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Android apk can not be built due to il2cpp

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I bought have a little dice game, i want to publish it in the Play Store. This will be my first game, I am learning Unity with this project. Theoretically everything is set correctly as far as I know. Totally clean installed Windows 10, freshly installed and latest Unity, Jdk, Sdk, Ndk. And whatever I do, there is no apk at the end of the building process. If I build il2cpp, i get two red error messages: 1. error message: Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/android-ndk-r13b" --map-file-parser="C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\StagingArea\assets\bin\Data\Managed\XiaomiSupport.dll" --assembly="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\StagingArea\assets\bin\Data\Managed\DOTween.dll" --assembly="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll" --assembly="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --generatedcppdir="D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\StagingArea\Il2Cpp\il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: D:\Mesziapps - j t‚k\fejlesztett j t‚k\DICE 8\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: D:\Mesziapps - j t‚k\fejlesztett j t‚k\DICE 8\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 521 of which compiled: 521 Time Compile: 34145 milliseconds Bulk_mscorlib_8.cpp Time Compile: 17320 milliseconds Bulk_Generics_4.cpp Time Compile: 15775 milliseconds Bulk_mscorlib_7.cpp Time Compile: 14847 milliseconds Bulk_mscorlib_6.cpp Time Compile: 14791 milliseconds Il2CppAttributes.cpp Time Compile: 14714 milliseconds Bulk_DOTween_0.cpp Time Compile: 14711 milliseconds Bulk_mscorlib_5.cpp Time Compile: 14114 milliseconds Bulk_UnityEngine.UI_0.cpp Time Compile: 13907 milliseconds Bulk_mscorlib_2.cpp Time Compile: 13821 milliseconds Bulk_Generics_3.cpp Total compilation time: 267748 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\android-ndk-r13b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\meszigabi\AppData\Local\Temp\tmpA8C0.tmp" -o "D:\Mesziapps - j t‚k\fejlesztett j t‚k\DICE 8\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_9A91B7ED58982103FDD078F30AA5F344\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\android-ndk-r13b\platforms\android-16\arch-arm" -gcc-toolchain "C:\android-ndk-r13b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="D:\Mesziapps - j t‚k\fejlesztett j t‚k\DICE 8\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_9A91B7ED58982103FDD078F30AA5F344\libil2cpp.map" -rdynamic -fuse-ld=bfd.exe clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/0EE3EFD9F1711AE694FB328A44FAF3EE.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/045A756BF16A740C1F495342A99D4033.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/4FB623AE565DC54F95F133690946B61F.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/9668B73B8E22F6B49E796A09DD84B0D4.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/9FCD77FFF1DFCBC56CA63BEE54CF3B3C.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/59A94A6A662E2E393273BB7DF83F9840.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/D71839721EB36249053EF1282FBED3A9.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/7C2285257A20CA50C4CBCD3D66BE867E.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/5FA2AECB59A302DDD92EED0E87DE3B1E.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/5E26A0284C284FC58F71681C3D91BF4B.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/950B644FF9E87083CCE99609320923F7.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/7543859BCE335495314A59FD033357EE.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/017D109545FD040B90CF921037038DF1.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/F3F8FEF43F8AFC8EC6329BB6144793A6.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/88E82B5DF7152EDBB08B5FE631BE175F.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/A869461BA23211D854F39ADA43CBBB32.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/06F367289853CBD77A3961812ABDE2C3.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/1D8B6DCC945C61E961232B9C22110B29.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/0C19D83E96EE99FFBBA4CE1753BCF102.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/74FC0609635D1BEF3D98809B855C1FB1.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/A3E1E443673AF740422BBB30A990F492.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/EAED32E6F16EA2A3A3081C92B2EDD09C.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/BAB1986B7D7DB205704E97480A0C4F25.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/D251D5D3F48060BBDF4DB32BBC7714C0.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/5EBF649F24ED4DC1E012A241F86D2687.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/7E026C04A03D7A88329BE379C8C2014E.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/86A484E690D07E7851799A336257277B.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/77B51199DCCEDFBFFF181507445A60EA.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/4BBD0111D0BFF463A321473FA15FA034.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/35212E7E7A67EBCF275F167C673C05CE.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/C4113946F39EE2F5B2DC580F34F9084A.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/0D3BE461A5A7423514CA8A70AC0AF724.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/B3393F33A13F8768F35FD584731E7781.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/15F20EC2567EB804A64968BD24C70CEC.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/E8CF1C3F5AC80FA72315A4D1B319A5E1.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/0B9F774F527A92B13A6D80370B59BA2F.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/5D912297D5EB9BCC476835146CAFC47A.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/0B45360FFFA2438BC7B946D31B590F70.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/5E49D8B0149AA5F71867E880848A6601.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/DB26DBB658E48E112C267F973F7915A6.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/F726527E0D09B6BA15734E458D85282C.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/4738F735902BCC55168CBB1A901851C8.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/9D2E54C8534EBBC1BFDC50AA848F8778.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/27E69965D9726C74F013693BAB4658E9.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/2A1168A1A0B147B5C0DED498018B4EF7.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/BD9566BAD6CD4C848258BAC9E4095996.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/24DAA75BC090A41DFB77A1C142E55A90.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/351B002E6D7EBC9918D438E43A5004F3.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/2CB2C0626DF4F33A0B6CA62CCE60FC53.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/F84B9BDD5D37E84FC3F9644EB6692479.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/5A4326097B89F684C331AA83E24707D5.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/3919162A919B599C051AC49FF4479B78.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/FC3CCBF0A4B06C059187895902992C5D.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/B465942E5ECA8AD69BBE886BDFFB7821.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/351E93F9C07437E12807619DFF352F35.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/AE4DAF23A42084935823AFD8EB64F790.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/519FC938983B473FA9A3B45195BE8506.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/89A4099ED1DEB2852D3EEFB8DBC7394A.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/9E1E6D6666F6E11584AF0DA347BF5900.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/0F33CC39A4068E593AD36C5A6BB62CB1.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/890FEFC1634C3386987C9E5E5F68903F.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/CAB236CE2690E995BC878C4B1316AC42.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/30D3EFD86855411DC33509C70B9C7BA4.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/2C4721094EE3936CC1279EB716FFB178.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/381A02133EA39F42574304A2160B1D92.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/91BF6FB3B33F990403005089861EF229.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/2462C555BB090C44786B2AFD60A0D2DC.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/B77A23B7F2F01E200AC429C214E094D9.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/A3675B0EB5DB746375A0403BD6091195.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/6DFD3170D264A034F437B3CF36676AF5.o' clang++.exe: error: no such file or directory: 'D:/Mesziapps - j?t?k/fejlesztett j?t?k/DICE 8/Library/il2cpp_ 2. error message: 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:380) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory, Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:361) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:178) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:287) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) It is very interesting, that the final console message refer to "success", although there is no apk at all. If I choose Mono, i still do not get a ready apk, but 3 red error messages (it probably has a problem with gradle or java, I dont know): 1. error message: CommandInvokationFailure: Gradle build failed. C:\Program Files\Java\jdk1.8.0_181\bin\java.exe -classpath "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.2.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease" stderr[ FAILURE: Build failed with an exception. * Where: Build file 'D:\Mesziapps - játék\fejlesztett játék\DICE 8\Temp\gradleOut\build.gradle' line: 22 * What went wrong: A problem occurred evaluating root project 'gradleOut'. > Failed to apply plugin [id 'com.android.application']> Your project path contains non-ASCII characters. This will most likely cause the build to fail on Windows. Please move your project to a different directory. See http://b.android.com/95744 for details. This warning can be disabled by adding the line 'android.overridePathCheck=true' to gradle.properties file in the project directory. * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. * Get more help at https://help.gradle.org BUILD FAILED in 20s ] stdout[ Starting a Gradle Daemon, 1 stopped Daemon could not be reused, use --status for details ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error) UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress) Rethrow as GradleInvokationException: Gradle build failed UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress) UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) 2. error message: Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) 3. error message: UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:187 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:94 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Anybody any idea how I could build and publish this game? Thank you in advance! Gábor

