102.             <method name=".ctor"/>
    103.         </type>
    104. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    105.         <type fullname="UnityEngine.Events.UnityEvent`1" preserve="nothing">
    106.             <method name=".ctor"/>
    107.         </type>
    108. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    109.         <type fullname="UnityEngine.Events.UnityEvent`2" preserve="nothing">
    110.             <method name=".ctor"/>
    111.         </type>
    112. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    113.         <type fullname="UnityEngine.Events.UnityEvent`3" preserve="nothing">
    114.             <method name=".ctor"/>
    115.         </type>
    116. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    117.         <type fullname="UnityEngine.Events.UnityEvent`4" preserve="nothing">
    118.             <method name=".ctor"/>
    119.         </type>
    120. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    121.         <type fullname="UnityEngine.Experimental.LowLevel.PlayerLoopSystemInternal" preserve="nothing"/>
    122. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    123.         <type fullname="UnityEngine.Experimental.Playables.CameraPlayable" preserve="nothing"/>
    124. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    125.         <type fullname="UnityEngine.Experimental.Playables.MaterialEffectPlayable" preserve="nothing"/>
    126. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    127.         <type fullname="UnityEngine.Experimental.Playables.TextureMixerPlayable" preserve="nothing"/>
    128. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    129.         <type fullname="UnityEngine.Experimental.Playables.TexturePlayableOutput" preserve="nothing"/>
    130. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    131.         <type fullname="UnityEngine.Experimental.PlayerLoop.EarlyUpdate" preserve="nothing"/>
    132. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    133.         <type fullname="UnityEngine.Experimental.PlayerLoop.EarlyUpdate/ClearIntermediateRenderers" preserve="nothing"/>
    134. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    135.         <type fullname="UnityEngine.Experimental.PlayerLoop.EarlyUpdate/ClearLines" preserve="nothing"/>
    136. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
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    300. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    301.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateAllSkinnedMeshes" preserve="nothing"/>
    302. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    303.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateAudio" preserve="nothing"/>
    304. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    305.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateCanvasRectTransform" preserve="nothing"/>
    306. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    307.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateCaptureScreenshot" preserve="nothing"/>
    308. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    309.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateCustomRenderTextures" preserve="nothing"/>
    310. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    311.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateRectTransform" preserve="nothing"/>
    312. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    313.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateResolution" preserve="nothing"/>
    314. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    315.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateSubstance" preserve="nothing"/>
    316. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    317.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateVideo" preserve="nothing"/>
    318. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    319.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/UpdateVideoTextures" preserve="nothing"/>
    320. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    321.         <type fullname="UnityEngine.Experimental.PlayerLoop.PostLateUpdate/XRPostPresent" preserve="nothing"/>
    322. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    323.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate" preserve="nothing"/>
    324. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    325.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/AIUpdatePostScript" preserve="nothing"/>
    326. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    327.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/ConstraintManagerUpdate" preserve="nothing"/>
    328. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    329.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/DirectorDeferredEvaluate" preserve="nothing"/>
    330. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    331.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/DirectorUpdateAnimationBegin" preserve="nothing"/>
    332. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    333.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/DirectorUpdateAnimationEnd" preserve="nothing"/>
    334. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    335.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/EndGraphicsJobsLate" preserve="nothing"/>
    336. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    337.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/LegacyAnimationUpdate" preserve="nothing"/>
    338. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    339.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/ParticleSystemBeginUpdateAll" preserve="nothing"/>
    340. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    341.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/ScriptRunBehaviourLateUpdate" preserve="nothing"/>
    342. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    343.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/UNetUpdate" preserve="nothing"/>
    344. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    345.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/UpdateMasterServerInterface" preserve="nothing"/>
    346. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    347.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreLateUpdate/UpdateNetworkManager" preserve="nothing"/>
