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WebGL build failing during UnusedBytecodeStripper2

Discussion in 'WebGL' started by roka, Mar 16, 2015.

  1. roka

    roka

    Joined:
    Sep 12, 2010
    Posts:
    584
    Hello,

    I have a problem when building using Photon WebGL.
    I have started to rewrite my game and then to work directly with the photon WebGL (PUN-WebGL-1-50-3-r2787).
    I have already post the same message on the photon forum.

    - I have the following message when i try to build my WebGL project or the default photon project "UnusedBytecodeStripper2.exe did not run properly!", i have hear that maybe this problem come from unity. I have make some test and it seem to be that when i have the folder Plugins (below the Photon Unity Networking folder) i got this error, if i remove it and some other file, i can build.

    Error Log :
    Do you have any advices?

    Have a good day.
     
  2. gfoot

    gfoot

    Joined:
    Jan 5, 2011
    Posts:
    550
    You need to not use the websocket-sharp DLL in WebGL builds, it won't work. Though I'm not sure why you get the exact error you do ("Failed to resolve System.Boolean").
     
  3. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    Yes, this is a known bug (which is fixed and will land some time soon). Until then, you can work around it easily by selecting the websocket-sharp dll and making sure that it is not checked for all platforms, but for all platforms but webgl instead.
     
  4. roka

    roka

    Joined:
    Sep 12, 2010
    Posts:
    584
    Damn ! i got it and i don't have any error anymore.

    Thank gfoot and jonas.
     
  5. novaVision

    novaVision

    Joined:
    Nov 9, 2014
    Posts:
    492
    So, do I correctly understood, that it is not possible to use WebGL communication with browser functions, using ".jslib" ?
     
  6. gfoot

    gfoot

    Joined:
    Jan 5, 2011
    Posts:
    550
    You can use the browser functionality from a jslib file, you just can't use C# libraries like websocket-sharp.
     
  7. novaVision

    novaVision

    Joined:
    Nov 9, 2014
    Posts:
    492
    In my case I need to send array data (string, float) from JavaScript on WebPage to Unity WebGL build, and back. I have created dataExchange.jslib file, with all functions I need, and seems it works in test "communication" like

    [DllImport("__Internal")]
    private static extern int AddNumbers(int x, int y);

    int result = AddNumbers(5, 7);
    Debug.Log(result);
    tf.text = result.ToString();

    But I cant understand, how to use that data in JS....How to set that data from JS in my page where Unity located. File dataExchange.jslib exist only in PREbuild.. after project build I cant understand how to get that functions inside dataExchange.jslib
    Any ideas?
     
  8. gfoot

    gfoot

    Joined:
    Jan 5, 2011
    Posts:
    550
    See Emscripten's documentation here for partial details: http://kripken.github.io/emscripten...ith-code.html#implement-a-c-api-in-javascript

    Also see further up that page for more on calling Emscripted-processed code from the container web page.

    In short, your .jslib file gets executed during the build, and needs to add fields to LibraryManager.library, so that they are available at runtime. Then your functions appear in the generated .js file along with all your converted C# code.

    So this should work:

    Code (JavaScript):
    1. LibraryManager.library.AddNumbers = function(x, y) { return x+y; }
    However the canonical way for larger amounts of code is to first define your functions in your own object, then merge them in like this:

    Code (JavaScript):
    1.  
    2. var myLibrary = {
    3.     AddNumbers: function(x, y) { return x + y }
    4. }
    5. mergeInto(LibraryManager.library, myLibrary)
    6.  
    You also need to be careful if your functions refer to other objects (whether functions or data) within myLibrary. Emscripten requires you to declare these dependencies, presumably because it tries to strip the library down to only include things which are referenced. There is a shortcut that lets you easily declare that all of your objects depend on one specific object - which is to use autoAddDeps like this:

    Code (JavaScript):
    1.  
    2. var myLibrary = {
    3.     // declare the global object with a dollar prefix
    4.     $myLibraryGlobalData: {
    5.         accumulatedValue: 5, // initialize as usual, this is just a Javascript object
    6.     },
    7.  
    8.     // other objects shouldn't have the dollar prefix and also don't use the dollar prefix when referring to the global object
    9.     Accumulate: function(x) { myLibraryGlobalData.accumulatedValue += x; },
    10.     GetTotal: function() { return myLibraryGlobalData.accumulatedValue; },
    11. }
    12.  
    13. // declare that all objects in myLibrary depend upon $myLibraryGlobalData
    14. autoAddDeps(myLibrary, "$myLibraryGlobalData")
    15.  
    16. // merge myLibrary into LibraryManager.library so that it can be accessed from C#
    17. mergeInto(LibraryManager.library, myLibrary)
    18.  
    I don't fully understand the dollar prefix, but judging by Emscripten's built-in library code, all objects in the library get an extra underscore prefix added during export, except ones which already have a dollar prefix; instead, those ones just have the dollar prefix removed. I guess the dollar means "don't mangle this", but ironically removing the dollar is itself a form of mangling, so it is still confusing.