change Scripting Backend from default to IL2CPP

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Hello guys I need a support.. I'm trying to build a project in Webgl.. For which I need the Scripting Backend to be set to IL2CPP.. But when trying to change, I find the Scripting Backend set to "default" and disabled.. can anyone let know how to change from "default" to "IL2CPP"??

IL2CPP vs C++ Performance

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Hello, I'm sorry if this question is already discussed, couldn't find anything. Ok, here is the thing...I build my games using IL2CPP and pretty happy with this in spite of troubles which popup from time to time. In one of these games - Match3 - I have logic which is looking for combinations and other stuff which is basically algorithms/calcs and so on. You may probably think that this is not a big deal and that's not **very** performance depending code. But when you connect AI which tests/plays this logic and call it thousands times during calculation of better move then it (logic) is getting extremely performance depending. I'm not gonna discuss all my algorithms here because of this is out of my question. Let's just assume that all these algorithms were optimized as much as possible using C#. The question is: if I move some of my logic, like iterations through arrays and etc to native c++ plugin will it boost my performance comparing to IL2CPP? I know there's no 100% guarantee until you see source code but hypothetically... let's just assume we are talking about huge iteration through array. I've seen some articles where people do benchmarks of native plugin in Unity Editor which is ridiculous imho. Of course array initialization and iteration will be faster in native part comparing to editor's mono with all this managed things. Also (as far as I know) IL2CPP generates native code for us which is better for performance but it actually emulate managed environment with its own garbage collector and stuff. So here's question: will my native c++ plugin with marshalling (btw what happens to marshalling when I build using IL2CPP) be faster comparing to c++ generated by IL2CPP. sry for long question, Thanks!

Build a UWP app in c# with Unity and il2cpp.

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I'm working on a UWP application. Its UI is written in XAML and c#. One Page has a Unity scene, using the .NET scripting backend. The .NET scripting backend seems to deprecate soon, I understood that latest version of Unity only support il2cpp for UWP. Post processing stack v2 doesn't build with .net backend. I tried to build with il2cpp. Unity generates a c++ Windows Store 10 project called Il2cppOutputProject and a c++ UWP application with XAML controls. I'm working on an application that is already written in c# and I can't translate all the c# code to c++. My question is: how can I used the Il2cppOutputProject generated by Unity into a c# UWP application? Is there an example application ?