    348. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    349.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate" preserve="nothing"/>
    350. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    351.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/AIUpdate" preserve="nothing"/>
    352. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    353.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/CheckTexFieldInput" preserve="nothing"/>
    354. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    355.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/IMGUISendQueuedEvents" preserve="nothing"/>
    356. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    357.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/NewInputUpdate" preserve="nothing"/>
    358. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    359.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/Physics2DUpdate" preserve="nothing"/>
    360. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    361.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/PhysicsUpdate" preserve="nothing"/>
    362. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    363.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/SendMouseEvents" preserve="nothing"/>
    364. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    365.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/UpdateVideo" preserve="nothing"/>
    366. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    367.         <type fullname="UnityEngine.Experimental.PlayerLoop.PreUpdate/WindUpdate" preserve="nothing"/>
    368. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    369.         <type fullname="UnityEngine.Experimental.PlayerLoop.Update" preserve="nothing"/>
    370. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    371.         <type fullname="UnityEngine.Experimental.PlayerLoop.Update/DirectorUpdate" preserve="nothing"/>
    372. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    373.         <type fullname="UnityEngine.Experimental.PlayerLoop.Update/ScriptRunBehaviourUpdate" preserve="nothing"/>
    374. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    375.         <type fullname="UnityEngine.Experimental.PlayerLoop.Update/ScriptRunDelayedDynamicFrameRate" preserve="nothing"/>
    376. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    377.         <type fullname="UnityEngine.Experimental.PlayerLoop.Update/ScriptRunDelayedTasks" preserve="nothing"/>
    378. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    379.         <type fullname="UnityEngine.Experimental.Rendering.RenderPipelineManager" preserve="nothing">
    380.             <method name="CleanupRenderPipeline"/>
    381.             <method name="DoRenderLoop_Internal"/>
    382.         </type>
    383. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    384.         <type fullname="UnityEngine.Experimental.Rendering.SupportedRenderingFeatures" preserve="nothing">
    385.             <method name="FallbackMixedLightingModeByRef"/>
    386.             <method name="IsLightmapBakeTypeSupportedByRef"/>
    387.             <method name="IsLightmapsModeSupportedByRef"/>
    388.             <method name="IsMixedLightingModeSupportedByRef"/>
    389.         </type>
    390. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    391.         <type fullname="UnityEngine.Experimental.U2D.SpriteBone" preserve="nothing"/>
    392. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    393.         <type fullname="UnityEngine.FailedToLoadScriptObject" preserve="nothing"/>
    394. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    395.         <type fullname="UnityEngine.Gradient" preserve="nothing">
    396.             <method name=".ctor"/>
    397.         </type>
    398. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    399.         <type fullname="UnityEngine.ISerializationCallbackReceiver" preserve="nothing">
    400.             <method name="OnAfterDeserialize"/>
    401.             <method name="OnBeforeSerialize"/>
    402.         </type>
    403. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    404.         <type fullname="UnityEngine.Keyframe" preserve="nothing"/>
    405. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    406.         <type fullname="UnityEngine.LowerResBlitTexture" preserve="nothing">
    407.             <method name="LowerResBlitTextureDontStripMe"/>
    408.         </type>
    409. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    410.         <type fullname="UnityEngine.ManagedStreamHelpers" preserve="nothing">
    411.             <method name="ManagedStreamLength"/>
    412.             <method name="ManagedStreamRead"/>
    413.             <method name="ManagedStreamSeek"/>
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    415. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    416.         <type fullname="UnityEngine.Material" preserve="nothing">
    417.             <method name=".ctor"/>
    418.         </type>
    419. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    420.         <type fullname="UnityEngine.Mesh" preserve="nothing">
    421.             <method name=".ctor"/>
    422.         </type>
    423. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    424.         <type fullname="UnityEngine.MeshFilter" preserve="nothing">
    425.             <method name="DontStripMeshFilter"/>
    426.         </type>
    427. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    428.         <type fullname="UnityEngine.MeshRenderer" preserve="nothing">
    429.             <method name="DontStripMeshRenderer"/>
    430.         </type>
    431. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    432.         <type fullname="UnityEngine.MonoBehaviour" preserve="nothing"/>
    433. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    434.         <type fullname="UnityEngine.Networking.PlayerConnection.PlayerConnection" preserve="nothing">
    435.             <method name="ConnectedCallbackInternal"/>
    436.             <method name="DisconnectedCallback"/>
    437.             <method name="MessageCallbackInternal"/>
    438.         </type>
    439. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    440.         <type fullname="UnityEngine.Object" preserve="nothing"/>
