I'm trying to make separate builds for x86 and armv7. Everything works fine with Mono backend. I switched to IL2CPP and now I'm getting an error in Google Console, because it thinks that separate apks contains support for both platforms (says "Native platforms: armeabi-v7a, x86").
It is also strange because both apks have less size than the FAT one using IL2CPP.
Is it a bug or am I doing something wrong?
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Android Device Filter seems not working with IL2CPP
↧
il2cpp.exe argument issue
Hi guys.
I have a issue about il2cpp.exe.
As far as I know, Unity will pass the arguments .dll file to il2cpp.exe during the build process.
Here are some of logs:
Failed running /Applications/Unity5.4.5p2/Unity.app/Contents/il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --map-file-parser="/Applications/Unity5.4.5p2/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --extra-types.file="/Applications/Unity5.4.5p2/Unity.app/Contents/il2cpp/il2cpp_default_extra_types.txt" null --assembly="/Users/jenkins/Home/workspace/blockcrushmania_ios/program/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" --assembly="/Users/jenkins/Home/workspace/blockcrushmania_ios/program/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" --assembly="/Users/jenkins/Home/workspace/blockcrushmania_ios/program/Temp/StagingArea/Data/Managed/Assembly-UnityScript-firstpass.dll" --assembly="/Users/jenkins/Home/workspace/blockcrushmania_ios/program/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" --assembly="/Users/jenkins/Home/workspace/blockcrushmania_ios/program/Temp/StagingArea/Data/Managed/UnityEngine.dll" --assembly="/Users/jenkins/Home/workspace/blockcrushmania_ios/program/Temp/StagingArea/Data/Managed/System.dll" --generatedcppdir="/Users/jenkins/Home/workspace/blockcrushmania_ios/program/Temp/il2cppOutput/il2cppOutput"
stdout:
Either unknown arguments were used or one or more assemblies could not be found :
null
stderr:
At this time, I do not understand why one of the arguments is null.
When I use other build machine, I have succeed build phase.
Of course, The version of Unity both machines is same. (5.4.5p2)
What can I do for solving this issue?
Thanks.
↧
↧
Android build failing on 2017.2.0f3
Hi,
After upgrading from Unity 2017.1.1 to 2017.2.0f3, APK build process is broken.
I am getting the following error message:
IL2CPP error for method 'System.Void System.Data.ConstraintCollection::Clear()' in assembly 'C:\Workspace\unity\NoGame\Temp\StagingArea\assets\bin\Data\Managed\System.Data.dll'
Additional information: Build a development build for more information. Exception of type 'System.Exception' was thrown.
Did anyone face the same issue?
Thanks,
Yaniv
↧
il2cpp.exe did not run properly! Build on Nintendo Switch Platform
Hi community of Unity,
I tried to build an empty Unity project for the Nintendo Switch Platform but everytime I got an error with il2cpp.exe. I don't know how to resolve this. I followed the step to install the NintendoSDK with the compatible Unity version but nothing happen. I can build the project for the others platforms by the way. Here the informations of the Unity and Nintendo version:
- Unity 5.6.3p4 (64bit)
- NintendoSDK 3.5.3.
Here the errors I got when I built the project :
--
Failed running C:\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-stacktrace --enable-array-bounds-check --development-mode --compile-cpp --libil2cpp-static --platform="Switch" --architecture="ARM64" --configuration="Debug" --outputpath="D:\Documents\Unity\testo\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="D:/Documents/Unity/testo/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Unity/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --additional-include-directories="C:/Unity/Editor/Data/PlaybackEngines/Switch/Tools" --verbose --enable-stats --stats-output-dir="D:/Documents/Unity/testo/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=1,UNITY_RELEASE=0" --map-file-parser="C:\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="D:\Documents\Unity\testo\Temp\StagingArea\Managed\Assembly-CSharp.dll" --assembly="D:\Documents\Unity\testo\Temp\StagingArea\Managed\UnityEngine.dll" --generatedcppdir="D:\Documents\Unity\testo\Temp\StagingArea\il2cppOutput"
stdout:
Building SwitchPlayer.nss with SwitchToolChain.
Output directory: D:\Documents\Unity\testo\Temp\StagingArea\Native
Cache directory: D:\Documents\Unity\testo\SwitchIL2CPPCache\il2cpp_cache
ObjectFiles: 471 of which compiled: 471
Time Compile: 29473 milliseconds Bulk_mscorlib_6.cpp
Time Compile: 20993 milliseconds Bulk_mscorlib_1.cpp
Time Compile: 18836 milliseconds Bulk_mscorlib_2.cpp
Time Compile: 15452 milliseconds Bulk_mscorlib_0.cpp
Time Compile: 13169 milliseconds Bulk_Mono.Security_0.cpp
Time Compile: 11816 milliseconds Bulk_System_0.cpp
Time Compile: 10949 milliseconds Bulk_mscorlib_3.cpp
Time Compile: 10409 milliseconds Bulk_Generics_0.cpp
Time Compile: 10129 milliseconds Bulk_mscorlib_5.cpp
Time Compile: 8846 milliseconds GenericMethods0.cpp
Total compilation time: 120978 milliseconds.