Drastically worse performance with IL2CPP compared to Mono on Android

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Hello, I'm having really strange issue with IL2CPP for Android (compiling for the Oculus Go), where I get really horrible performance compared to Mono. With Mono my app runs fine 60 FPS. Takes about ~7 ms to update and ~2.5 ms to render the scene. I switch to IL2CPP (with Release configuration), no other changes, update goes to ~15-20 ms and rendering to about ~40-50 ms. I had no idea what could possibly be causing such a huge difference, especially for rendering. Here's the profiler timeline with Mono: ![alt text][1] Here's the exact same scene and code with IL2CPP: ![alt text][2] I'm using Unity 2018.3b4, using .NET 4.x Equivalent and .NET 4.x compatibility level. C++ Compiler is set to Release. I have no idea what could be causing such a drastic performance degradation, does anyone have any ideas? One thing I noticed is that it possibly might be some oddity in thread management, as some thread synchronization parts took significantly more time with IL2CPP than Mono, but I implemented some workarounds. One thing I don't understand is the rendering taking significantly more time. There's almost nothing in the scene. There's a controller model, quad with texture, one simple UI dialog and nothing else. Mono takes 2.5 ms or so, yet with IL2CPP this jumps to over 40 ms for the same scene. Any help would be appreciated, I'm not quite sure how to go about tackling this, other than trying more or less random things and see if that changes the behavior. [1]: /storage/temp/125737-oculusgomono.png [2]: /storage/temp/125738-oculusgoil2cpp.png

Loading content at runtime with HoloLens and IL2CPP

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I'm working on a HoloLens application that requires loading new content dynamically. In a very basic scenario this is what I imagine: * The user is able to load small holograms to his environment * Holograms could have simple scripts attached, e.g. switching colors when they get clicked * The collection of holograms is extendable even after the app has been published. It is possible to add new holograms with their own scripts so the user can get new content. I already learned that the usual mechanism for something like this is to use [Asset Bundles](https://docs.unity3d.com/Manual/AssetBundlesIntro.html) - but it seems that this approach does not work for IL2CPP based platforms like UWP or IOS. As this seems to be a very basic concept of game development I guess there are other ways to make something like this work? Or is this simply a limitation of Unity in this case?

unity 5.2.4 iOS build error ,iOS build error

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Failed running /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "/Volumes/Unity/unityTest/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 "/Volumes/Unity/unityTest/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/Volumes/Unity/unityTest/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -d "/Volumes/Unity/unityTest/Temp/StagingArea/Data/Managed" stdout: Fatal error in Mono CIL Linker System.ArgumentException: Unable to find the file for the assembly named 'UnityEngine'. Should this assembly be in the project? ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' at Mono.Linker.LinkContext.Resolve (IMetadataScope scope) [0x00000] in :0 at Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly (Mono.Linker.LinkContext context, System.String assemblyName) [0x00000] in :0 at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00000] in :0 --- End of inner exception stack trace --- at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00000] in :0 at Mono.Linker.Steps.ResolveFromXmlStep.Process () [0x00000] in :0 at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at Mono.Linker.Driver.Run () [0x00000] in :0 at Mono.Linker.Driver.RunDriverWithErrorHandling (Mono.Linker.Driver driver) [0x00000] in :0 at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in :0 stderr: UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:68) UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:199) UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192) UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:143) 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:123) UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:465) UnityEditorInternal.IL2CPPBuilder:StripAssemblies(IEnumerable`1, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:438) UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:299) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun(),Failed running /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "/Volumes/Unity/unityTest/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 "/Volumes/Unity/unityTest/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/Volumes/Unity/unityTest/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -d "/Volumes/Unity/unityTest/Temp/StagingArea/Data/Managed" stdout: Fatal error in Mono CIL Linker System.ArgumentException: Unable to find the file for the assembly named 'UnityEngine'. Should this assembly be in the project? ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' at Mono.Linker.LinkContext.Resolve (IMetadataScope scope) [0x00000] in :0 at Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly (Mono.Linker.LinkContext context, System.String assemblyName) [0x00000] in :0 at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00000] in :0 --- End of inner exception stack trace --- at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00000] in :0 at Mono.Linker.Steps.ResolveFromXmlStep.Process () [0x00000] in :0 at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in :0 at Mono.Linker.Driver.Run () [0x00000] in :0 at Mono.Linker.Driver.RunDriverWithErrorHandling (Mono.Linker.Driver driver) [0x00000] in :0 at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in :0 stderr: UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:68) UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:199) UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192) UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:143) 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:123) UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:465) UnityEditorInternal.IL2CPPBuilder:StripAssemblies(IEnumerable`1, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:438) UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:299) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

Android build reports "Wrong task initialization"