    I find the least confusing way to proceed is to define most of your code in the dollar-prefixed global, and make the functions called by C# just chain through to handlers in the global object for any significant work. It reduces the amount of exposure you have to the weird dollar behaviour.
     
    gjin09 likes this.
  9. novaVision

    novaVision

    Joined:
    Nov 9, 2014
    Posts:
    492
    Thank you for your explaination.. if to say a true - I didnt understand how to use that in my web project, may be because I fully cant understand, where to get access to that compiled library in Unity. Will try to get it in a morning.
    Do you know some real example with index.html with js code, where it calls for function in compiled library?
     
  10. DaveA

    DaveA

    Joined:
    Apr 15, 2009
    Posts:
    309
    I'm also having this 'unusedbytecodestripper2' problem. I have (I think) disabled any DLL's for webgl, restarted Unity 5.0.1, no luck. I don't know what's going on, but I DO know that 'unusedbytecodestripper2' should return something more useful, like the reason it failed, the file it failed on, etc. That's a design bug at least. Any other suggestions for getting around this in the mean time?
     
  11. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,507
    It should tell you the exact reason it failed. In the original poster's case, it was this:

    Code (csharp):
    1. Failed to resolve System.Boolean System.Threading.ThreadPool::UnsafeQueueUserWorkItem(System.Threading.WaitCallback,System.Object)
     
  12. svf

    svf

    Joined:
    Aug 20, 2013
    Posts:
    8
    I'm also having a issue with the UnusedBytecodeStripper2.

    Does anyone know how to fix that? Any help is appreciated - I'm pretty much lost on it.

    Code (CSharp):
    1. Failed running C:\Program Files\Unity5\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "D:\Work\Hyperia\Unity\Temp\StagingArea\Data\Managed" -l none -c link -x "C:\Program Files\Unity5\Editor\Data\Tools\native_link.xml" -f "C:\Program Files\Unity5\Editor\Data\il2cpp\LinkerDescriptors" -x "D:\Work\Hyperia\Unity/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -d "D:\Work\Hyperia\Unity\Temp\StagingArea\Data\Managed" -a  "D:\Work\Hyperia\Unity\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a  "D:\Work\Hyperia\Unity\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll"
    2.  
    3. stdout:
    4. SweepReport:
    5. Mono.Cecil.MethodDefinition => System.Void .ctor()System.Void .ctor()System.Void .ctor()System.Void .ctor()UnityEngine.AssetBundleCreateRequest CreateFromMemory(System.Byte[])
    6. System.MonoType => Mono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinition
    7. Mono.Cecil.FieldDefinition => System.Int32 TRIANGLESSystem.Int32 TRIANGLE_STRIPSystem.Int32 QUADSSystem.Int32 LINESSystem.Single PI
    8. stderr:
    9.  
    10. UnityEngine.Debug:LogError(Object)
    11. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:66)
    12. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192)
    13. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:185)
    14. UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:136)
    15. UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:121)
    16. UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:445)
    17. UnityEditorInternal.IL2CPPBuilder:StripAssemblies(String[], String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:433)
    18. UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:273)
    19. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
    20. UnityEditor.BuildPipeline:BuildPlayer(String[], String, BuildTarget, BuildOptions)
    21. Build:WebGL() (at Assets/Scripts/Editor/Build.cs:101)
    22.  
     
  13. MRKane

    MRKane

    Joined:
    Oct 4, 2012
    Posts:
    54
    We're having the same issue also, would really appreciate a patch fix for this if it's possible.
     
  14. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    3,021
    I just tried 4.6.5p4 and it still fails with the UnusedBytecodeStripper2. Is this bugfix only coming for Unity 5 or not yet there? What should we look out for in the release notes?
     