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Nintendo\NintendoSDK\NintendoSDK\Compilers\NX\nx\aarch64\bin\clang.exe -nostartfiles -Wl,--gc-sections -Wl,-init=_init,-fini=_fini -Wl,-z,combreloc,-z,relro,--enable-new-dtags -Wl,-pie -Wl,--build-id=uuid -Wl,-u,malloc -Wl,-u,calloc -Wl,-u,realloc -Wl,-u,aligned_alloc -Wl,-u,free -v "-Wl,-T" "C:\Nintendo\NintendoSDK\NintendoSDK\Resources\SpecFiles\Application.aarch64.lp64.ldscript" -fuse-ld=gold.exe -Wl,--dynamic-list=C:\Nintendo\NintendoSDK\NintendoSDK\Resources\SpecFiles\ExportDynamicSymbol.lst -Wl,--start-group "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\rocrt.o" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\nnApplication.o" @C:\Users\Coline Saumande\AppData\Local\Temp\tmp8653.tmp "C:\Unity\Editor\Data\PlaybackEngines\Switch\Tools\../SwitchPlayer_Develop.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_tsp.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_profiler.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_init_memory.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_gfx.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_mii_draw.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_gfx.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_mii_draw.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libcurl.a" -Wl,--end-group -Wl,--start-group "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\multimedia.nss" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\nnSdk.nss" -Wl,--end-group C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\crtend.o -o "D:\Documents\Unity\testo\SwitchIL2CPPCache\il2cpp_cache\linkresult_405BBC4CF7C346A47EE60E8F6621FB96\SwitchPlayer.nss"
Rynda clang version 1.2.4 (based on LLVM 3.9.1-de35833)
Target: aarch64-nintendo-nx-elf
Thread model: posix
InstalledDir: C:\Nintendo\NintendoSDK\NintendoSDK\Compilers\NX\nx\aarch64\bin
clang.exe: error: no such file or directory: '@C:\Users\Coline'
clang.exe: error: no such file or directory: 'Saumande\AppData\Local\Temp\tmp8653.tmp'
� Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(IEnumerable`1 objectFiles, CppToolChainContext toolChainContext)
� Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)� Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)� il2cpp.Program.DoRun(String[] args)
� il2cpp.Program.Run(String[] args)
� il2cpp.Program.Main(String[] args)
stderr:
Exception non g�r�e�: Unity.IL2CPP.Building.BuilderFailedException: C:\Nintendo\NintendoSDK\NintendoSDK\Compilers\NX\nx\aarch64\bin\clang.exe -nostartfiles -Wl,--gc-sections -Wl,-init=_init,-fini=_fini -Wl,-z,combreloc,-z,relro,--enable-new-dtags -Wl,-pie -Wl,--build-id=uuid -Wl,-u,malloc -Wl,-u,calloc -Wl,-u,realloc -Wl,-u,aligned_alloc -Wl,-u,free -v "-Wl,-T" "C:\Nintendo\NintendoSDK\NintendoSDK\Resources\SpecFiles\Application.aarch64.lp64.ldscript" -fuse-ld=gold.exe -Wl,--dynamic-list=C:\Nintendo\NintendoSDK\NintendoSDK\Resources\SpecFiles\ExportDynamicSymbol.lst -Wl,--start-group "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\rocrt.o" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\nnApplication.o" @C:\Users\Coline Saumande\AppData\Local\Temp\tmp8653.tmp "C:\Unity\Editor\Data\PlaybackEngines\Switch\Tools\../SwitchPlayer_Develop.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_tsp.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_profiler.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_init_memory.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_gfx.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_mii_draw.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_gfx.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libnn_mii_draw.a" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\libcurl.a" -Wl,--end-group -Wl,--start-group "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\multimedia.nss" "C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\nnSdk.nss" -Wl,--end-group C:\Nintendo\NintendoSDK\NintendoSDK\Libraries\NX-NXFP2-a64\Develop\crtend.o -o "D:\Documents\Unity\testo\SwitchIL2CPPCache\il2cpp_cache\linkresult_405BBC4CF7C346A47EE60E8F6621FB96\SwitchPlayer.nss"
Rynda clang version 1.2.4 (based on LLVM 3.9.1-de35833)
Target: aarch64-nintendo-nx-elf
Thread model: posix
InstalledDir: C:\Nintendo\NintendoSDK\NintendoSDK\Compilers\NX\nx\aarch64\bin
clang.exe: error: no such file or directory: '@C:\Users\Coline'
clang.exe: error: no such file or directory: 'Saumande\AppData\Local\Temp\tmp8653.tmp'
� Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(IEnumerable`1 objectFiles, CppToolChainContext toolChainContext)
� Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)� Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)� il2cpp.Program.DoRun(String[] args)
� il2cpp.Program.Run(String[] args)
� il2cpp.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:96)
UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:313)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:304)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
UnityEditor.HostView:OnGUI()
-----
C:\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) [0x00170] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:98
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1 arguments, System.Action`1 setupStartInfo, System.String workingDirectory) [0x0004a] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:313
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory) [0x001f2] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:304
at UnityEditorInternal.IL2CPPBuilder.Run () [0x00093] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:151
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) [0x0000f] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:41
at UnityEditor.Switch.PostProcessSwitch.PostProcess (BuildTarget target, BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry) [0x00364] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:164
UnityEditor.HostView:OnGUI()
I'm sorry for my english and thanks in advance if you know the answer to solve this problem !
I hope I post the question in the good space and the problem I wrote is clear for you.
mebaad
↧
unity 5.4.2p4 build apk by il2cpp fail
when i use mono to build it correct.but change to IL2CPP. i got error:`
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: @"C:\Users\Administrator\AppData\Local\Temp\tmp129F.tmp" -o "D:\NewWork\NewClient\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" -Wl,-soname,libil2cpp.so -shared -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "D:\sdk\android-ndk-r10e\platforms\android-9\arch-arm" -gcc-toolchain "D:\sdk\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -L "D:\sdk\android-ndk-r10e\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -fuse-ld=gold `
someone colud help me?thanks very much!
↧
↧
Asset Bundle code stripping / link.xml not working
Hello,
I'm currently working on a project for WebGL build, working with assets bundle. When I make my build for WebGL I get the following errors :
**Error on mozzilla :**
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort(70) at jsStackTrace (VisionneuseWebGL.asm.framework.unityweb:1218:12)
stackTrace (VisionneuseWebGL.asm.framework.unityweb:1232:11)
abort (VisionneuseWebGL.asm.framework.unityweb:453801:43)
nullFunc_vii (VisionneuseWebGL.asm.framework.unityweb:28536:2)
b70 (blob:2955384:1)
mftCall_vii (blob:2851775:1)
__ZL15CloneObjectImplP6ObjectP9TransformR10vector_mapIiiNSt3__24lessIiEE13stl_allocatorINS4_4pairIiiEEL18MemLabelIdentifier1ELi16EEE (blob:758505:1)
__Z17InstantiateObjectR6ObjectRK8Vector3fRK11Quaternionf (blob:1871450:1)
__Z54Object_CUSTOM_INTERNAL_CALL_Internal_InstantiateSingleP12Il2CppObjectRK8Vector3fRK11Quaternionf (blob:2549506:1)
ce6e49761d2c31df7859c6e83cd6c075 [UnityLoader.ce6e49761d2c31df7859c6e83cd6c075/asm.__Z54Object_CUSTOM_INTERNAL_CALL_Internal_InstantiateSingleP12Il2CppObjectRK8Vector3fRK11Quaternionf] (VisionneuseWebGL.asm.framework.unityweb:347924:9)
ftCall_iiii (blob:4941:10)
mftCall_iiii (blob:505295:9)
_Object_INTERNAL_CALL_Internal_InstantiateSingle_m937318366 (blob:483688:9)
_Object_Internal_InstantiateSingle_m152726869 (blob:419824:9)
_Object_Instantiate_m3128801945 (blob:220306:8)
_Object_Instantiate_TisRuntimeObject_m1589467547_gshared (blob:254355:7)
_U3CInstantiateFromABU3Ec__Iterator2_MoveNext_m2663907703 (blob:155266:4)
mftCall_iii (blob:518890:64)
__ZN21InterfaceFuncInvoker0IbE6InvokeEjP11Il2CppClassP12Il2CppObject (blob:268908:9)
_SetupCoroutine_InvokeMoveNext_m3687002044 (blob:366448:21)
mftCall_viiii (blob:496403:3)
__Z53RuntimeInvoker_Void_t105822878_RuntimeObject_IntPtr_tPFvvEPK10MethodInfoPvPS4_ (blob:506753:2)
mftCall_iiiii (blob:495126:64)
__ZN6il2cpp2vm7Runtime6InvokeEPK10MethodInfoPvPS5_PP15Il2CppException (blob:482326:9)
_il2cpp_runtime_invoke (blob:491439:9)
_il2cpp_runtime_invoke [asm._il2cpp_runtime_invoke] (blob:671712:10)
_il2cpp_runtime_invoke (VisionneuseWebGL.asm.framework.unityweb:11642:9)
__Z23scripting_method_invoke18ScriptingMethodPtr18ScriptingObjectPtrR18ScriptingArgumentsP21ScriptingExceptionPtrb (blob:2696456:1)
__ZN19ScriptingInvocation6InvokeEP21ScriptingExceptionPtrb (blob:2083494:1)
__ZN9Coroutine14InvokeMoveNextEP21ScriptingExceptionPtr (blob:2308276:1)
__ZN9Coroutine3RunEPb (blob:2393165:1)
__ZN9Coroutine17ContinueCoroutineEP6ObjectPv (blob:2797523:1)
mftCall_iii (blob:2849661:1)
__ZN14AsyncOperation15InvokeCoroutineEv (blob:1827720:1)
__ZN14PreloadManager26UpdatePreloadingSingleStepENS_21UpdatePreloadingFlagsEi (blob:1298697:1)
__ZN14PreloadManager16UpdatePreloadingEv (blob:1714158:1)
__ZZ23InitPlayerLoopCallbacksvEN38EarlyUpdateUpdatePreloadingRegistrator7ForwardEv (blob:2459690:1)
mftCall_v (blob:2888261:1)
__Z10PlayerLoopv (blob:810392:1)
__ZL8MainLoopv (blob:2135425:1)
ce6e49761d2c31df7859c6e83cd6c075 [UnityLoader.ce6e49761d2c31df7859c6e83cd6c075/asm.__ZL8MainLoopv] (VisionneuseWebGL.asm.framework.unityweb:208994:9)
ftCall_v (VisionneuseWebGL.asm.framework.unityweb:30706:9)
browserIterationFunc (VisionneuseWebGL.asm.framework.unityweb:11460:4)
runIter (VisionneuseWebGL.asm.framework.unityweb:10858:5)
Browser_mainLoop_runner (VisionneuseWebGL.asm.framework.unityweb:11498:3)
**Error on my profiler (I couldn't copy/paste it easily):**
Could not produce class with ID 111 and 74. This could be caused by a class being stripped by the build even though it is needed. Try disabling 'Strip Engine Code' in player settings.
