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Building fail with il2cpp

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Unity Version : 2017.4.13f1 Target Platform : Android Hi there I have some problem that couldn't build with il2cpp. in my project, a number of constants variables is more than 80000. there is 75000 constants variable in two weeks ago when building is successful with il2cpp when i removed constants variable that is about 500, building with il2cpp is successful i think that il2cpp building process has some limitation about data type. when il2cpp.exe make metadata of enum data type, it fails project building. belowing error log tell what i'm saying. function name with bold text is point can i solve this problem? please help!!! ---------- stdout: IL2CPP error for type 'PO.ManagedFXController/CheckType' in assembly 'D:\Project\Talion\dev\branches\Live_V1900\Client\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll' Additional information: Build a development build for more information. Value of type 'int' is too large to convert to ushort. �Ű� ���� �̸�: value il2cpp.exe didn't catch exception: System.ArgumentException: Value of type 'int' is too large to convert to ushort. �Ű� ���� �̸�: value ��ġ: Unity.IL2CPP.Metadata.StreamExtensions.**WriteIntAsUShort**(Stream stream, Int32 value) ��ġ: Unity.IL2CPP.**MetadataCacheWriter**.c__AnonStorey2.<>m__12(MemoryStream stream)��ġ: Unity.IL2CPP.MetadataCacheWriter.WriteMetadataToStream(String name, MemoryStream headerStream, Int32 headerSize, MemoryStream dataStream, Action`1 callback) ��ġ: Unity.IL2CPP.MetadataCacheWriter.WriteLibIl2CppMetadata(NPath outputDir, NPath dataFolder, ICollection`1 usedAssemblies, MethodTables methodTables, IMetadataCollection metadataCollector, IAttributeCollection attributeCollection, VTableBuilder vTableBuilder, IMethodCollectorResults methodCollector, IInteropDataCollectorResults interopDataCollector, UnresolvedVirtualsTablesInfo virtualCallTables, IInvokerCollection invokerCollection, SourceWritingContext sourceWritingContext, IMetadataUsageCollectorReaderService metadataUsages, IIl2CppMethodReferenceCollectorWriterService methodReferenceCollector) ��ġ: Unity.IL2CPP.AssemblyConverter.Apply() ��ġ: 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) ��ġ: il2cpp.Program.DoRun(String[] args) ��ġ: il2cpp.Program.Run(String[] args) ��ġ: il2cpp.Program.Main(String[] args)

IL2CPP throws null exception when compiling .dll plugin for WebGL

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Currently, the program I'm working on doesn't have issues when compiling for Windows. When I attempt to compile for WebGL, I get the following error. stdout: IL2CPP error for type 'X4vckRISblwYfhcLu1.yMs8kGHnxK8u8PsnAJ' in assembly 'C:\Users\username\Documents\GitHub\Unity_Projects\ProjectName\Temp\StagingArea\Data\Managed\Core.dll' Additional information: Exception has been thrown by the target of an invocation. il2cpp.exe didn't catch exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object. at Mono.Cecil.GenericInstanceType..ctor(TypeReference type) at Unity.IL2CPP.GenericSharing.GenericSharingAnalysis.GetSharedType(TypeReference type) at Unity.IL2CPP.GenericsCollection.GenericContextAwareVisitor.ProcessGenericType(GenericInstanceType type, InflatedCollectionCollector generics, GenericInstanceMethod contextMethod) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeTypeReferenceRecursive(TypeReference typeReference) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(CustomAttributeArgument customAttributeArgument, Context context) at Unity.Cecil.Visitor.Visitor.Visit(CustomAttribute customAttribute, Context context) at Unity.Cecil.Visitor.Visitor.Visit(FieldDefinition fieldDefinition, Context context) at Unity.Cecil.Visitor.Visitor.Visit(TypeDefinition typeDefinition, Context context) at Unity.Cecil.Visitor.Visitor.Visit(ModuleDefinition moduleDefinition, Context context) at Unity.Cecil.Visitor.Visitor.Visit(AssemblyDefinition assemblyDefinition, Context context) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Unity.Cecil.Visitor.Visitor.Visit[T](T node, Context context) at Unity.IL2CPP.GenericsCollection.GenericsCollector.CollectPerAssembly(AssemblyDefinition assembly) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at Unity.IL2CPP.GenericsCollection.GenericsCollector.MergeCollections(IEnumerable`1 collections) at Unity.IL2CPP.AssemblyConverter.Apply() at 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, NPath[] extraTypesFiles) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) stderr: Unhandled Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object. at Mono.Cecil.GenericInstanceType..ctor(TypeReference type) at Unity.IL2CPP.GenericSharing.GenericSharingAnalysis.GetSharedType(TypeReference type) at Unity.IL2CPP.GenericsCollection.GenericContextAwareVisitor.ProcessGenericType(GenericInstanceType type, InflatedCollectionCollector generics, GenericInstanceMethod contextMethod) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeTypeReferenceRecursive(TypeReference typeReference) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) at Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(CustomAttributeArgument customAttributeArgument, Context context) at Unity.Cecil.Visitor.Visitor.Visit(CustomAttribute customAttribute, Context context) at Unity.Cecil.Visitor.Visitor.Visit(FieldDefinition fieldDefinition, Context context) at Unity.Cecil.Visitor.Visitor.Visit(TypeDefinition typeDefinition, Context context) at Unity.Cecil.Visitor.Visitor.Visit(ModuleDefinition moduleDefinition, Context context) at Unity.Cecil.Visitor.Visitor.Visit(AssemblyDefinition assemblyDefinition, Context context) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Unity.Cecil.Visitor.Visitor.Visit[T](T node, Context context) at Unity.IL2CPP.GenericsCollection.GenericsCollector.CollectPerAssembly(AssemblyDefinition assembly) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at Unity.IL2CPP.GenericsCollection.GenericsCollector.MergeCollections(IEnumerable`1 collections) at Unity.IL2CPP.AssemblyConverter.Apply() at 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, NPath[] extraTypesFiles) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) It appears to be caused by IL2CPP attempting to compile the .dll plugin. Why would it cause a null exception when compiling for WebGL but not when compiling for Windows? Has anyone had an issue similar to this?