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I'm receiving following errors in logcat: *D/Unity: Wrong task initialization for key=4* *D/Unity: No task defined* Does anyone know what this means and how to fix it? 10-29 17:27:45.039 9141-9200/com.TopDan.WanderingOrb D/Unity: Wrong task initialization for key=4: 0 at ./Runtime/Export/Debug.bindings.h:45 (16640, 0, 0) 10-29 17:27:46.059 9141-9200/com.TopDan.WanderingOrb E/Unity: Wrong task initialization for key=4 #0 0xa010d2c0 (libunity.so) GetStacktrace(int) 0x56 #1 0x9f7fce5e (libunity.so) DebugStringToFile(DebugStringToFileData const&) 0x2d7 #2 0x9fb7118c (libunity.so) DebugLogHandler::Internal_Log(LogType, core::basic_string>, Object*) 0x9a #3 0x9fb7109b (libunity.so) DebugLogHandler_CUSTOM_Internal_Log(LogType, Il2CppString*, Il2CppObject*) 0xd0 #4 0x9d2c0bef (libil2cpp.so) ? 0x838bef #5 0x9d2c0c9c (libil2cpp.so) ? 0x838c9c #6 0x9d35e30b (libil2cpp.so) ? 0x8d630b #7 0x9d2c04de (libil2cpp.so) ? 0x8384de #8 0x9ce6face (libil2cpp.so) ? 0x3e7ace #9 0x9ce6f2f4 (libil2cpp.so) ? 0x3e72f4 #10 0x9ce6ef0b (libil2cpp.so) ? 0x3e6f0b #11 0x9cd23678 (libil2cpp.so) ? 0x29b678 #12 0x9cc526a3 (libil2cpp.so) ? 0x1ca6a3 #13 0x9cc666b0 (libil2cpp.so) il2cpp_runtime_invoke 0x39 #14 0x9fc4eca6 (libunity.so) scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) 0x76 #15 0x9fc3bd83 (li 10-29 17:27:46.059 9141-9200/com.TopDan.WanderingOrb D/Unity: No task defined: 0 at ./Runtime/Export/Debug.bindings.h:45 (16640, 0, 0) 10-29 17:27:46.069 9141-9200/com.TopDan.WanderingOrb E/Unity: No task defined #0 0xa010d2c0 (libunity.so) GetStacktrace(int) 0x56 #1 0x9f7fce5e (libunity.so) DebugStringToFile(DebugStringToFileData const&) 0x2d7 #2 0x9fb7118c (libunity.so) DebugLogHandler::Internal_Log(LogType, core::basic_string>, Object*) 0x9a #3 0x9fb7109b (libunity.so) DebugLogHandler_CUSTOM_Internal_Log(LogType, Il2CppString*, Il2CppObject*) 0xd0 #4 0x9d2c0bef (libil2cpp.so) ? 0x838bef #5 0x9d2c0c9c (libil2cpp.so) ? 0x838c9c #6 0x9d35d9be (libil2cpp.so) ? 0x8d59be #7 0x9d2c0306 (libil2cpp.so) ? 0x838306 #8 0x9ce6fca6 (libil2cpp.so) ? 0x3e7ca6 #9 0x9ce6fda2 (libil2cpp.so) ? 0x3e7da2 #10 0x9ce6f76a (libil2cpp.so) ? 0x3e776a #11 0x9ce6ef0b (libil2cpp.so) ? 0x3e6f0b #12 0x9cd23678 (libil2cpp.so) ? 0x29b678 #13 0x9cc526a3 (libil2cpp.so) ? 0x1ca6a3 #14 0x9cc666b0 (libil2cpp.so) il2cpp_runtime_invoke 0x39 #15 0x9fc4eca6 (libunity.so) scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) 0x

WACK test failed APPCONTAINER

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Hey I built a Unity Game and trying to port to UWP using IL2CPP project. I built the project successfully and it is working as expected on my laptop. However, when i run the WACK test, it fails with the error mentioned below. Just FYI, I am building the app on Unity 2018.2.14f1 and VS 2017 (v 15.8.8) I have tried the help section mentioned in the link given by Microsoft and it didn't work. The following is the WACK test failed case: Windows security features test FAILED Binary analyzer Error Found: The binary analyzer test detected the following errors: File C:\Program Files\windowsapps\freecardgame_1.1.0.0_x86__fvk8tmxh6cs7a\clrcompression.dll has failed the AppContainerCheck check. File C:\Program Files\windowsapps\freecardgame_1.1.0.0_x86__fvk8tmxh6cs7a\clrjit.dll has failed the AppContainerCheck check. Impact if not fixed: If the app doesn’t use the available Windows protections, it can increase the vulnerability of the customer's computer to malware. How to fix: Apply the required linker options - SAFESEH, DYNAMICBASE, NXCOMPAT, and APPCONTAINER - when you link the app. See links below for more information: Fixing Binary Analyzer Errors PASSED Banned file analyzer PASSED Private code signing Supported API test FAILED Supported APIs Error Found: The supported APIs test detected the following errors: API UnhandledExceptionFilter in api-ms-win-core-errorhandling-l1-1-0.dll is not supported for this application type. clrcompression.dll calls this API. API _XcptFilter in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API _amsg_exit in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API _except_handler4_common in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API _initterm in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API free in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API malloc in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API memcpy in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API memset in msvcrt.dll is not supported for this application type. clrcompression.dll calls this API. API RegCloseKey in advapi32.dll is not supported for this application type. clrjit.dll calls this API. API RegOpenKeyExW in advapi32.dll is not supported for this application type. clrjit.dll calls this API. API RegQueryValueExW in advapi32.dll is not supported for this application type. clrjit.dll calls this API. API SystemFunction036 in advapi32.dll is not supported for this application type. clrjit.dll calls this API. API HeapValidate in kernel32.dll is not supported for this application type. clrjit.dll calls this API. API LoadLibraryExW in kernel32.dll is not supported for this application type. clrjit.dll calls this API. API UnhandledExceptionFilter in kernel32.dll is not supported for this application type. clrjit.dll calls this API. API VirtualAlloc in kernel32.dll is not supported for this application type. clrjit.dll calls this API. API VirtualProtect in kernel32.dll is not supported for this application type. clrjit.dll calls this API. API LoadStringW in user32.dll is not supported for this application type. clrjit.dll calls this API. API SetErrorInfo in oleaut32.dll is not supported for this application type. clrjit.dll calls this API. API ExecuteAssembly in uwphost.dll is not supported for this application type. UWPShim.exe calls this API. API DllGetActivationFactory in uwphost.dll is not supported for this application type. UWPShim.exe has an export that forwards to this API. Impact if not fixed: Using an API that is not part of the Windows SDK for Microsoft Store apps violates the Microsoft Store certification requirements. How to fix: Review the error messages to identify the API that is not part of the Windows SDK for Microsoft Store apps. Please note, apps that are built in a debug configuration or without .NET Native enabled (where applicable) can fail this test as these environments may pull in unsupported APIs. Retest your app in a release configuration, and with .NET Native enabled if applicable. See the link below for more information:

IL2CPP Android build failing in Unity 2018.2.4

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I am building for Android using IL2CPP but getting an error. Only thing I am able to understand is the error is in CPP code, with duplicate function declarations. Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:35: multiple definition of free_gptr_array(GPtrArray*) Also, I am using Experimental Linux editor. Below I am adding whole stack trace. Thanks in advance for any help. Failed running /home/deepankar/Unity/Editor/Data/il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityjit" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Native/armeabi-v7a/libil2cpp.so" --cachedirectory="/home/madhouse/Reine/Assets/../Library/il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="/home/deepankar/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/bdwgc/include" --additional-include-directories="/home/deepankar/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/libil2cpp/include" --tool-chain-path="/home/deepankar/Programs/android-ndk-r13b" --map-file-parser="/home/deepankar/Unity/Editor/Data/Tools/MapFileParser/MapFileParser" --assembly="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll" --assembly="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Managed/Unity.RenderPipelines.Core.Runtime.dll" --assembly="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Managed/Unity.RenderPipelines.Lightweight.Runtime.dll" --assembly="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Managed/Unity.Postprocessing.Runtime.dll" --assembly="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Managed/Unity.TextMeshPro.dll" --assembly="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll" --assembly="/home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.dll" --generatedcppdir="/home/madhouse/Reine/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: /home/madhouse/Reine/Temp/StagingArea/assets/bin/Data/Native/armeabi-v7a Cache directory: /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache ObjectFiles: 591 of which compiled: 192 Time Compile: 559 milliseconds Environment.cpp Time Compile: 550 milliseconds Il2CppMetadataRegistration.cpp Time Compile: 511 milliseconds MonoEnumInfo.cpp Time Compile: 509 milliseconds Normalization.cpp Time Compile: 499 milliseconds NativeDelegateMethodCache.cpp Time Compile: 492 milliseconds Activator.cpp Time Compile: 492 milliseconds Process.cpp Time Compile: 455 milliseconds PropertyInfo.cpp Time Compile: 444 milliseconds SemaphoreImpl.cpp Time Compile: 438 milliseconds EventInfo.cpp Total compilation time: 10571 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: /home/deepankar/Programs/android-ndk-r13b/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ @"/tmp/tmp42182b5e.tmp" -o "/home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_E61B20A649CFE02C557E749D3BECFD69/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "/home/deepankar/Programs/android-ndk-r13b/platforms/android-16/arch-arm" -gcc-toolchain "/home/deepankar/Programs/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "/home/deepankar/Programs/android-ndk-r13b/sources/cxx-stl/gnu-libstdc++/4.9/libs/armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="/home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_E61B20A649CFE02C557E749D3BECFD69/libil2cpp.map" -rdynamic -fuse-ld=bfd /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `free_gptr_array(GPtrArray*)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:35: multiple definition of `free_gptr_array(GPtrArray*)' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:35: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:6: multiple definition of `empty_gptr_array()' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:6: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:6: multiple definition of `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:6: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/1D2D076EE1861F54CB370BAA5B3F9DAA.o: In function `il2cpp::os::Debug::IsDebuggerPresent()': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/os/Debug.cpp:14: multiple definition of `il2cpp::os::Debug::IsDebuggerPresent()' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/ECC6DF2F4560790154C5DC8A8EBE82EB.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/os/Generic/Debug.cpp:14: first defined here clang++: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles (System.Collections.Generic.HashSet`1[T] objectFiles, Unity.IL2CPP.Building.ToolChains.CppToolChainContext toolChainContext) [0x001e5] in :0 at Unity.IL2CPP.Building.CppProgramBuilder.Build (Unity.IL2CPP.Building.Statistics.IBuildStatistics& statistics) [0x0023f] in :0 at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner (Unity.IL2CPP.Building.CppProgramBuilder builder, Unity.IL2CPP.Building.Statistics.IBuildStatistics& statistics) [0x00001] in :0 at il2cpp.Program.DoRun (System.String[] args) [0x00687] in :0 at il2cpp.Program.Run (System.String[] args) [0x00020] in :0 at il2cpp.Program.Main (System.String[] args) [0x00002] in :0 stderr: Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: /home/deepankar/Programs/android-ndk-r13b/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ @"/tmp/tmp42182b5e.tmp" -o "/home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_E61B20A649CFE02C557E749D3BECFD69/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "/home/deepankar/Programs/android-ndk-r13b/platforms/android-16/arch-arm" -gcc-toolchain "/home/deepankar/Programs/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "/home/deepankar/Programs/android-ndk-r13b/sources/cxx-stl/gnu-libstdc++/4.9/libs/armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="/home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_E61B20A649CFE02C557E749D3BECFD69/libil2cpp.map" -rdynamic -fuse-ld=bfd /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `free_gptr_array(GPtrArray*)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:35: multiple definition of `free_gptr_array(GPtrArray*)' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:35: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:6: multiple definition of `empty_gptr_array()' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:6: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:6: multiple definition of `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:6: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/1D2D076EE1861F54CB370BAA5B3F9DAA.o: In function `il2cpp::os::Debug::IsDebuggerPresent()': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/os/Debug.cpp:14: multiple definition of `il2cpp::os::Debug::IsDebuggerPresent()' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/ECC6DF2F4560790154C5DC8A8EBE82EB.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/os/Generic/Debug.cpp:14: first defined here clang++: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles (System.Collections.Generic.HashSet`1[T] objectFiles, Unity.IL2CPP.Building.ToolChains.CppToolChainContext toolChainContext) [0x001e5] in :0 at Unity.IL2CPP.Building.CppProgramBuilder.Build (Unity.IL2CPP.Building.Statistics.IBuildStatistics& statistics) [0x0023f] in :0 at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner (Unity.IL2CPP.Building.CppProgramBuilder builder, Unity.IL2CPP.Building.Statistics.IBuildStatistics& statistics) [0x00001] in :0 at il2cpp.Program.DoRun (System.String[] args) [0x00687] in :0 at il2cpp.Program.Run (System.String[] args) [0x00020] in :0 at il2cpp.Program.Main (System.String[] args) [0x00035] in :0 [ERROR] FATAL UNHANDLED EXCEPTION: Unity.IL2CPP.Building.BuilderFailedException: /home/deepankar/Programs/android-ndk-r13b/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ @"/tmp/tmp42182b5e.tmp" -o "/home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_E61B20A649CFE02C557E749D3BECFD69/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "/home/deepankar/Programs/android-ndk-r13b/platforms/android-16/arch-arm" -gcc-toolchain "/home/deepankar/Programs/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "/home/deepankar/Programs/android-ndk-r13b/sources/cxx-stl/gnu-libstdc++/4.9/libs/armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="/home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_E61B20A649CFE02C557E749D3BECFD69/libil2cpp.map" -rdynamic -fuse-ld=bfd /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `free_gptr_array(GPtrArray*)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:35: multiple definition of `free_gptr_array(GPtrArray*)' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:35: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:6: multiple definition of `empty_gptr_array()' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:6: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/011A102D7CDA0BC09E23311358D99133.o: In function `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/mono-structs.cpp:6: multiple definition of `void_ptr_array_to_gptr_array(il2cpp::utils::dynamic_array const&)' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/F069C82D2C5D5F99552331196EB0B0E5.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/utils/mono-structs.cpp:6: first defined here /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/1D2D076EE1861F54CB370BAA5B3F9DAA.o: In function `il2cpp::os::Debug::IsDebuggerPresent()': /home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/os/Debug.cpp:14: multiple definition of `il2cpp::os::Debug::IsDebuggerPresent()' /home/madhouse/Reine/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/ECC6DF2F4560790154C5DC8A8EBE82EB.o:/home/deepankar/Unity/Editor/Data/il2cpp/libil2cpp/os/Generic/Debug.cpp:14: first defined here clang++: error: linker command failed with exit code 1 (use -v to see invocation)