So I wrote a link.xml file to exclude some classe being stripped and I put it into my assets repository. But it didn't change anything...
So, does anyone know why link.xml seems to have no effect ? Is there another proper way to exclude some class of stripping process ?
Thank you for reading this, hope someone will be able to help ;)
↧
This parameter has to be of type: [UNREGISTERED]
I'm getting the following errors when building for iOS:
Script error: OnTriggerEnter2D
This message parameter has to be of type: [UNREGISTERED]
The message will be ignored.
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Mono/MonoScriptCache.cpp Line: 248)
Script error: OnTriggerExit2D
This message parameter has to be of type: [UNREGISTERED]
The message will be ignored.
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Mono/MonoScriptCache.cpp Line: 248)
Script error: OnTriggerStay2D
This message parameter has to be of type: [UNREGISTERED]
The message will be ignored.
My methods for this are defined like this:
private void OnTriggerEnter2D(Collider2D other)
{
// ...
}
private void OnTriggerExit2D(Collider2D other)
{
// ...
}
private void OnTriggerStay2D(Collider2D other)
{
// ...
}
I had seen these errors before when the method signature was wrong (e.g. wrong parameter type), but never `[UNREGISTERED]`. What am I doing wrong?
↧
il2cpp can't get MarshalAsAttribute
using UnityEngine;
using System.Runtime.InteropServices;
using System;
using System.Reflection;
public class CustomAttribute : Attribute {
public CustomAttribute( int SizeConst ) {
this.SizeConst = SizeConst;
}
public int SizeConst = 0;
}
struct TestMarshalAs {
[MarshalAs( UnmanagedType.ByValTStr, SizeConst = 4 )]
public string byvaltstr;
[Custom( 4 )]
public string lptstr;
}
public class MarshalAsAttributeTest : MonoBehaviour {
void Start() {
Type t = typeof( TestMarshalAs );
FieldInfo byvaltstrFieldInfo = t.GetField( "byvaltstr" );
FieldInfo lptstrFieldInfo = t.GetField( "lptstr" );
GetMarshalAsAttributes( byvaltstrFieldInfo );
GetCustomAttributes( lptstrFieldInfo );
}
void GetMarshalAsAttributes( FieldInfo fieldInfo ) {
try {
object[] customeAttribute = fieldInfo.GetCustomAttributes( typeof( MarshalAsAttribute ), false );
if ( customeAttribute.Length > 0 ) {
int sizeConst = ( (MarshalAsAttribute) customeAttribute[ 0 ] ).SizeConst;
Debug.Log( "MarshalAs.SizeConst = " + sizeConst );
} else {
Debug.Log( "no MarshalAsAttribute." );
}
} catch ( TypeLoadException e ) {
Debug.Log( e.ToString() );
} catch ( ArgumentNullException e ) {
Debug.Log( e.ToString() );
} catch ( InvalidOperationException e ) {
Debug.Log( e.ToString() );
} catch ( Exception e ) {
Debug.Log( e.ToString() );
}
}
void GetCustomAttributes( FieldInfo fieldInfo ) {
try {
object[] customeAttribute = fieldInfo.GetCustomAttributes( typeof( CustomAttribute ), false );
if ( customeAttribute.Length > 0 ) {
int sizeConst = ( (CustomAttribute) customeAttribute[ 0 ] ).SizeConst;
Debug.Log( "CustomAttribute.SizeConst = " + sizeConst );
} else {
Debug.Log( "no CustomAttribute." );
}
} catch ( TypeLoadException e ) {
Debug.Log( e.ToString() );
} catch ( ArgumentNullException e ) {
Debug.Log( e.ToString() );
} catch ( InvalidOperationException e ) {
Debug.Log( e.ToString() );
} catch ( Exception e ) {
Debug.Log( e.ToString() );
}
}
}
Run above code in editor output:
MarshalAs.SizeConst = 4
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MarshalAsAttributeTest:GetMarshalAsAttributes(FieldInfo) (at Assets/Scripts/MarshalAsAttributeTest.cs:41)
MarshalAsAttributeTest:Start() (at Assets/Scripts/MarshalAsAttributeTest.cs:29)
(Filename: Assets/Scripts/MarshalAsAttributeTest.cs Line: 41)
CustomAttribute.SizeConst = 4
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MarshalAsAttributeTest:GetCustomAttributes(FieldInfo) (at Assets/Scripts/MarshalAsAttributeTest.cs:64)
MarshalAsAttributeTest:Start() (at Assets/Scripts/MarshalAsAttributeTest.cs:30)
(Filename: Assets/Scripts/MarshalAsAttributeTest.cs Line: 64)
Build with il2cpp, run above code in ios output:
no MarshalAsAttribute.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MarshalAsAttributeTest:GetMarshalAsAttributes(FieldInfo)
MarshalAsAttributeTest:Start()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
CustomAttribute.SizeConst = 4
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MarshalAsAttributeTest:GetCustomAttributes(FieldInfo)
MarshalAsAttributeTest:Start()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
I have a old project run in mono2x, now I upgrade it to il2cpp, after that the program can't use socket to send packet to the server. Since in il2cpp the program can't get MarshalAsAttribute, so can't get the SizeConst member of the MarshalAsAttribute. The program use the SizeConst to keep the packet size
fixed regardless of the string length, so when in il2cpp the program can't get the SizeConst, the packet size is changed, the server can't know the packet.