    441. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    442.         <type fullname="UnityEngine.Playables.Playable" preserve="nothing"/>
    443. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    444.         <type fullname="UnityEngine.Playables.PlayableAsset" preserve="nothing">
    445.             <method name="Internal_CreatePlayable"/>
    446.             <method name="Internal_GetPlayableAssetDuration"/>
    447.         </type>
    448. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    449.         <type fullname="UnityEngine.Playables.PlayableBehaviour" preserve="nothing"/>
    450. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    451.         <type fullname="UnityEngine.Playables.PlayableOutput" preserve="nothing"/>
    452. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    453.         <type fullname="UnityEngine.Playables.ScriptPlayableOutput" preserve="nothing"/>
    454. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    455.         <type fullname="UnityEngine.PreferBinarySerialization" preserve="nothing"/>
    456. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    457.         <type fullname="UnityEngine.PreloadData" preserve="nothing">
    458.             <method name="PreloadDataDontStripMe"/>
    459.         </type>
    460. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    461.         <type fullname="UnityEngine.RectTransform" preserve="nothing">
    462.             <method name="SendReapplyDrivenProperties"/>
    463.         </type>
    464. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    465.         <type fullname="UnityEngine.ReflectionProbe" preserve="nothing">
    466.             <method name="CallReflectionProbeEvent"/>
    467.             <method name="CallSetDefaultReflection"/>
    468.         </type>
    469. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    470.         <type fullname="UnityEngine.RenderTexture" preserve="nothing">
    471.             <method name=".ctor"/>
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    473. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    474.         <type fullname="UnityEngine.ResourceRequest" preserve="nothing"/>
    475. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    476.         <type fullname="UnityEngine.SceneManagement.SceneManager" preserve="nothing">
    477.             <method name="Internal_ActiveSceneChanged"/>
    478.             <method name="Internal_SceneLoaded"/>
    479.             <method name="Internal_SceneUnloaded"/>
    480.         </type>
    481. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    482.         <type fullname="UnityEngine.ScriptableObject" preserve="nothing"/>
    483. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    484.         <type fullname="UnityEngine.SendMouseEvents" preserve="nothing">
    485.             <method name="DoSendMouseEvents"/>
    486.             <method name="SetMouseMoved"/>
    487.         </type>
    488. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    489.         <type fullname="UnityEngine.Serialization.FormerlySerializedAsAttribute" preserve="nothing"/>
    490. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    491.         <type fullname="UnityEngine.SerializeField" preserve="nothing"/>
    492. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    493.         <type fullname="UnityEngine.SerializePrivateVariables" preserve="nothing"/>
    494. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    495.         <type fullname="UnityEngine.SetupCoroutine" preserve="nothing">
    496.             <method name="InvokeMember"/>
    497.             <method name="InvokeMoveNext"/>
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    499. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    500.         <type fullname="UnityEngine.Sprite" preserve="nothing">
    501.             <method name=".ctor"/>
    502.         </type>
    503. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    504.         <type fullname="UnityEngine.StackTraceUtility" preserve="nothing">
    505.             <method name="ExtractStackTrace"/>
    506.             <method name="PostprocessStacktrace"/>
    507.             <method name="ExtractStringFromExceptionInternal"/>
    508.             <method name="SetProjectFolder"/>
    509.         </type>
    510. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    511.         <type fullname="UnityEngine.Texture2DArray" preserve="nothing">
    512.             <method name=".ctor"/>
    513.         </type>
    514. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    515.         <type fullname="UnityEngine.Texture3D" preserve="nothing">
    516.             <method name=".ctor"/>
    517.         </type>
    518. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    519.         <type fullname="UnityEngine.Transform" preserve="nothing"/>
    520. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    521.         <type fullname="UnityEngine.U2D.SpriteAtlasManager" preserve="nothing">
    522.             <method name="RequestAtlas"/>
    523.             <method name="PostRegisteredAtlas"/>
    524.         </type>
    525. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    526.         <type fullname="UnityEngine.UnityException" preserve="nothing"/>
    527. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    528.         <type fullname="UnityEngine.UnitySynchronizationContext" preserve="nothing">
    529.             <method name="ExecuteTasks"/>
    530.             <method name="InitializeSynchronizationContext"/>
    531.         </type>
    532. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    533.         <type fullname="UnityEngine.WaitForEndOfFrame" preserve="nothing"/>
    534. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    535.         <type fullname="UnityEngine.WaitForFixedUpdate" preserve="nothing"/>
    536. <!--THIS FILE IS GENERATED DURING BUILD. DO NOT HAND EDIT. See https://confluence.hq.unity3d.com/display/DEV/How+to+Use+Scripting+Classes+and+Methods+from+Native+Code for more info.-->
    537.         <type fullname="UnityEngine.WaitForSeconds" preserve="nothing"/>
    538.     </assembly>
    539. </linker>
    540.  
     