  15. Lermy-KefSensei

    Lermy-KefSensei

    Joined:
    Apr 21, 2015
    Posts:
    7
    We are having a similiar issue building for Webgl, we are using Unity v5.1.0f3. Any idea if this error is already being treated?

    The error output is:

    MessageLog 1

    Failed running C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe
    ...
    stdout:
    Fatal error in Mono CIL Linker
    System.Exception: Error processing method: 'System.Void UnityEngine.UI.TestSelectEffect::OnValidate()' in assembly: 'Assembly-CSharp.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve System.Void UnityEngine.UI.BaseVertexEffect::OnValidate()
    at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    ...

    MessageLog 2
    Exception: C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:68)
    ...

    MessageLog 3
    Error building Player: Exception: C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
     
    Last edited: Jun 2, 2015
  16. crushforth

    crushforth

    Joined:
    Jul 22, 2010
    Posts:
    113
    Do you have to be invited to use newer Beta versions (E.g. 5.1.0f3). I only see 5.1.0f2 when I visit this link. https://unity3d.com/unity/beta/

    Do you have special Beta access and if so how do we get invited to that ;) I'd really like to try out the latest versions as I'm waiting for a few fixes
     
  17. MPowell

    MPowell

    Joined:
    Apr 30, 2013
    Posts:
    9
    So many months and versions later (using 5.2.0f3), I'm having a very similar error when attempting to make a WebGL build:

     
  18. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    This is supposed to be fixed in the first 5.2 patch, due to be released in the next few days.
     
  19. MPowell

    MPowell

    Joined:
    Apr 30, 2013
    Posts:
    9
    Thank you! I'm eagerly anticipating that patch, then.
     
  20. thecodes

    thecodes

    Joined:
    Jul 9, 2015
    Posts:
    20
    Any update on this patch?
     
  21. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    QA is still testing it...
     
  22. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
  23. MPowell

    MPowell

    Joined:
    Apr 30, 2013
    Posts:
    9
    Unfortunately, this error is still occurring in 5.2.0p1, exactly the same as it was before.
     
  24. Stephen_O

    Stephen_O

    Joined:
    Jun 8, 2013
    Posts:
    1,507
    Same here. Hopefully it's working when 5.2.1 is released.
     
  25. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    Sorry about that, I got wrong information. The latest news is that this one, along with other webgl/unet bug fixes, will be in 5.2.1p1
     
    Stephen_O likes this.
  26. MPowell

    MPowell

    Joined:
    Apr 30, 2013
    Posts:
    9
    It won't be in the initial release of 5.2.1?
     
  27. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    No.

    5.2.1 is out, 5.2.1p1 will follow.
     
  28. MPowell

    MPowell

    Joined:
    Apr 30, 2013
    Posts:
    9
    Oh... It wasn't posted yet when I asked the question.
     
  29. doctorpangloss

    doctorpangloss

    Joined:
    Feb 20, 2013
    Posts:
    267
    Yep, I have this problem too.
     
  30. Marceta

    Marceta

    Joined:
    Aug 5, 2013
    Posts:
    177
    It there any aprox. date when we will get 5.2.1p1 ?
     
  31. jonkuze

    jonkuze

    Joined:
    Aug 19, 2012
    Posts:
    1,685
    Is the following Build Error the same as what some are reporting above? I only just started getting the below error when I updated to Unity 5.2 and have been unable to Build for WebGL since. Please advise...

    Code (CSharp):
    1. ArgumentException: The Assembly UnityEditor is referenced by Assembly-CSharp ('Library/ScriptAssemblies/Assembly-CSharp.dll'). But the dll is not allowed to be included or could not be found.
    2. UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:156)
    3. UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:194)
    4. UnityEditor.HostView:OnGUI()
    5.  
     
  32. peterworth

    peterworth

    Joined:
    Mar 4, 2014
    Posts:
    7
    I've been getting this error since 5.2, just tried the 5.2.1p1 patch and still getting it. I was using the "Good Ol Sockets" plugin, but have tried removing it, and still get the problem. Not sure how to proceed now, any ideas?