↧
Unity 5.6.4p3 WebGl "il2cpp did not run properly"
My organization is currently working on approving Unity 2017 on our systems, so we cannot upgrade to it just yet. Currently, I cannot submit a bug report because said organization does not approve Unity through the firewall, and unity offers no manual bug report process.
The problem:
From 5.6.3f1 through 5.6.4p3, no WebGL builds run successfully, using only an empty scene with a cube. I've tried several versions of unity, and several other solutions (such as changing the stack size to 1024). I can however build normally as a standalone .exe.
Is there a solution to make the WebGL build work, or am I SoL?
(errors will be posted in a response below)
↧
↧
System.Net.Sockets.SocketException: Operation on non-blocking socket would block
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
using UnityEngine;
// State object for receiving data from remote device.
using System.Collections;
public class StateObject {
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class SocketTest : MonoBehaviour {
// The port number for the remote device.
private const int port = 11000;
// The response from the remote device.
private static String response = String.Empty;
Socket client;
private void StartClient() {
// Connect to a remote device.
try {
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
IPAddress[] ipAddresses = Dns.GetHostAddresses( "10.0.0.10" );
IPAddress ipAddress = ipAddresses[ 0 ];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
client.ReceiveTimeout = 6000;
// Connect to the remote endpoint.
client.BeginConnect( remoteEP,
new AsyncCallback(ConnectCallback), client);
// Send test data to the remote device.
// Receive the response from the remote device.
// Write the response to the console.
//Console.WriteLine("Response received : {0}", response);
//// Release the socket.
//client.Shutdown(SocketShutdown.Both);
//client.Close();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private void ConnectCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Debug.Log("Socket connected to " + client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
Send(client, "This is a test");
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private void Receive(Socket client) {
try {
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private void ReceiveCallback( IAsyncResult ar ) {
try {
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject) ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0) {
// There might be more data, so store the data received so far.
Debug.Log( Encoding.ASCII.GetString(state.buffer,0,bytesRead) );
// Get the rest of the data.
client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback( ReceiveCallback ), state );
} else {
// All the data has arrived; put it in response.
// Signal that all bytes have been received.
}
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private void Send(Socket client, String data) {
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private void SendCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Debug.Log( "Sent " + bytesSent + " bytes to server." );
// Signal that all bytes have been sent.
Receive(client);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
void Start() {
StartCoroutine( StartClientAsync() );
}
IEnumerator StartClientAsync() {
StartClient();
yield return new WaitForSeconds( 3 );
}
void OnDestroy() {
client.Shutdown(SocketShutdown.Both);
client.Close();
}
}
The code above is work fine on Mono2x, but when I upgrade to IL2CPP I get the exception:
System.Net.Sockets.SocketException: Operation on non-blocking socket would block
at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in :0
at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, SocketError& errorCode) [0x00000] in :0
at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in :0
at SocketTest.ReceiveCallback (IAsyncResult ar) [0x00000] in :0
at System.AsyncCallback.Invoke (IAsyncResult ar) [0x00000] in :0
at System.Net.Sockets.Socket+SocketAsyncResult.Complete () [0x00000] in :0
at System.Net.Sockets.Socket+Worker.Receive () [0x00000] in :0
This is the code for the server:
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class StateObject {
public Socket workSocket = null;
public const int BufferSize = 1024;
public byte[] buffer = new byte[ BufferSize ];
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener {
public static ManualResetEvent allDone = new ManualResetEvent( false );
public AsynchronousSocketListener() {
}
public static void StartListening() {
byte[] bytes = new byte[ 1024 ];
IPAddress[] ipAddress = Dns.GetHostAddresses( "10.0.0.10" );
Console.WriteLine( ipAddress[ 0 ].ToString() );
IPEndPoint localEndPoint = new IPEndPoint( ipAddress[ 0 ], 11000 );
Socket listener = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp );
try {
listener.Bind( localEndPoint );
listener.Listen( 100 );
while ( true ) {
allDone.Reset();
Console.WriteLine( "Waiting for a connection..." );
listener.BeginAccept( new AsyncCallback( AcceptCallback ), listener );
allDone.WaitOne();
}
} catch ( Exception e ) {
Console.WriteLine( e.ToString() );
}
Console.WriteLine( "\nPress ENTER to continue..." );
Console.Read();
}
public static void AcceptCallback( IAsyncResult ar ) {
allDone.Set();
Socket listener = ( Socket )ar.AsyncState;
Socket handler = listener.EndAccept( ar );
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback( ReadCallback ), state );
}
public static void ReadCallback( IAsyncResult ar ) {
string content = string.Empty;
StateObject state = ( StateObject )ar.AsyncState;
Socket handler = state.workSocket;
int bytesRead = handler.EndReceive( ar );
if ( bytesRead > 0 ) {
state.sb.Append( Encoding.ASCII.GetString( state.buffer, 0, bytesRead ) );
content = state.sb.ToString();
if ( content.IndexOf( "" ) > -1 ) {
Console.WriteLine( "Read {0} bytes from socket. \n Data: {1}", content.Length, content );
int lastTickCount = Environment.TickCount;
while ( true ) {
if ( Environment.TickCount - lastTickCount > 6000 ) {
string contentTemp = DateTime.Now.ToLongTimeString().ToString() + content;
if ( handler.Connected ) {
Send( handler, contentTemp );
} else {
break;
}
lastTickCount = Environment.TickCount;
}
}
} else {
handler.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback( ReadCallback ), state );
}
}
}
static void Send( Socket handler, string data ) {
byte[] byteData = Encoding.ASCII.GetBytes( data );
handler.BeginSend( byteData, 0, byteData.Length, 0, new AsyncCallback( SendCallback ), handler );
}
static void SendCallback( IAsyncResult ar ) {
try {
Socket handler = ( Socket )ar.AsyncState;
int bytesSent = handler.EndSend( ar );
Console.WriteLine( "Sent {0} bytes to client.", bytesSent );
//handler.Shutdown( SocketShutdown.Both );
//handler.Close();
} catch ( Exception e ) {
Console.WriteLine( e.ToString() );
}
}
public static int Main( string[] args ) {
StartListening();
return 0;
}
}
I have find the problem is the ReceiveTimeout property of the Socket.
Microsoft documentation say: this option applies to synchronous Receive calls only. If the time-out period is exceeded, the Receive method will throw a SocketException.
Reference: [link text][1]
[1]: https://msdn.microsoft.com/en-us/library/system.net.sockets.socket.receivetimeout(v=vs.110).aspx
But I think Mono2x's Async Receive call is right do accord the Microsoft documentation, didn't effected by the ReceiveTimeout property. il2cpp async receive call do effected by the ReceiveTimeout property of Socket, which is wrong. So when the ReceiveTimeout reach, the Async Receive call complete with no data, then I get the Exception.