  5. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Odd, the formatting of this file looks correct. I wonder if there is some problem with it's encoding though.

    Since the Mono scripting backend works, do you mind trying a build with the Mono scripting backend, but with the Stripping Level option in the Player Settings set to a value that is not "Disabled". That should cause the same tool which is producing this error to run. I'd like to know if the error is specific to the IL2CPP scripting backend, or if it is it more general.
     
    xpath likes this.
  6. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    Works with Mono scripting backend.
    Stripping Level the option does not exist,"Disabled" is not a value that I can't get to.
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Can you send a screen shot of the Player Settings with the Mono scripting backend enabled? There should be a Stripping Level option that you can modify.
     
    xpath likes this.
  8. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    Yes, now you've found it! I swapped the assemblies and script.
    I got the same errors.
    https://i.hizliresim.com/jqPQkj.png


    Code (CSharp):
    1. Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/UnityLinker.exe -out="C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed\tempStrip" -x="C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\Users\ASUS\AppData\Local\Temp\tmp43aaa93c.tmp" -x "C:\Users\ASUS\AppData\Local\Temp\tmp2ef1e0ea.tmp" -x "C:\Users\ASUS\AppData\Local\Temp\tmp412726f1.tmp" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Accessibility.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\AI.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Animation.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\AR.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\AssetBundle.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Audio.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Cloth.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\CrashReporting.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Director.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\GameCenter.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Grid.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ImageConversion.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\IMGUI.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Input.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\JSONSerialize.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Localization.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticlesLegacy.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticleSystem.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\PerformanceReporting.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics2D.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ScreenCapture.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\SharedInternals.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\SpriteMask.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\SpriteShape.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Streaming.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\StyleSheets.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Substance.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Terrain.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TerrainPhysics.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TextRendering.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Tilemap.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UI.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UIElements.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UNET.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAnalytics.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityConnect.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequest.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequestAssetBundle.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequestAudio.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequestTexture.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequestWWW.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Vehicles.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Video.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\VR.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Wind.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\XR.xml" -d "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed\DOTween.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed\ProBuilderCore-Unity5.dll" -a  "C:\Users\ASUS\Documents\Carvscops\Temp\StagingArea\Data\Managed\UnityEngine.Analytics.dll" --dotnetruntime=mono --dotnetprofile=legacyunity --use-editor-options
    2.  
    3. stdout:
    4. Fatal error in Unity CIL Linker
    5. Mono.Linker.Steps.XmlResolutionException: Failed to process XML description: C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml ---> System.MissingMethodException: Y”ntem bulunamad: '!!0[] System.Array.Empty()'.
    6.    konum: Mono.Linker.Steps.ResolveFromXmlStep.ProcessType(TypeDefinition type, XPathNavigator nav)
    7.    konum: Mono.Linker.Steps.ResolveFromXmlStep.ProcessTypes(AssemblyDefinition assembly, XPathNodeIterator iterator)
    8.    konum: Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssembly(AssemblyDefinition assembly, XPathNodeIterator iterator)
    9.    konum: Unity.Linker.Steps.UnityResolveFromXmlStep.ProcessAssembly(AssemblyDefinition assembly, XPathNodeIterator iterator)
    10.    konum: Unity.Linker.Steps.UnityResolveFromXmlStep.ProcessAssemblies(LinkContext context, XPathNodeIterator iterator)
    11.    konum: Mono.Linker.Steps.ResolveFromXmlStep.Process()
    12.    --- ˜‡ ”zel durum y§n izlemesinin sonu ---
    13.    konum: Mono.Linker.Steps.ResolveFromXmlStep.Process()
    14.    konum: Mono.Linker.Steps.BaseStep.Process(LinkContext context)
    15.    konum: Mono.Linker.Pipeline.Process(LinkContext context)
    16.    konum: Unity.Linker.UnityDriver.Run()
    17.    konum: Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
    18.    konum: Unity.Linker.UnityDriver.RunDriver()
    19. stderr:
    20.  
    21. UnityEngine.Debug:LogError(Object)
    22. UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    23. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    24. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
    25. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
    26. UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
    27. UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
    28. UnityEditorInternal.AssemblyStripper:InvokeFromBuildPlayer(BuildTarget, RuntimeClassRegistry, BuildReport) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:320)
    29. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    30.  
    Code (CSharp):
    1. Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/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 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
    3. UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    4. UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable`1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
    5. UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, IIl2CppPlatformProvider platformProvider, IEnumerable`1 additionalBlacklist, BuildTargetGroup buildTargetGroup) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
    6. UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
    7. UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
    8. UnityEditorInternal.AssemblyStripper.InvokeFromBuildPlayer (BuildTarget buildTarget, UnityEditor.RuntimeClassRegistry usedClasses, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:320)
    9. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    10.  
    Code (CSharp):
    1. Build completed with a result of 'Failed'
    2. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    3.  
    Code (CSharp):
    1. UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
    2.   at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:187
    3.   at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:94
    4. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    5.  
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    I can't see the screen shot unfortunately.

    Do you mean that the same error happens with the Mono scripting backend with the Stripping Level set to something other than Disabled?
     
    xpath likes this.
  10. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    Yes.

    screenshot link : https://i.hizliresim.com/DOV7Rv.png


     
  11. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    I still cannot access the screen shot, unfortunately.

    However, this does indicate that the problem is either with this XML file or with the UnityLinker. Can you submit a bug report for this issue?
     
  12. NorthStar79

    NorthStar79

    Joined:
    May 8, 2015
    Posts:
    88
    Hi, I have been facing this issue with Unity 2018.x.x , it is striping level related problem. occurs when using IL2CPP or mono with stripping enabled. it is fixed with version 2019.

    I tried to fix this problem very hard. completely removing and re-installing Unity, updating all relevant SDK and JDK doesn't solve anything at all.

    Strange enough this is the first time I encounter someone else then I get this bug too.

    The guy above here uploaded his images to a Turkish web site (since imgur is banned in Turkey) so I assume he is from Turkey. I am from Turkey too. maybe this indicates that this bug related to our location (maybe Turkish letters on the path or something?)
    Just wanted to share. maybe it helps.
     
    xpath likes this.
  13. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Oh yes! There was a bug at one point that caused a problem for the UnityLinker with a Turkish locale (among a few others).