    Code (csharp):
    1.  
    2. Exception: /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
    3. UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:68)
    4. UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable`1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192)
    5. UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, System.String descriptorsFolder, IEnumerable`1 additionalBlacklist) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:185)
    6. UnityEditorInternal.AssemblyStripper.Strip (System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String monoLinkerPath, System.String descriptorsFolder, IEnumerable`1 additionalBlacklist) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:136)
    7. UnityEditorInternal.AssemblyStripper.Strip (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String monoLinkerPath, System.String descriptorsFolder, IEnumerable`1 additionalBlacklist) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:121)
    8. UnityEditorInternal.IL2CPPBuilder.RunAssemblyStripper (IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:441)
    9. UnityEditorInternal.IL2CPPBuilder.StripAssemblies (IEnumerable`1 assemblies, System.String managedAssemblyFolderPath) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:414)
    10. UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:291)
    11. UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
    12. UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
    13. UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    14. UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
    15.  
    16.  
    Code (csharp):
    1.  
    2. Failed running /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "/Users/user1/projects/Game/Temp/StagingArea/Data/Managed/tempStrip" -l none -c link -x "/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper/native_link.xml" -f "/Applications/Unity/Unity.app/Contents/Frameworks/il2cpp/LinkerDescriptors" -x "/Users/user1/projects/Game/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "/Users/user1/projects/Game/Assets/link.xml" -d "/Users/user1/projects/Game/Temp/StagingArea/Data/Managed" -a  "/Users/user1/projects/Game/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a  "/Users/user1/projects/Game/Temp/StagingArea/Data/Managed/UnityEngine.Analytics.dll"
    3.  
    4. stdout:
    5. Fatal error in Mono CIL Linker
    6. System.NullReferenceException: Object reference not set to an instance of an object
    7.   at Mono.Linker.Utilities+<GetMethods>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0
    8.   at Mono.Linker.Steps.TypeMapStep.TryMatchMethod (Mono.Cecil.TypeReference type, Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
    9.   at Mono.Linker.Steps.TypeMapStep+<GetBaseMethodsInInterfaceHierarchy>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
    10.   at Mono.Linker.Steps.TypeMapStep.MapVirtualInterfaceMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
    11.   at Mono.Linker.Steps.TypeMapStep.MapVirtualMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
    12.   at Mono.Linker.Steps.TypeMapStep.MapVirtualMethods (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    13.   at Mono.Linker.Steps.TypeMapStep.MapType (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    14.   at Mono.Linker.Steps.TypeMapStep.ProcessAssembly (Mono.Cecil.AssemblyDefinition assembly) [0x00000] in <filename unknown>:0
    15.   at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    16.   at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    17.   at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
    18.   at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
    19. stderr:
    20.  
    21. UnityEngine.Debug:LogError(Object)
    22. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:66)
    23. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192)
    24. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:185)
    25. UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:136)
    26. UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:121)
    27. UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:441)
    28. UnityEditorInternal.IL2CPPBuilder:StripAssemblies(IEnumerable`1, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:414)
    29. UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:291)
    30. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
    31. UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
    32.  
     
    Last edited: Sep 28, 2015
  33. jonkuze

    jonkuze

    Joined:
    Aug 19, 2012
    Posts:
    1,685
    You may want to revert back to 5.1.3f1 for now. My reported issue above yours does not exist in 5.1... seems 5.2 is very buggy release.
     
  34. peterworth

    peterworth

    Joined:
    Mar 4, 2014
    Posts:
    7
    Thanks for the idea, same thing in 5.1.3f1 though (i actually went straight to 5.2 from 4, and this is the first time trying a WebGL build). Must be something in my project causing it, but can't figure out how to find what it is
     
  35. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    Has 5.2.1p1 fixed the "UnusedBytecodeStripper2" error for anyone ? If not, perhaps you are experiencing a different problem than the one we fixed (missing AddHost function). In that case, it would be good if you could submit a bug report.
     
  36. peterworth

    peterworth

    Joined:
    Mar 4, 2014
    Posts:
    7
    I tried stripping out every single library and plugin in my project, and then re-importing only a couple of essential ones, and it seems to work now.. so not sure which plugin was causing it!
     