↧
Which backend scripting build is required for Websocket-sharp? (IL2CPP or .NET)
I am writing an application where I need to throw information using websockets. I came across the [websocket-sharp library][1]. As given in the guide, I have put the .dll file inside the `Assets/Plugins/` location. However, often it happens that after a restart of my system of unity, it starts throwing an error as `Websocket sharp namespace or directive could not be found`. I have to reimport or copy and paste.
Also some of the related scripts or resources based on Websockt sharp like [unityros][2], while building with .NET backend scripting fails to build throwing errors for includes like:
using System.Threading
using WebsocketSharp
a fix I found was to use:
#if UNITY_EDITOR
using System.Threading
using WebsocketSharp
#endif
and also need to add functions within the same if and endif conditions that use those include headers *(sorry I am a C++ language guy - apologies for the terminologies like include headers)*.
But no error is thrown when I build these projects with setting **backend scripting to IL2CPP from the Unity Player Settings**.
Can I use an IL2CPP file for deploying it in MR devices like hololens? Build configuration for MR devices would be **Release, x64, Remote Device**. Kindly advise.
[1]: https://github.com/sta/websocket-sharp
[2]: https://github.com/michaeljenkin/unityros
↧
How to prevent functions be inlined while building as .cpp ?
I am currently using Unity 2017.2.f1. When I build my project in iOS, the App size is about 101M, so I have to do something to reduce the size.
My unity project will generate .cpp code by using il2cpp scripting backend. It seems that all functions will be inlined. So I want to trying removing all inline keywords.
Is there any good ideal about that?
↧
Unity 2017.3 Android IL2CPP ArgumentNullException
Hello, I'm using too many external libraries in my project to check what causes this error and I can't figure out where this error actually comes from. Please help. :)
It works fine with Mono, but with IL2CPP this happens:
01-12 15:44:00.330: E/Unity(13561): ArgumentNullException: Value cannot be null. 01-12 15:44:00.330: E/Unity(13561): Parameter name: method 01-12 15:44:00.330: E/Unity(13561): at System.Dynamic.Utils.ContractUtils.RequiresNotNull (System.Object value, System.String paramName) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.330: E/Unity(13561): at System.Linq.Expressions.Expression.Call (System.Reflection.MethodInfo method, System.Linq.Expressions.Expression arg0) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.330: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T].CreateCustomNoMatchDelegate (System.Reflection.MethodInfo invoke) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.330: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T].MakeUpdateDelegate () [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.330: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T].GetUpdateDelegate (T& addr) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.330: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T]..ctor (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.330: E/Unity(13561): at System.Runtime.CompilerServices.Cal 01-12 15:44:00.340: E/Unity(13561): ArgumentNullException: Value cannot be null. 01-12 15:44:00.340: E/Unity(13561): Parameter name: method 01-12 15:44:00.340: E/Unity(13561): at System.Dynamic.Utils.ContractUtils.RequiresNotNull (System.Object value, System.String paramName) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.340: E/Unity(13561): at System.Linq.Expressions.Expression.Call (System.Reflection.MethodInfo method, System.Linq.Expressions.Expression arg0) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.340: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T].CreateCustomNoMatchDelegate (System.Reflection.MethodInfo invoke) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.340: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T].MakeUpdateDelegate () [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.340: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T].GetUpdateDelegate (T& addr) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.340: E/Unity(13561): at System.Runtime.CompilerServices.CallSite`1[T]..ctor (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 01-12 15:44:00.340: E/Unity(13561): at System.Runtime.CompilerServices.Cal
↧
↧
IL2CPP Android Development Build not detected
I'm trying to make android build with IL2CPP scripting backend, however it always crashing with this error:
stdout:
IL2CPP error (no further information about what managed code was being converted is available)
Additional information: Build a development build for more information. Obiekt docelowy wywo�ania zg�osi� wyj�tek.
il2cpp.exe didn't catch exception: System.Reflection.TargetInvocationException: Obiekt docelowy wywo�ania zg�osi� wyj�tek. ---> System.Exception: Zg�oszono wyj�tek typu 'System.Exception'.
w Unity.IL2CPP.GenericsCollection.Inflater.InflateType(GenericContext context, TypeReference typeReference)
w Unity.IL2CPP.GenericsCollection.Inflater.ConstructGenericType(GenericContext context, TypeDefinition typeDefinition, IEnumerable`1 genericArguments)
w Unity.IL2CPP.GenericsCollection.Inflater.InflateType(GenericContext context, GenericInstanceType genericInstanceType)
w Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(MethodReference methodReference, Context context)
w Unity.Cecil.Visitor.Visitor.Visit(Instruction instruction, Context context)
w Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(Instruction instruction, Context context)
w Unity.Cecil.Visitor.Visitor.Visit(MethodBody methodBody, Context context)
w Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(MethodBody methodBody, Context context)
w Unity.Cecil.Visitor.Visitor.Visit(MethodDefinition methodDefinition, Context context)
w Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(MethodDefinition methodDefinition, Context context)
w Unity.Cecil.Visitor.Visitor.Visit(TypeDefinition typeDefinition, Context context)
w Unity.Cecil.Visitor.Visitor.Visit(ModuleDefinition moduleDefinition, Context context)
w Unity.Cecil.Visitor.Visitor.Visit(AssemblyDefinition assemblyDefinition, Context context)
--- Koniec �ladu stosu wyj�tk�w wewn�trznych ---
w System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
w System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
w System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
w Unity.Cecil.Visitor.Visitor.Visit[T](T node, Context context)
w Unity.Cecil.Visitor.Extensions.DoAccept[T](T definition, Visitor visitor)
w Unity.IL2CPP.GenericsCollection.GenericsCollector.CollectPerAssembly(IInteropDataCollector interopDataCollector, AssemblyDefinition assembly)
w Unity.IL2CPP.GenericsCollection.GenericsCollector.c__AnonStorey0.<>m__0(AssemblyDefinition assembly)
w System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
w Unity.IL2CPP.GenericsCollection.GenericsCollector.MergeCollections(IEnumerable`1 collections)
w Unity.IL2CPP.GenericsCollection.GenericsCollector.Collect(IInteropDataCollector interopDataCollector, IEnumerable`1 assemblies)
w Unity.IL2CPP.AssemblyConverter.Apply()
w Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName)
w il2cpp.Program.DoRun(String[] args)
w il2cpp.Program.Run(String[] args)
w il2cpp.Program.Main(String[] args)
Actually I've set "Development Build" in build settings, so why do I get such an info?
↧
Unable to write files to storage [SD or Internal] when building with IL2CPP in unity 2018.1.0b4
When I build with IL2CPP in unity 2018.1.0b4 and try to write a file to the storage nothing happens!
here's my code...
using UnityEngine; using System.IO; using Newtonsoft.Json; public class Serializer : MonoBehaviour { public void Serialize () { string json = JsonConvert.SerializeObject(saveData, Formatting.Indented); File.WriteAllText(Path.Combine(Application.persistentDataPath, "savegameData.json"), json); } }
using UnityEngine; using System.IO; using Newtonsoft.Json; public class Serializer : MonoBehaviour { public void Serialize () { string json = JsonConvert.SerializeObject(saveData, Formatting.Indented); File.WriteAllText(Path.Combine(Application.persistentDataPath, "savegameData.json"), json); } }
↧
Unity Failed running IL2CPP when build on Nintendo Switch
Hi,
I've been dealing this for days but I still don't have a clue how this:
----------
Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --enable-array-bounds-check --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --additional-include-directories="C:/Program Files/Unity/Editor/Data/PlaybackEngines/Switch/Tools\il2cpp\libil2cpp\os" --verbose --enable-stats --stats-output-dir="C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --map-file-parser="C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\Assembly-CSharp-firstpass.dll" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\Assembly-CSharp.dll" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\SmoothMoves_Runtime.dll" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\UnityEngine.dll" --generatedcppdir="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\il2cppOutput"
stdout:
Building SwitchPlayer.nss with SwitchToolChain.