    @xpath: Can you try to change your system locale to US-English and see if the problem goes away?
     
    xpath likes this.
  14. NorthStar79

    NorthStar79

    Joined:
    May 8, 2015
    Posts:
    88
    oh really. I wish I had known this. That one wasted a lot of time of mine. I came up this topic by luck and as I said before this is the first time I see someone else other then me getting this bug. I noticed that guy is from Turkey too. from limited data at hand. the only common thing was the location. I say that bullseye on a blind shot. nice!
     
    xpath likes this.
  15. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    Unfortunately, the problem continues.
    Yes, I live in Turkey

    @NorthStar79 yardımın için teşekkürler dostum.Sayende sorunun çözümüne yaklaşıyoruz.
     
  16. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Can one or both of you drop us a bug report? There may be another locale specific issue we need to address here.
     
    xpath likes this.
  17. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    I sent a bug report through Unity.
    Is there anything else you want? I can send a report from here?
    I'm sorry my English is very bad.Thank you very much for your help.
     
  18. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    This is the proper process, thanks! You don't need to do anything else, we will investigate the issue.
     
  19. NorthStar79

    NorthStar79

    Joined:
    May 8, 2015
    Posts:
    88
    Hey Josh, I just encounter the same bug with 2019.1.4f1 should I send a bug report? (since the report that @xpath send you is for 2018)
    and where can we keep track of the solution?
    At this moment we can not use IL2CPP scripting backend, hence we can not build for x64 system on Android platform and soon Google will require an x64 build for new uploads. Do you know any workaround that we can utilize until this bug resolved?

    By the way, I tried building with IL2CPP at my Mac, and could successfully build. whatever is this bug it seems like we can work around by using mac right now.
     
    Last edited: May 29, 2019
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Yes, please send another bug report. It does not hurt to have more information about this issue. Once you have submitted that report, you will be able to track its status.

    On Windows, I'd recommend trying to use a US-English locale, and make sure the path to your Unity installation and the Unity project both have only ASCII characters in them. I'm not quite sure about the cause of this issue, but it seems to be locale related.
     
  21. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    I got an email that says I have to update.
    Any solution, unfortunately, were reported.
    I did the update, but the SDK does not work in my project because of incompatibility and other issues.
     
  22. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Can you let me know the case number you submited? I'll have a look at it and see if I can help.
     
  23. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    1157133
     
  24. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Thanks! The message from Unity QA indicates that you should try to use a 2018.4 version of Unity, since we're no longer shipping updates to the 2018.2 and 2018.3 versions. The latest 2018.2 version is 2018.2.21. You may want to try that version, as it will have all of the latest fixes from 2018.2, and should be compatible with your existing project.

    If the problem still happens, then I would recommend the latest 2018.4 release. Hopefully that will be compatible with your project. If the problem still persists in that release, please respond to the email about the bug report and indicate that. Then our QA team will have another look at this issue.
     
  25. okutansedat

    okutansedat

    Joined:
    May 18, 2019
    Posts:
    3
    Hello there, Is there anyone who can solve this problem? I could not solve this problem !!
     
  26. xpath

    xpath

    Joined:
    Dec 3, 2018
    Posts:
    20
    Merhabalar,

    Ortalama 2-3 ayım ve 3 projem gitti bunun yüzünden, güncelleme yapmaktan başka kurtuluş maalesef yok.

    Sorunun en garanti çözümü;

    1-İmkanın varsa en son Unity Versiyonunu indir.2019.3.0a7 64-bit.bendeki
    2-Unity Hub'da kurulum sırasında SDK ve NDK işaretlesen bile NDK 16 sürümünü indirecek ve sorun yaşayacaksın.19 sürümünü siteden indirirsen yine sorun yaşayacaksın burada verdiğim linkten girip indirmeni öneririm.çözüm https://forum.unity.com/threads/solved-android-ndk-missing.689122/
    3-Sonra Apk almak isteyeceksin ama JDK sorun yaratacak.Burada ki videoyu izle


    Haftalardır yazışma ve bug raporu göndermekten bıktığım için bu şekilde son sürüme geçtim.

    Standart asset yüklediğinde hata verirse buradaki adımları uygulayabilirsin:https://answers.unity.com/questions/1638555/guitexture-adn-guitext-are-obsolete-standard-asset.html
     
    Last edited: Jul 5, 2019
    okutansedat likes this.
  27. okutansedat

    okutansedat

    Joined:
    May 18, 2019
    Posts:
    3
    Cevabın için çok teşekkür ederim. Deneyeceğim bu denediklerini.
     