Trouble attaching C# Unity Debugger to UWP app with il2cpp scripting backend

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I posted this to the forums, but realized this is probably the correct place for it. I've recently moved my team's uwp project to the il2cpp scripting backend, and I can't for the life of me figure out how to debug it in C#, something I have been led to believe should be possible. Unity: 2018.3.0b9 Visual Studio Community 2017: 15.8.9 Visual Studio Code: 1.29.0 Visual Studio Code Debugger For Unity Extension: 2.6.6 Windows 10 Pro: the update from today, 11/13/2018 I have "Script Debugging" checked in the Unity build settings window. I've tried with both Visual Studio Community and Visual Studio Code. Visual Studio code refuses to list the WSA Player process at all, though it does list the Unity Editor process. Visual Studio Community lists the process when I "Attach Unity Debugger", but when I try to attach, I get a strange UAC pop-up about "AppContainer Network Isolation Diagnostic Tool" followed by a command window indicating the "CheckNetIsolation.exe" tool was run. Some googling did suggest one error I made, which was failing to enable the "InternetClient" capability, though I had already enabled the "InternetClientServer" and "PrivateNetworkClientServer" settings. Correcting this did not fix the issue, despite a complete rebuild. I've also temporarily the windows defender firewall, to no avail, and I have no other firewall software running. Googling has not turned any other ideas. Any assistance would be greatly appreciated. A Visual Studio Code solution is preferred, but a Visual Studio Community solution would be helpful as well. Thanks in advance.

Duplicate native method found : unityPurchasingInterceptPromotionalPurchases. Please check your source carefully.