Output directory: C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Native
Cache directory: C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\SwitchIL2CPPCache\il2cpp_cache
ObjectFiles: 577 of which compiled: 577
Time Compile: 26868 milliseconds Bulk_Assembly-CSharp_3.cpp
Time Compile: 24619 milliseconds Bulk_Assembly-CSharp_4.cpp
Time Compile: 19229 milliseconds Bulk_Generics_8.cpp
Time Compile: 18628 milliseconds Bulk_mscorlib_6.cpp
Time Compile: 17091 milliseconds Bulk_Assembly-CSharp_2.cpp
Time Compile: 16517 milliseconds Bulk_Assembly-CSharp_5.cpp
Time Compile: 15958 milliseconds Bulk_Assembly-CSharp_0.cpp
Time Compile: 14422 milliseconds Bulk_mscorlib_1.cpp
Time Compile: 12205 milliseconds GenericMethods0.cpp
Time Compile: 11920 milliseconds Bulk_Assembly-CSharp_9.cpp
Total compilation time: 212716 milliseconds.
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Nintendo\HPWAS_NS\NintendoSDK\Compilers\NX\nx\aarch64\bin\clang.exe -nostartfiles -Wl,--gc-sections -Wl,-init=_init,-fini=_fini -Wl,-z,combreloc,-z,relro,--enable-new-dtags -Wl,-pie -Wl,--build-id=uuid -Wl,-u,malloc -Wl,-u,calloc -Wl,-u,realloc -Wl,-u,aligned_alloc -Wl,-u,free -v "-Wl,-T" "C:\Nintendo\HPWAS_NS\NintendoSDK\Resources\SpecFiles\Application.aarch64.lp64.ldscript" -fuse-ld=gold.exe -Wl,--dynamic-list=C:\Nintendo\HPWAS_NS\NintendoSDK\Resources\SpecFiles\ExportDynamicSymbol.lst -Wl,--start-group "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\rocrt.o" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\nnApplication.o" @C:\Users\Daylight-Kilo-PC\AppData\Local\Temp\tmpDD0C.tmp "C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools\../Native/Release/SwitchPlayer.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_init_memory.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_gfx.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_mii_draw.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_gfx.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_mii_draw.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libcurl.a" -Wl,--end-group -Wl,--start-group "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\multimedia.nss" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\nnSdk.nss" -Wl,--end-group C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\crtend.o -o "C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\SwitchIL2CPPCache\il2cpp_cache\linkresult_543290C4E51FD2CF14FBDB08D980EB5E\SwitchPlayer.nss"
Rynda clang version 1.3.6 (based on LLVM 4.0.1-d81ae111dda)
Target: aarch64-nintendo-nx-elf
Thread model: posix
InstalledDir: C:\Nintendo\HPWAS_NS\NintendoSDK\Compilers\NX\nx\aarch64\bin
"C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Compilers\\NX\\nx\\aarch64\\bin\\aarch64-nintendo-nx-elf-ld.gold.exe" "@C:\\Users\\DAYLIG~1\\AppData\\Local\\Temp\\response-b277d8.txt"
Arguments passed via response file:
"-z" "relro" "-X" "--hash-style=both" "--build-id=uuid" "--eh-frame-hdr" "-m" "aarch64elf" "-dynamic-linker" "/lib/ld-nx-aarch64.so.1" "-o" "C:\\Users\\Daylight-Kilo-PC\\Documents\\HPAWS_NS\\SwitchIL2CPPCache\\il2cpp_cache\\linkresult_543290C4E51FD2CF14FBDB08D980EB5E\\SwitchPlayer.nss" "-LC:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Compilers\\NX\\nx\\aarch64/lib" "--gc-sections" "-init=_init" "-fini=_fini" "-z" "combreloc" "-z" "relro" "--enable-new-dtags" "-pie" "--build-id=uuid" "-u" "malloc" "-u" "calloc" "-u" "realloc" "-u" "aligned_alloc" "-u" "free" "-T" "C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Resources\\SpecFiles\\Application.aarch64.lp64.ldscript" "--dynamic-list=C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Resources\\SpecFiles\\ExportDynamicSymbol.lst" "--start-group" "C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Libraries\\NX-NXFP2-a64\\Release\\rocrt.o" "C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Libraries\\NX-NXFP2-a64\\Release\\nnApplication.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BD4462D42D4870314F72640B32476F27.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F71883461C9B36FE6652C00D07532C87.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/DE15F1A943D8608159AA94820D7A888A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/CE4B37255D2A296F17BFFB0385E68B72.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4B9739F1EF7869F065E904BF354497AF.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/3B04C9A61404BA89B70F4FCA678BF05C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/862CB94D33831A761D7A7030E37280A2.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/90F89EF513D66794C50D77BA4C198C86.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E5204368B2A06139ADF9E48B1FDA3E9E.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B56A04C3423200E23DABEF7FFBDEE015.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/EE3020C013F814DBDC0FEC703CB4B162.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0426312A690BCA60835E33F1F9A28895.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/59405A2680FFF873C73B78E0C1214AE7.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/69A8F35BD1B8D0BE80C3F091385C0725.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4581789D5A308355CF0DFA99C5B15EEF.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/EC01ABA06C514C9FA3434B71E1B79DB8.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/44B037D1705360C0369318775FCFD477.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/9DD29E606078F9D99879EE10D93D0256.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/07C73B086E74ED4D2719FA303CE9338F.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5A738F9FD37A8049140F6448D90F00D3.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/71381D470A9B7868924AC1C787265BCC.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/9F0FF7BB77AD09BD4F255A3F486F5E48.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B5E92609D856E03F0F402C5435745E76.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/84AF6993DC5E01B17F07A3C9A32937F6.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BD18605CA945E7D11FCE69DA35FB6F74.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0659BF9D5D16330FDF93750F425A7093.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F19D35A231284A0ED57F528316CBC031.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/AFB6883060E6DD99D81F258CC57E8C3A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/978FBA2A448733813E6AB0D8D8E1AE34.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/16EC3A197A64AF9AC9E2E8565F1CF6FA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E398352D9F6BA62AC9B029421ACB0C31.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/A80307E12AA770E406967A1DE1F93B7B.o" 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"C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/01756C341B42A70F02974825E7356265.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B9F7A0B02100784D7C33675DB689CD81.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/089F1D64AA68883E17E4EC887F9E1F2F.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F483D6971CA9DFB3779956AA9F3AA157.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/9DBD536809AF34798CB37D4B8BC64FF8.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/19C1400B082C64E193F3D824EDAAF27A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0813D5B902967E486DF424BBB91EA6A1.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E41BFEF2E8F0200E59F3890B2D030C9C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BC0809BCD3C2DB96D6237411ABF8B392.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/08C7C317517EDB432E4DAE7EC09DCCE4.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/A22D740672430AF8BFC693FD3CD2DD6B.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/2934723E98123FF21728C88D3989073A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/C6DC4C511F67E6F9F8CF3F4927FB4516.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/CDAC040FEDA9B8A80A7891719C9FC6CB.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/DC5D452157C57A31FFFFC5142A073189.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5982956664FD3F9070D8ACB96F0B6515.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/35A41C34BEDB15FA074BED37FCB09ABE.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/91052F093B0E14C39955670BCF99361E.