  37. Stephen_O

    Stephen_O

    Joined:
    Jun 8, 2013
    Posts:
    1,507
    Yes this error is now gone and the build completes in 5.2.1p1
     
  38. Marceta

    Marceta

    Joined:
    Aug 5, 2013
    Posts:
    177
    5.2.1p2 have this error, I'm trying to build webgl:

    Failed running C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "C:\Users\Vedran\Documents\android_grammar_quiz\grammarQuiz\Temp\StagingArea\Data\Managed\tempStrip" -l none -c link -x "C:\Program Files\Unity\Editor\Data\Tools\native_link.xml" -f "C:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\Vedran\Documents\android_grammar_quiz\grammarQuiz/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\Animation.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\Audio.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\IMGUI.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\link.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\native_link.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\Physics.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\Physics2D.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\TextRendering.xml" -x "C:\Program Files\Unity\Editor\Data\Tools\UI.xml" -x "C:\Users\Vedran\Documents\android_grammar_quiz\grammarQuiz\Assets\link.xml" -d "C:\Users\Vedran\Documents\android_grammar_quiz\grammarQuiz\Temp\StagingArea\Data\Managed" -a "C:\Users\Vedran\Documents\android_grammar_quiz\grammarQuiz\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "C:\Users\Vedran\Documents\android_grammar_quiz\grammarQuiz\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "C:\Users\Vedran\Documents\android_grammar_quiz\grammarQuiz\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll"

    stdout:
    Fatal error in Mono CIL Linker
    Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Parse.Unity, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
    at Mono.Linker.LinkContext.Resolve (IMetadataScope scope) [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly (Mono.Linker.LinkContext context, System.String assemblyName) [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.ResolveFromXmlStep.Process () [0x00000] in <filename unknown>:0
    at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
    at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:66)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:185)
    UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:136)
    UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:121)
    UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:444)
    UnityEditorInternal.IL2CPPBuilder:StripAssemblies(IEnumerable`1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:417)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:291)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
    UnityEditor.HostView:OnGUI()

    Exception: C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:68)
    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/Il2Cpp/IL2CPPUtils.cs:192)
    UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, System.String descriptorsFolder, IEnumerable`1 additionalBlacklist) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:185)
    UnityEditorInternal.AssemblyStripper.Strip (System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String monoLinkerPath, System.String descriptorsFolder, IEnumerable`1 additionalBlacklist) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:136)
    UnityEditorInternal.AssemblyStripper.Strip (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String monoLinkerPath, System.String descriptorsFolder, IEnumerable`1 additionalBlacklist) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:121)
    UnityEditorInternal.IL2CPPBuilder.RunAssemblyStripper (IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:444)
    UnityEditorInternal.IL2CPPBuilder.StripAssemblies (IEnumerable`1 assemblies, System.String managedAssemblyFolderPath) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:417)
    UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:291)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
    UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    UnityEditor.HostView:OnGUI()


    Error building Player: Exception: C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
     
  39. xjimdim

    xjimdim

    Joined:
    Mar 15, 2014
    Posts:
    7
    any updates??? anyone from the photon team can please let us know?
     
  40. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    3,021
    @xjimdim: Problems with the UnusedBytecodeStripper2 have to be solved in Unity. We can only have a look at each release and report bugs.

    Unity 5.2.1p3 builds my PUN demo successfully.
    Make sure to use a specific cloud region as server (in PhotonServerSettings file) and apply the Add Component fix described in the forum.
     
    Last edited: Oct 20, 2015
  41. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    what's the problem with Photon. BTW you may want to open a new thread since the original problem discussed here seems fixed.
     
  42. rbosse

    rbosse

    Joined:
    May 21, 2015
    Posts:
    18
    I'm getting this on 5.2.1f1. Downloading 5.2.2f1 right now. FYI, I'm using UNET.
     
  43. ickydime

    ickydime

    Joined:
    Nov 20, 2012
    Posts:
    110
    I am getting this error as well. In 5.3.0f4
     
  44. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    Could you please copy and paste the error here or attach the editor.log?
     
  45. ickydime

    ickydime

    Joined:
    Nov 20, 2012
    Posts:
    110
    Hey, sorry, I posted too soon. After digging through the editor logs I noticed it was stemming from Parse SDK and that Parse SDK includes threading that is not supported in WebGL.
     
  46. AndreasBoye

    AndreasBoye

    Joined:
    Jul 20, 2014
    Posts:
    3
    Not sure if same issue or not, but we are having a similar problem compiling for iOS with scripting backend set to "IL2CPP" and api compatibility level set to ".NET 2.0" and Unity 5.3. This seems to be related to the uLink dll that we use, but this same dll worked out fine with Unity 5.2 and previous versions.