  28. okutansedat

    okutansedat

    Joined:
    May 18, 2019
    Posts:
    3
    Sen çok kral bir adamsın, günlerdir bu sorunu çözmek için kendimi parçalıyordum. En sonunda senin verdiğin bilgiler sayesinde bu sorunu çözdüm. Çok teşekkür ederim sana.


     
    xpath likes this.
  29. FaisalNaseer2k4

    FaisalNaseer2k4

    Joined:
    Aug 22, 2019
    Posts:
    8
    The similar issue I am facing while generating Android Build v.2019.1.14f1. on Mac.
    It states:
    Exception: /Applications/Unity/Hub/Editor/2019.1.14f1/Unity.app/Contents/il2cpp/build/UnityLinker.exe did not run properly!
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:214)
    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, System.Boolean stripEngineCode) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:146)
    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) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:348)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:238)
    UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:326)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <1e5e55a0ebac44e989773ba5d6df4794>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <1e5e55a0ebac44e989773ba5d6df4794>: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 <1e5e55a0ebac44e989773ba5d6df4794>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <1e5e55a0ebac44e989773ba5d6df4794>: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 /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  30. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    There should be another error message in the editor log which will provide more details about the cause of this issue. Can you post that as well?
     
  31. FaisalNaseer2k4

    FaisalNaseer2k4

    Joined:
    Aug 22, 2019
    Posts:
    8

    Hi Josh, first of all that you for a quick reply, as I wasnt expecting it and frustrated as well,I am very happy to see such a wonderful community.

    https://drive.google.com/file/d/1j2jHnofRD-NBuQ0XtNmAUOZBoN4qGvAV/view?usp=sharing

    this is the complete set of errors
    Error1
    Failed running /Applications/Unity/Hub/Editor/2019.1.14f1/Unity.app/Contents/il2cpp/build/UnityLinker.exe -out="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed/tempStrip" -x="/Applications/Unity/Hub/Editor/2019.1.14f1/PlaybackEngines/AndroidPlayer/Whitelists/Core.xml" -x="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed/../platform_native_link.xml" -x="/var/folders/vh/mz2w91wx3bq0f03djnbzk68c0000gn/T/tmp498061ed.tmp" -x="/var/folders/vh/mz2w91wx3bq0f03djnbzk68c0000gn/T/tmp265d39ff.tmp" -x="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml" -d="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed" --include-unity-root-assembly="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll" --include-unity-root-assembly="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed/com.unity.multiplayer-hlapi.Runtime.dll" --include-unity-root-assembly="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll" --include-unity-root-assembly="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed/Facebook.Unity.Settings.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory="/Users/macpro/Documents/unity/projects/BlockyRoad/Temp/StagingArea/assets/bin/Data/Managed" --rule-set=Conservative --engine-stripping-flag=EnableUnityConnect --engine-modules-asset-file="/Applications/Unity/Hub/Editor/2019.1.14f1/PlaybackEngines/AndroidPlayer/Whitelists/../modules.asset"

    stdout:
    Fatal error in Unity CIL Linker
    System.BadImageFormatException: Invalid method header format 1
    File name: 'Unity.IL2CPP.Common'
    at Unity.Linker.UnityLinkContext.get_Actions () [0x00010] in <a897cd1e02b94b249783353a4ec230f6>:0
    at Unity.Linker.UnityLinkContext.set_StripResources (System.Boolean value) [0x00007] in <a897cd1e02b94b249783353a4ec230f6>:0
    at Unity.Linker.UnityDriver.GetDefaultContext (Mono.Linker.Pipeline pipeline) [0x00001] in <a897cd1e02b94b249783353a4ec230f6>:0
    at Unity.Linker.UnityDriver.Run () [0x00008] in <a897cd1e02b94b249783353a4ec230f6>:0
    at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling () [0x00007] in <a897cd1e02b94b249783353a4ec230f6>:0
    at Unity.Linker.UnityDriver.RunDriver () [0x00002] in <a897cd1e02b94b249783353a4ec230f6>:0
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:214)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup, ManagedStrippingLevel, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:146)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:348)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:238)
    UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:326)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)


    Error2:
    Exception: /Applications/Unity/Hub/Editor/2019.1.14f1/Unity.app/Contents/il2cpp/build/UnityLinker.exe did not run properly!
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:214)
    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, System.Boolean stripEngineCode) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:146)
    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) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:348)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:238)
    UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:326)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <1e5e55a0ebac44e989773ba5d6df4794>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <1e5e55a0ebac44e989773ba5d6df4794>: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 <1e5e55a0ebac44e989773ba5d6df4794>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <1e5e55a0ebac44e989773ba5d6df4794>: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 /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Error3:
    Build completed with a result of 'Failed'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Error4:
    UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:194
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:97
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  32. FaisalNaseer2k4

    FaisalNaseer2k4

    Joined:
    Aug 22, 2019
    Posts:
    8
    any solution?
     