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Bulid ios with mono and if build ios with il2cpp https://answers.unity.com/questions/1549668/unitylinkerexe-did-not-run-properly.html SystemException: Duplicate native method found : unityPurchasingInterceptPromotionalPurchases. Please check your source carefully. UnityEditor.MonoAOTRegistration.ExtractNativeMethodsFromTypes (ICollection`1 types, System.Collections.ArrayList res) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:29) UnityEditor.MonoAOTRegistration.BuildNativeMethodList (Mono.Cecil.AssemblyDefinition[] assemblies) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:51) UnityEditor.MonoAOTRegistration.WriteCPlusPlusFileForStaticAOTModuleRegistration (BuildTarget buildTarget, System.String file, CrossCompileOptions crossCompileOptions, Boolean advancedLic, System.String targetDevice, Boolean stripping, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.AssemblyReferenceChecker checker, System.String stagingAreaDataManaged, IIl2CppPlatformProvider platformProvider) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:110) UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (BuildSettings bs, UnityEditor.iOS.ProjectPaths paths, UnityEditor.AssemblyReferenceChecker checker, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:811) UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (BuildSettings bs, UnityEditor.iOS.ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:660) UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (PostProcessorSettings postProcessorSettings, BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:611) UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:37) UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:287) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

C# project files not being generated

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On my primary machine, when I build my UWP il2cpp project, no C# project or solution files are generated in the root project directory, which is preventing me from attaching a C# degugger. On my secondary machine, these files are generated correctly. I have no idea why. Does anyone here have a guess? The C++ project and solutions are generated correctly, and build and run fine on both machines. Alternatively, is there a way to manually invoke whatever process generates just those files? Double-clicking a file in the editor generates solution and project files, but not all of project files are generated and the solution file is missing those project references, as if that generation is assuming the .net scripting backend. I'm using Unity 2018.3.0b9.

android use il2cpp backend,continuous Socket.BeginReceive calls return uncontinuous content。

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untiy version: unity 2017.4.11f1 android use il2cpp backend,build apk and run in device(huawei honor). My game uses tcp socket to communicate message between client and server. The ollowing script codes show the basic socket connect and receive logic. public class NetConnection { public void Connect(string address, ushort port, int timeout) { try { socket.BeginConnect(address, port, new AsyncCallback(this.HandleConnct), this); } catch (SocketException e) { OnConnectError(e.SocketErrorCode); } timerConnect.Interval = timeout; timerConnect.Elapsed += new System.Timers.ElapsedEventHandler(HandleConnectTimeout); timerConnect.Start(); } private void HandleConnectTimeout(object obj, System.Timers.ElapsedEventArgs args) { timerConnect.Stop(); timerConnect.Elapsed -= HandleConnectTimeout; OnConnectError(SocketError.TimedOut); } private void HandleConnct(IAsyncResult ar) { try { timerConnect.Stop(); timerConnect.Elapsed -= HandleConnectTimeout; socket.EndConnect(ar); PostRecv(); } catch (SocketException e) { OnConnectError(e.SocketErrorCode); } } private void PostRecv() { NetPacket p = new NetPacket(); socket.BeginReceive(p.headBuffer.buffer, 0, NetPacket.headerLength, SocketFlags.None, new AsyncCallback(this.HandleHeaderRecv), p); } private void HandleHeaderRecv(IAsyncResult ar) { try { int transferd = socket.EndReceive(ar); if (transferd == 0) throw new SocketException((int)SocketError.ConnectionReset); NetPacket p = ar.AsyncState as NetPacket; p.headBuffer.length += transferd; if (p.headBuffer.length < NetPacket.headerLength) { socket.BeginReceive( p.headBuffer.buffer, p.headBuffer.length, NetPacket.headerLength - p.headBuffer.length, SocketFlags.None, new AsyncCallback(this.HandleHeaderRecv), p); } else { if (!p.decodeHeader()) { OnError(SocketError.ProtocolNotSupported); } else { p.bodyBuffer.Resize(p.payloadLength); socket.BeginReceive(p.bodyBuffer.buffer, 0, p.payloadLength, SocketFlags.None, new AsyncCallback(this.HandleBodyRecv), p); } } } catch (SocketException e) { OnError(e.SocketErrorCode); } } private void HandleBodyRecv(IAsyncResult ar) { try { int transferd = socket.EndReceive(ar); NetPacket p = ar.AsyncState as NetPacket; p.bodyBuffer.length += transferd; if (p.bodyBuffer.length < p.payloadLength) { socket.BeginReceive( p.bodyBuffer.buffer, p.bodyBuffer.length, p.payloadLength - p.bodyBuffer.length, SocketFlags.None, new AsyncCallback(this.HandleBodyRecv), p); } else { p.decode(seed_); FinishRecvPacket(p); } } catch (SocketException e) { OnError(e.SocketErrorCode); } } private void FinishRecvPacket(NetPacket p) { PostRecv(); } private void OnError(SocketError err) { this.Close(); } private void OnConnectError(SocketError err) { this.Close(); } } This script works very well when using mono backend. But once switch to il2cpp backend, I encountered this problem sometimes. THE Continuous Socket.BeginReceive calls do not return continuous content! I tried to use wireshark capturing the related TCP net package.After comparing with wireshark captured data and result of beginreceive result, I find out the continuous Socket.beginreceive calls skip some bytes in the net package. The comparing result as followed: Is this a bug of unity android il2cpp or something wrong in my code? Any hint is appreciated, thx!