libil2cpp.sym, libil2cpp.so.debug, libunity.sym.so... What should i use for il2cpp debugging?

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After il2cpp build, Unity generate symbols.zip file. It contains **libil2cpp.sym**, **libil2cpp.so.debug**, **libunity.sym.so**. However, I'm confused which file to use for debugging libil2cpp.so. What should i use? And what is the difference between these files?

Switching from Mono to IL2CPP causes a couple of in-game objects not to show - only on device

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When switching from Mono to IL2CPP a couple of in-game objects do not show - only on device, when running in editor I can see them (an animated object and a world canvas menu) but when running on device they do not show - even though their code seems to be running (I can head audio that is played together with the menu animations and the game logic doesn't stop). Any ideas how to debug\trouble shoot this?

I have the following error when trying to compile in Il2cpp...

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I have the following error when trying to compile in Il2cpp 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:\Client\trunk\RGame\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Client\trunk\RGame\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:/Users/Developer-GameBear/AppData/Local/Android/sdk-unity/ndk-bundle" --map-file-parser="C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-UnityScript.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\DOTween.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.Settings.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UI_SpriteAsset.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.Android.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.IOS.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Firebase.App.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Mono.Security.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\mscorlib.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Stores.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\System.Core.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\System.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Purchasing.dll" --generatedcppdir="D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain. Output directory: D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 612 of which compiled: 0 Total compilation time: 680 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\toolchains\llvm-3.6\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\Developer-GameBear\AppData\Local\Temp\tmpF06.tmp" -o "D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_06C30BE19AE5890DD354C27780632DA1\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\platforms\android-16\arch-arm" -gcc-toolchain "C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -Xlinker -Map="D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_06C30BE19AE5890DD354C27780632DA1\libil2cpp.map" -fuse-ld=bfd D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_init_m632610565': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6567: undefined reference to init' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logout_m1517745172': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6595: undefined reference to logout' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_activateApp_m486839488': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6605: undefined reference to activateApp' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logPurchase_m2381031734': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6629: undefined reference to logPurchase' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_ui_m3813026227': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6659: undefined reference to ui' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_initScreenPosition_m2309792883': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6681: undefined reference to initScreenPosition' D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6681: undefined reference to initScreenPosition' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logout_m1517745172': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6595: undefined reference to logout' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_activateApp_m486839488': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6605: undefined reference to `activateApp' clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)

¿Por qué ya no puedo compilar libil2cpp?... error.