  33. FaisalNaseer2k4

    FaisalNaseer2k4

    Joined:
    Aug 22, 2019
    Posts:
    8
    I ve shifted back to LTS
    Unity 2018.4.8 and it worked fine
     
  34. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    I'm really surprised that this worked in 2018.4.8. It looks like there might be some corrupt assembly in the project that is passed to the Unity Linker. However, that may not be the case. I'd like to investigate this further, as it might be a bug on the Unity side. Can you submit a bug report and include the project that causes this issue with 2019.1?
     
  35. FaisalNaseer2k4

    FaisalNaseer2k4

    Joined:
    Aug 22, 2019
    Posts:
    8
    sure tell me the process to submit the project shall i submit it over here?
     
  36. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
  37. michealclarke09

    michealclarke09

    Joined:
    Aug 25, 2018
    Posts:
    6
    Hello Josh,

    I was facing the same problem from 32 bit to 64bit using Il2cpp. Anyhow i managed to run unity 2017.4.16f version for my games, but i can't use any of other 64 bit version of unity except this version.
    I am trying to build on unity 2018.4.9f1.
    I tried to build the game using Mono Backend and it is successfully build.
    but
    unitylinker.exe did not run properly, then i give the admin rights to unitylinker.exe, that error removed and this only remains one.
    I was trying to build the empty project with sample scene on il2cpp backend but it won't build and shows this error below:


    Win32Exception: ApplicationName='D:\Program Files\Unity\Editor\Data\il2cpp\build/UnityLinker.exe', CommandLine='-out="D:\Games Collection\Source Codes\New Unity Project\Temp\StagingArea\assets\bin\Data\Managed\tempStrip" -x="D:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "D:\Games Collection\Source Codes\New Unity Project\Temp\StagingArea\assets\bin\Data\Managed\..\platform_native_link.xml" -d "D:\Games Collection\Source Codes\New Unity Project\Temp\StagingArea\assets\bin\Data\Managed" --dotnetruntime=il2cpp --dotnetprofile=net20 --use-editor-options --include-directory="D:\Games Collection\Source Codes\New Unity Project\Temp\StagingArea\assets\bin\Data\Managed" --rule-set=Conservative', CurrentDirectory='D:\Games Collection\Source Codes\New Unity Project\Temp\StagingArea\assets\bin\Data\Managed'
    System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
    System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
    System.Diagnostics.Process.Start ()
    (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()
    UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44)
    UnityEditor.Utils.Program.Start () (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28)
    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:106)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable`1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:192)
    UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, IIl2CppPlatformProvider platformProvider, IEnumerable`1 additionalBlacklist, BuildTargetGroup buildTargetGroup, ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:124)
    UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:324)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:216)
    UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)


    My system language default is US-ENG
    My directory to the unity:
    D:\Program Files\Unity\Editor
    NDK is in playback engines folder of editor.

    Thank you.
    Tried every unity of 2018 but no luck same issue.
     
  38. michealclarke09

    michealclarke09

    Joined:
    Aug 25, 2018
    Posts:
    6
    In notification it shows:

    Build completed with a result of 'Succeeded'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    upload_2019-9-21_22-58-48.png


    the .net 4.6 selected gives empty 4 errors so i have to switch it to 3.5 so the blank errors were removed automatically.
     
  39. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    @michealclarke09

    The UnityLinker.exe error still looks like some permissions error of a problem with the .NET Framework installation on your computer. This error message means that the UnityLinker.exe utility cannot even be started.

    I'm unclear about this statement. Do you mean that the error in the post above related to UnityLinker.exe does not happen when you use the .NET 3.5 Equivalent scripting runtime version?
     
  40. michealclarke09

    michealclarke09

    Joined:
    Aug 25, 2018
    Posts:
    6
    No, it does show the error with 3.5, while the 4.6 won't run due to empty errors in console so i can't run and build the game in 4.6.

    I am able to build apk on 64bit il2cpp on unity 2017.4.16 with .net3.5 successfully
     

    Attached Files:

  41. michealclarke09

    michealclarke09

    Joined:
    Aug 25, 2018
    Posts:
    6
    But 2018 shows the error of unity linker while build, as i am specific with .net 3.5, do you think upgrading .net will improve the results?
     
  42. michealclarke09

    michealclarke09

    Joined:
    Aug 25, 2018
    Posts:
    6
    There were empty errors which occur in console only when i use .net 4.6x, when i switch it back to 3.5 the empty errors in console was gone but it won't build as it shows the unity linker error. In short, I'm unable to build or run game using 4.6x while i only able to run game with .net 3.5.
     
  43. michealclarke09

    michealclarke09

    Joined:
    Aug 25, 2018
    Posts:
    6
    See i've updated .net frame 4.6 work but it doesn't seems to work. Same error when selected 4.6.

    upload_2019-9-28_12-49-0.png
     
  44. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    Maybe check the Unity Editor log file to see if there are actual errors here that are just not displayed properly.
     