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/193D176C9D66E2DFD7186C4A341C4225.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/099AC38B598F26B9E081847997DA37FA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/2575891B43D2C3BDA04DA46C21380C09.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BEB11326F1608E47B58C719FAA2E6784.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/A406B67A7C60EFD6D0483A5068E57B29.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4B48D384694566C974F2CA85024F7690.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4A6BAD52BA57B139461CECE6FA1F5788.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/3819A2D3850FE7B766FE7EEF4EF5F2C7.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/3E7F8F25FA9D96A41D9E162E261DA60C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0DE5A60B8A413D7E76E36EEE20AB35AC.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/2F29903E30C6CAE7E48F922D004FFAD1.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/C031F63686301B6E53C5310ED3814D74.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/45B0AB3573D074AF88940C7EAC31360C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/8CDF6B184CDBA16511F18CBF23B0B20D.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/27A8122A18CE30C48649D368AF3B2B79.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/632D5BE954C338DAEF34B05804B8DCBA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/FFF4DC3CE554900295C834FB6573231B.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/CEA4AE4B7E7F2443EE45D04DA9FE6756.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/D10E058F97853CE81D35C934358BED48.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/855A86422D37B6E829088EB62572DFBA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/7EE425292B9CF251AE3DF086825964BB.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0D5B19CDB9E07BE2F401024EB7556329.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B476AA46212E72AD1DC935DA2A51B04B.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BA54883D7DEA30949FE7F98A4737EDEF.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E7AD19463F30DED789BCF30DA01049B9.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5C42DB96B27C0B12D25713E24038638E.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/B7E71EAD87928362FE4050AD012CD2D0.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F3FA68F0BFEBC09C29BAFA38D42F319C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/96FC1FD6583FC097E41B3321511775D2.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/D3DFE940817A27A505845649A241A393.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5729B4BCC9A28D013AFE3A2827AEDDB4.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/3DD9E80E7DEE7E93B763EADB7D76D45C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/FCA91457AAE77BD84096EE9B5A5940B4.o"
----------
**Appreciated if anyone can help !**, btw nothing happened if I build with an empty project
↧
il2cpp missing
When selecting UWP settings (for building hololens app) I get the error message il2cpp not installed???
Just installed Unity 2018.1.0b4
Where can I get this il2cpp ?
↧
↧
Exporting Unity3D game with managed plugins to Nintendo Switch
We are trying to port our Unity game to Nintendo Switch.
Unfortunately we have problems with managed .NET 3.5 plugins which we are using in our project.
When plugins are included we are geting these errors during build:
Failed running C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-stacktrace --enable-array-bounds-check --development-mode --dotnetprofile="net45" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Debug" --outputpath="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/krzys/Documents/NintendoTest/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity_2017.2.1p2/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity_2017.2.1p2\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity_2017.2.1p2\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --additional-include-directories="C:/Program Files/Unity_2017.2.1p2/Editor/Data/PlaybackEngines/Switch/Tools\il2cpp\libil2cpp\os" --verbose --enable-stats --stats-output-dir="C:/Users/krzys/Documents/NintendoTest/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=1,UNITY_RELEASE=0,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --map-file-parser="C:\Program Files\Unity_2017.2.1p2\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Managed\Assembly-CSharp.dll" --assembly="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Managed\UnityEngine.dll" --generatedcppdir="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\il2cppOutput"
stdout:
Building SwitchPlayer.nss with SwitchToolChain.
Output directory: C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Native
Cache directory: C:\Users\krzys\Documents\NintendoTest\SwitchIL2CPPCache\il2cpp_cache
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: clang.exe: warning: argument unused during compilation: '-stdlib=libc++' [-Wunused-command-line-argument]
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(18,35): error: allocation of incomplete type 'il2cpp::os::ConditionVariableImpl'
: m_ConditionVariable(new ConditionVariableImpl())
^~~~~~~~~~~~~~~~~~~~~
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(24,9): warning: deleting pointer to incomplete type 'il2cpp::os::ConditionVariableImpl' may cause undefined behavior [-Wdelete-incomplete]
delete m_ConditionVariable;
^ ~~~~~~~~~~~~~~~~~~~
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(29,35): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
return m_ConditionVariable->Wait(lock->GetImpl());
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(34,35): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
return m_ConditionVariable->TimedWait(lock->GetImpl(), timeout_ms);
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(39,28): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
m_ConditionVariable->Broadcast();
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(44,28): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
m_ConditionVariable->Signal();
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
1 warning and 5 errors generated.
For test we have created "Hello World" plugin and included it in new empty Unity project and results are the same.
Does this mean that managed plugins are unsupported/broken when exporting to Nintendo Switch or we are missing something trivial?
As you see in the log we are using Unity version 2017.2.1p2 (64-bit) and NintendoSDK 4.4.1
↧
Can't use System.Net.Sockets on Nintendo Switch
Including this simple script:
using UnityEngine;
using System.Net.Sockets;
public class TestScript : MonoBehaviour
{
// Use this for initialization
void Start ()
{
var addressFamily = System.Net.Sockets.AddressFamily.InterNetwork;
}
}
Gives us these build errors:
Failed running C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-stacktrace --enable-array-bounds-check --development-mode --dotnetprofile="net45" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Debug" --outputpath="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/krzys/Documents/NintendoTest/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity_2017.2.1p2/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity_2017.2.1p2\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity_2017.2.1p2We can't build project when we use any element from *System.Net.Sockets* namespace while targeting *Nintendo Switch* platform\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --additional-include-directories="C:/Program Files/Unity_2017.2.1p2/Editor/Data/PlaybackEngines/Switch/Tools\il2cpp\libil2cpp\os" --verbose --enable-stats --stats-output-dir="C:/Users/krzys/Documents/NintendoTest/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=1,UNITY_RELEASE=0,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --map-file-parser="C:\Program Files\Unity_2017.2.1p2\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Managed\Assembly-CSharp.dll" --assembly="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Managed\UnityEngine.dll" --generatedcppdir="C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\il2cppOutput"
stdout:
Building SwitchPlayer.nss with SwitchToolChain.