    Fatal error in Mono CIL Linker
    System.Exception: Error processing method: 'UnityEngine.AssetBundleCreateRequest uLink.SerializedAssetBundle::get_createRequest()' in assembly: 'uLink.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve UnityEngine.AssetBundleCreateRequest UnityEngine.AssetBundle::CreateFromMemory(System.Byte[])
      at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0
      at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0
      at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in <filename unknown>:0
      at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
      at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
      --- End of inner exception stack trace ---
      at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
      at Mono.Linker.Steps.MarkStep.Process () [0x00000] in <filename unknown>:0
      at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
      at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
      at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
      at Mono.Linker.Driver.RunDriverWithErrorHandling (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
      at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
     
  47. Pijush-Paldragon

    Pijush-Paldragon

    Joined:
    Aug 14, 2014
    Posts:
    4
    Hey guys pls help. I am using Unity 5.3.1 (latest) version. Trying to build WebGL app. I have imported Facebook, Parse, Lean tween and Simple JSON plugins.
    Here is error I got during build

    Failed running C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "C:\Users\Pijush\Google Drive\NEW_APPS\QUICK_MATH_WEBGL\Quick Math WebGL\Temp\StagingArea\Data\Managed\tempStrip" -l none -c link -b False -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Core.xml" -f "C:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\Pijush\Google Drive\NEW_APPS\QUICK_MATH_WEBGL\Quick Math WebGL/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\AI.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Animation.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Audio.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\CloudWebServices.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Core.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\IMGUI.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\JSONSerialize.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\ParticlesLegacy.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\ParticleSystem.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Physics.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Physics2D.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Terrain.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\TerrainPhysics.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\TextRendering.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\UI.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\UNET.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\UnityAds.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\UnityAnalytics.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\UnityConnect.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\UnityWebRequest.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\VR.xml" -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Web.xml" -d "C:\Users\Pijush\Google Drive\NEW_APPS\QUICK_MATH_WEBGL\Quick Math WebGL\Temp\StagingArea\Data\Managed" -a "C:\Users\Pijush\Google Drive\NEW_APPS\QUICK_MATH_WEBGL\Quick Math WebGL\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "C:\Users\Pijush\Google Drive\NEW_APPS\QUICK_MATH_WEBGL\Quick Math WebGL\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "C:\Users\Pijush\Google Drive\NEW_APPS\QUICK_MATH_WEBGL\Quick Math WebGL\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a "C:\Users\Pijush\Google Drive\NEW_APPS\QUICK_MATH_WEBGL\Quick Math WebGL\Temp\StagingArea\Data\Managed\Parse.Unity.dll"

    stdout:
    Fatal error in Mono CIL Linker
    System.Exception: Error processing method: 'System.Void Parse.ParseInstallation::<get_Badge>b__c5()' in assembly: 'Parse.Unity.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve System.Int32 UnityEngine.iOS.NotificationServices::get_localNotificationCount()
    at Mono.Linker.Steps.MarkStep.MarkMethod(MethodReference reference)
    at Mono.Linker.Steps.MarkStep.MarkInstruction(Instruction instruction)
    at Mono.Linker.Steps.MarkStep.MarkMethodBody(MethodBody body)
    at Mono.Linker.Steps.MarkStep.ProcessMethod(MethodDefinition method)
    at Mono.Linker.Steps.MarkStep.ProcessQueue()
    --- End of inner exception stack trace ---
    at Mono.Linker.Steps.MarkStep.ProcessQueue()
    at Mono.Linker.Steps.MarkStep.Process()
    at Mono.Linker.Pipeline.Process(LinkContext context)
    at Mono.Linker.Driver.RunDriver(Driver driver)
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:94)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:107)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:100)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:201)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:131)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:201)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:135)
    UnityEditor.HostView:OnGUI()

    ----------------------------------------------------------------------
    Exception
    -----------------------------------------------------------------------
    Exception: C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:96)
    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:107)
    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, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:100)
    UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.String stagingAreaData, IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:201)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:131)
    UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:201)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:135)
    UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:301)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    UnityEditor.HostView:OnGUI()
     
  48. Marceta

    Marceta

    Joined:
    Aug 5, 2013
    Posts:
    177
    Parse is not supported with Unity WebGL, remove it and you will be able to build.
     
  49. Pijush-Paldragon

    Pijush-Paldragon

    Joined:
    Aug 14, 2014
    Posts:
    4
    Thanks Marcera, I thought that but I need confirmation from others :) Seems like I have make manual REST parse url call. Is there any plugin for Parse REST unity? or I have make the wheel again?
     
  50. Marceta

    Marceta

    Joined:
    Aug 5, 2013
    Posts:
    177