Missing Vuforia Libraries using IL2CPP

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Hi, I am trying to create an application with Vuforia. I'm having trouble referencing the Vuforia library. I'm getting the following stack trace from Android Studio's logcat: 11-22 14:23:31.540 26200-26217/? E/Vuforia: The library libVuforia.so could not be loaded: java.lang.UnsatisfiedLinkError: dalvik.system.PathClassLoader[DexPathList[[zip file "/data/app/com.vuforia.unity.VuforiaSamples-LCEk1KvnHfztKFCdgG8HJw==/base.apk"],nativeLibraryDirectories=[/data/app/com.vuforia.unity.VuforiaSamples-LCEk1KvnHfztKFCdgG8HJw==/lib/arm64, /data/app/com.vuforia.unity.VuforiaSamples-LCEk1KvnHfztKFCdgG8HJw==/base.apk!/lib/arm64-v8a, /system/lib64, /vendor/lib64]]] couldn't find "libVuforia.so"   This missing lib then goes on to create a slew of issues preventing me from running a game. This happens with a fresh project using the Vuforia Core Samples asset, where I can't proceed past the initial menu. I'm using Vuforia version 7.5.26 and Unity version 2018.2.0f2.   If I try to build this with the mono scripting backend, it runs fine. But I need to build with il2cpp to build to my target device.   Any help would be greatly appreciated, thanks. I'm a bit confused here.

Cannot attach managed unity debugger to usb-connected hololens when using il2cpp

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When I build my app targeting UWP with the il2cpp scripting backend and run it on my local machine, I can attach the managed unity debugger to the running unity instance successfully. However, if I run that same app on device (a hololens connected by usb), no corresponding unity instance shows up when I click "Attach Unity Debugger" in Visual Studio. Anybody have any idea why? Is this supposed to work? I'm using Unity 2017.3.0b9 and Visual Studio Community 2017 v15.8.9

il2cpp file not available,il2cpp not available

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I developed an iOS game in Unity editor which is also playable in Unity editor. But I want to Build&Run the game in iOS (Xcode). The build is succeed but the game does not work properly. That is why I decided to debug my function and then I got the following errors in Xcode: ---------- > (Filename:> /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h> Line: 43) ---------- > NullReferenceException: A null value> was found where an object instance was> required. at> BallScript.MobileControl () [0x00000]> in :0 ---------- > (Filename:> currently not available on il2cpp> Line: -1) ---------- What is the reason to cause those errors and what can I do against those errors?

How can I interfere unity build pipeline

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I'd like to add some compiler options to unity build flow when enabled il2cpp. e.g. add something like CXX_FLAGS=xxxx or set my own clang compiler when compiling the .cpp to .so file for Android. Is that possible in unity?

Web Socket Client Disconnecting Exception Being Thrown in UWP Builds

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I'm currently having an issue using Web Socket Client in .NET 4 in Unity in UWP builds using the IL2CPP backend. The Unity version I'm running is 2018.2.17f1. When I run my app without Visual Studio Debugging (so opening the solution in VS 2017 and hit Build > Start Debugging) it disconnects from the Web Socket Server fine and no error is thrown in the Unity logs. But when I build the project then open the generated solution file and click "Local Machine" or click Build > Start Debugging I get the following exception thrown in the output window: `Exception thrown at 0x00007FFAE19BDCEA (ntdll.dll) in Sensei.exe: 0xC0000008: An invalid handle was specified.` in the SocketImpl.cpp file on line 1810. But just in case it's different for other people, it's this block of code: __try { affected = select(0, &rfds, &wfds, &efds, timeoutPtr); // Breaks on this line } __except (SocketExceptionFilter(GetExceptionCode())) { } My Web Socket Client is encapsulated in a class so it's more portable in my code but the C# code for disconnecting in that class looks like this: public async void Disconnect(WebSocketCloseStatus status, string reason) { await DisconnectAsync(status, reason); } private async Task DisconnectAsync(WebSocketCloseStatus status, string reason) { try { await _webSocket.CloseAsync(status, reason, CancellationToken.None).ConfigureAwait(false); } catch (Exception e) { Debug.LogWarning("Exception thrown when disconnecting to WebSocket. " + e.Message); } finally { _webSocket.Dispose(); } } I've been working on this for the last two days but haven't gotten a clue as to why it's doing this. Before I had implemented WebSocket-sharp but it gave me the same issue I'm having now. It broke at the same point in my code and gave the same exception. My other client (that I'm connecting to through a Web Socket Server) is on Android running IL2CPP with the same code and it doesn't seem to break. I also ran this on Unity Standalone for Windows x86_64 with the IL2CPP backend, it also doesn't seem to break. Is this the expected behaviour and that I shouldn't run Unity UWP in Visual studio or is there something I'm doing wrong here?

System.Xml.Serialization in UWP with IL2CPP

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Hey, I'm trying to port an existing application to UWP with the IL2CPP backend. It works fine mostly, however we make use of the System.Xml.Serialization and this seems to crash with this setup. I found a related issue here: [Unity Issue Tracker][1] Are there known alternatives or workarounds for this? I basically just need to de-/serialize XML files. I tried ZeroFormatter ([see here][2]), but can't yet find a way to give it the string/bytes from a human readable XML file as input. Thanks and best regards [1]: https://issuetracker.unity3d.com/issues/wsa-xmlserializerexception-thrown-when-running-the-il2cpp-build [2]: https://github.com/neuecc/ZeroFormatter
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