  45. AjJAISWAL

    AjJAISWAL

    Joined:
    Mar 29, 2020
    Posts:
    1
    Hey Josh,
    I am also getting the same error. I am using unity version 2019.3. I am not getting the answer anywhere. I sended the bug report to unity but I got no reply.
    Please help me.
     
    Last edited: Apr 5, 2020
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    I think there are a few different errors in this thread. Can you let me know the specific error you see? Also, what is the case number of the bug report you filed? Thanks!
     
  47. HonduneGames

    HonduneGames

    Joined:
    May 14, 2015
    Posts:
    5
    Not sure how helpful this is but i just ran into this error trying to build to android, US language, IL2CPP. Couldnt find anything to fix it until I found this thread. It only showed up after switching the project over to the universal rendering pipeline, no other changes.

    After the mention of the stripping level I fixed it by simply switching the stripping level from "low" to "medium" and it built fine. Hopefully that helps someone!
     
  48. canstig

    canstig

    Joined:
    Jul 25, 2017
    Posts:
    3
    Hello @JoshPeterson.
    I am also faced with UnityLinker.exe issue. I am using Unity 2019.4.6f1 LTS. It`s strange, because Android and iOS platforms uses IL2CPP scripting backend and works fine, but when I tried to build UWP get this error. It`s really critical issue for me, can you help please. All data(two error messages and Editor.log file) I pin to this message.
     

    Attached Files:

  49. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,920
    There are some additional assemblies for UWP projects that are processed. Based on the error messages, these seem to be causing the problem. Can you submit this project with a bug report? We may need to investigate it more in-depth.
     
  50. oleh_baziv

    oleh_baziv

    Joined:
    Jan 3, 2018
    Posts:
    3
    Hi, there was this error when switching from Mono to IL2CPP, I tried to change the version of the unit from 2018.4.5f1 to 2018.4.26f1

    Failed running C:\Program Files\Unity\Hub\Editor\2018.4.26f1\Editor\Data\il2cpp\build/UnityLinker.exe -out="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\tempStrip" -x="C:\Program Files\Unity\Hub\Editor\2018.4.26f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\..\platform_native_link.xml" -x "C:\Users\oleh_\AppData\Local\Temp\tmp36a3a307.tmp" -x "C:\Users\oleh_\AppData\Local\Temp\tmp15491ecd.tmp" -x "D:\Star Legion\I, Best TikToker1\Assets\FacebookSDK\link.xml" -d "D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed" --include-unity-root-assembly="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --include-unity-root-assembly="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --include-unity-root-assembly="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\GoogleMobileAds.dll" --include-unity-root-assembly="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\Unity.TextMeshPro.dll" --include-unity-root-assembly="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --include-unity-root-assembly="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.Settings.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory="D:\Star Legion\I, Best TikToker1\Temp\StagingArea\assets\bin\Data\Managed" --editor-settings-flag=Development --rule-set=Conservative

    stdout:
    Fatal error in Unity CIL Linker
    System.IO.FileNotFoundException: Could not find file 'D:\Star Legion\I'.
    File name: 'D:\Star Legion\I'
    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
    at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
    at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
    at System.Xml.XmlDownloadManager.GetStream(Uri uri, ICredentials credentials, IWebProxy proxy, RequestCachePolicy cachePolicy)
    at System.Xml.XmlUrlResolver.GetEntity(Uri absoluteUri, String role, Type ofObjectToReturn)
    at System.Xml.XmlTextReaderImpl.OpenUrlDelegate(Object xmlResolver)
    at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
    at System.Threading.CompressedStack.Run(CompressedStack compressedStack, ContextCallback callback, Object state)
    at System.Xml.XmlTextReaderImpl.OpenUrl()
    at System.Xml.XmlTextReaderImpl.Read()
    at System.Xml.XPath.XPathDocument.LoadFromReader(XmlReader reader, XmlSpace space)
    at System.Xml.XPath.XPathDocument..ctor(String uri, XmlSpace space)
    at Unity.Linker.UnityDriver.ParseArguments(Pipeline p, UnityLinkContext context, ArrayList custom_steps, I18nAssemblies& assemblies)
    at Unity.Linker.UnityDriver.Run()
    at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
    at Unity.Linker.UnityDriver.RunDriver()
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:192)
    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:124)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:324)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:216)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)


    Exception: C:\Program Files\Unity\Hub\Editor\2018.4.26f1\Editor\Data\il2cpp\build/UnityLinker.exe did not run properly!
    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:130)
    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:73)
    UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:192)
    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) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:124)
    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) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:324)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:216)
    UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203)
    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:35)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <d81019dc6c27464f877727b99655b6a9>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <d81019dc6c27464f877727b99655b6a9>: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 <d81019dc6c27464f877727b99655b6a9>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <d81019dc6c27464f877727b99655b6a9>: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 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:288)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)


    How to fix this error?