Output directory: C:\Users\krzys\Documents\NintendoTest\Temp\StagingArea\Native
Cache directory: C:\Users\krzys\Documents\NintendoTest\SwitchIL2CPPCache\il2cpp_cache
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: clang.exe: warning: argument unused during compilation: '-stdlib=libc++' [-Wunused-command-line-argument]
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(18,35): error: allocation of incomplete type 'il2cpp::os::ConditionVariableImpl'
: m_ConditionVariable(new ConditionVariableImpl())
^~~~~~~~~~~~~~~~~~~~~
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(24,9): warning: deleting pointer to incomplete type 'il2cpp::os::ConditionVariableImpl' may cause undefined behavior [-Wdelete-incomplete]
delete m_ConditionVariable;
^ ~~~~~~~~~~~~~~~~~~~
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(29,35): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
return m_ConditionVariable->Wait(lock->GetImpl());
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(34,35): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
return m_ConditionVariable->TimedWait(lock->GetImpl(), timeout_ms);
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(39,28): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
m_ConditionVariable->Broadcast();
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os\ConditionVariable.cpp(44,28): error: member access into incomplete type 'il2cpp::os::ConditionVariableImpl'
m_ConditionVariable->Signal();
^
C:\Program Files\Unity_2017.2.1p2\Editor\Data\il2cpp\libil2cpp\os/ConditionVariable.h(10,11): note: forward declaration of 'il2cpp::os::ConditionVariableImpl'
class ConditionVariableImpl;
^
1 warning and 5 errors generated.
We are using *Unity 2017.2.1p2* and *Nintendo SDK 4.4.1*.
Accordingly to *Unity for Nintendo Switch Development Manual* (document from Nintendo dev portal) *System.Net.Sockets.Socket* class is supported.
This problem arised from previous [question
][1] while trying to isolate problem.
[1]: https://answers.unity.com/questions/1469182/exporting-unity3d-game-with-managed-plugins-to-nin.html
↧
WebGL build failed: "il2cpp.exe did not run properly".
Already tried changing to .Net 2.0 and .Net 4.5, didn't work.
I'm on **Unity 2017.1.0f3**
----
### Error 1:
Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --compile-cpp --libil2cpp-static --platform="WebGL" --architecture="EmscriptenJavaScript" --configuration="Release" --outputpath="C:\ASCIIFOLDER\Unity\Urban Beat\Assets /../Temp/StagingArea/Data\Native\build.bc" --cachedirectory="C:\ASCIIFOLDER\Unity\Urban Beat\Assets\..\Library/il2cpp_cache" --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_AIModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_AnimationModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_AudioModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_BaselibModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ClothModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_CloudWebServicesModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_CoreModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_CrashReportingModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_DirectorModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_FacebookModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_GameCenterModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ImageConversionModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_IMGUIModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_InputModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_JSONSerializeModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ParticlesLegacyModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ParticleSystemModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_PerformanceReportingModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_Physics2DModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_PhysicsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ScreenCaptureModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_SpriteMaskModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_StyleSheetsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_TerrainModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_TerrainPhysicsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_TextRenderingModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_TimelineModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UIElementsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UIModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UmbraModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UNETModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityAnalyticsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityConnectModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityWebRequestAudioModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityWebRequestModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityWebRequestTextureModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityWebRequestWWWModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_VehiclesModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_VideoModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_VRModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_WebModule_Dynamic.bc" --map-file-parser="C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" --assembly="C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\Managed\UnityEngine.dll" --generatedcppdir="C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\il2cppOutput"
stdout:
Building build.bc with EmscriptenToolChain.
Output directory: C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\Native
Cache directory: C:\ASCIIFOLDER\Unity\Urban Beat\Library\il2cpp_cache
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: INFO:root:Checking JS engine ['C:/Program Files/Unity/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=2048'] failed. Check your config file. Details: Expected the command ['C:/Program Files/Unity/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=2048', 'C:\\Program Files\\Unity\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\Emscripten\\src\\hello_world.js'] to finish with return code 0, but it returned with code -1073741819 instead! Output:
WARNING:root:did not see a source tree above or next to the LLVM root directory (guessing based on directory of C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_FastComp_Win\llc), could not verify version numbers match
INFO:root:(Emscripten: Running sanity checks)
CRITICAL:root:The JavaScript shell used for compiling (['C:/Program Files/Unity/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=2048']) does not seem to work, check the paths in C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\emscripten.config
Invocation was: Executable: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe"
Arguments: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\em++" -Wno-unused-value -Wno-invalid-offsetof -nostdinc -fno-strict-overflow -std=c++11 -Oz -DIL2CPP_EXCEPTION_DISABLED=1 -DRUNTIME_IL2CPP -DNDEBUG -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\boehmgc\include" -I"C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\il2cppOutput" "C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\il2cppOutput\Bulk_System.Xml_1.cpp" -o "C:\ASCIIFOLDER\Unity\Urban Beat\Library\il2cpp_cache\3AA9D125FD6DF5412ABB2DC0A8FBDBC1.o"
at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args)
at il2cpp.Program.Run(String[] args)
at il2cpp.Program.Main(String[] args)
stderr:
Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: INFO:root:Checking JS engine ['C:/Program Files/Unity/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=2048'] failed. Check your config file. Details: Expected the command ['C:/Program Files/Unity/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=2048', 'C:\\Program Files\\Unity\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\Emscripten\\src\\hello_world.js'] to finish with return code 0, but it returned with code -1073741819 instead! Output:
WARNING:root:did not see a source tree above or next to the LLVM root directory (guessing based on directory of C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_FastComp_Win\llc), could not verify version numbers match
INFO:root:(Emscripten: Running sanity checks)
CRITICAL:root:The JavaScript shell used for compiling (['C:/Program Files/Unity/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=2048']) does not seem to work, check the paths in C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\emscripten.config
Invocation was: Executable: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe"
Arguments: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\em++" -Wno-unused-value -Wno-invalid-offsetof -nostdinc -fno-strict-overflow -std=c++11 -Oz -DIL2CPP_EXCEPTION_DISABLED=1 -DRUNTIME_IL2CPP -DNDEBUG -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\boehmgc\include" -I"C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\il2cppOutput" "C:\ASCIIFOLDER\Unity\Urban Beat\Temp\StagingArea\Data\il2cppOutput\Bulk_System.Xml_1.cpp" -o "C:\ASCIIFOLDER\Unity\Urban Beat\Library\il2cpp_cache\3AA9D125FD6DF5412ABB2DC0A8FBDBC1.o"
at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args)
at il2cpp.Program.Run(String[] args)
at il2cpp.Program.Main(String[] args)
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.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:324)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:305)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
UnityEditor.HostView:OnGUI()
### Error 2:
Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.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 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1 arguments, System.Action`1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:324)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:305)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:340)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:873)
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.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:263)
UnityEditor.HostView:OnGUI()
### Error 3:
UnityEditor.BuildPlayerWindow+BuildMethodException: Build failed with errors.
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x001b9] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:162
at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00050] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:83
UnityEditor.HostView:OnGUI()
----
Looks like complete gibberish to me, so hopefully someone here knows how to fix this.
P.S. please kick whoever wrote this page in the shins for me. If I see a button that says something like "log in and post your question", I really expect the page to **not** eat my post. Luckily I had to wait for merely ten minutes for Unity to restart and rebuild the project.
↧