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Hello Yesterday I compiled my game in libil2cpp without any problem. Today try to compile again, now in another version of code to go up to google play, because I modified some graphics. But I can not .. I get the following error .. Failed running C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\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="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Users/jesus/OneDrive/Escritorio/android-ndk-r13b" --map-file-parser="C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\mscorlib.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\Stores.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Purchasing.dll" --generatedcppdir="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\Il2Cpp\il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 597 of which compiled: 0 Total compilation time: 1063 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jesus\AppData\Local\Temp\tmpBC82.tmp" -o "C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.map" -rdynamic -fuse-ld=bfd.exe C:/Users/jesus/OneDrive/Escritorio/Juegos/Helix Jump/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/A4C6A5EA73FDF8B640DB2F97D51B38D2.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) en Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) en Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) en il2cpp.Program.DoRun(String[] args) en il2cpp.Program.Run(String[] args) en il2cpp.Program.Main(String[] args) stderr: Excepci�n no controlada: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jesus\AppData\Local\Temp\tmpBC82.tmp" -o "C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.map" -rdynamic -fuse-ld=bfd.exe C:/Users/jesus/OneDrive/Escritorio/Juegos/Helix Jump/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/A4C6A5EA73FDF8B640DB2F97D51B38D2.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) en Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) en Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) en il2cpp.Program.DoRun(String[] args) en il2cpp.Program.Run(String[] args) en 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:380) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String, Boolean) (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(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

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!

¿Por qué ya no puedo compilar libil2cpp?... error.

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Hello Yesterday I compiled my game in libil2cpp without any problem. Today try to compile again, now in another version of code to go up to google play, because I modified some graphics. But I can not .. I get the following error .. Failed running C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\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="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Users/jesus/OneDrive/Escritorio/android-ndk-r13b" --map-file-parser="C:\Program Files\Unity\Versiones de unity\Unity 2018.2.13\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\mscorlib.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\Stores.dll" --assembly="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Purchasing.dll" --generatedcppdir="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\Il2Cpp\il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 597 of which compiled: 0 Total compilation time: 1063 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jesus\AppData\Local\Temp\tmpBC82.tmp" -o "C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.map" -rdynamic -fuse-ld=bfd.exe C:/Users/jesus/OneDrive/Escritorio/Juegos/Helix Jump/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/A4C6A5EA73FDF8B640DB2F97D51B38D2.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) en Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) en Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) en il2cpp.Program.DoRun(String[] args) en il2cpp.Program.Run(String[] args) en il2cpp.Program.Main(String[] args) stderr: Excepci�n no controlada: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jesus\AppData\Local\Temp\tmpBC82.tmp" -o "C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Users\jesus\OneDrive\Escritorio\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="C:\Users\jesus\OneDrive\Escritorio\Juegos\Helix Jump\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_AAA6788364D643E5D10F69E146D41445\libil2cpp.map" -rdynamic -fuse-ld=bfd.exe C:/Users/jesus/OneDrive/Escritorio/Juegos/Helix Jump/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/A4C6A5EA73FDF8B640DB2F97D51B38D2.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) en Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) en Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) en il2cpp.Program.DoRun(String[] args) en il2cpp.Program.Run(String[] args) en 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:380) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String, Boolean) (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(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Failed running il2cpp.exe --platform="Android" --architecture="x86"

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Hey, I got an issue, when I try to compile my Application: "Failed running il2cpp.exe" I just downgraded my project from 2019.3.0a3 to 2019.2.0b4, if that is important. Thanks for every help! Here's the full exception: Failed running C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\il2cpp/build/il2cpp.exe --compile-cpp --libil2cpp-static --platform="Android" --architecture="x86" --configuration="Release" --outputpath="D:\Dateien Johannes\Unity\VoidFalling\Temp\StagingArea\assets\bin\Data\Native\x86\libil2cpp.so" --cachedirectory="D:\Dateien Johannes\Unity\VoidFalling\Assets\..\Library\il2cpp_android_x86/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.0b4/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.0b4/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.0b4/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.0b4/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --generatedcppdir="D:/Dateien Johannes/Unity/VoidFalling/Temp/StagingArea/Il2Cpp/il2cppOutput" --dotnetprofile="unityaot" stdout: Building libil2cpp.so with AndroidToolChain Output directory: D:\Dateien Johannes\Unity\VoidFalling\Temp\StagingArea\assets\bin\Data\Native\x86 Cache directory: D:\Dateien Johannes\Unity\VoidFalling\Library\il2cpp_android_x86\il2cpp_cache ObjectFiles: 153 of which compiled: 57 Time Compile: 9838 milliseconds Il2CppAttributes.cpp Time Compile: 9523 milliseconds Il2CppInvokerTable.cpp Time Compile: 7955 milliseconds Generics11.cpp Time Compile: 7147 milliseconds Generics12.cpp Time Compile: 6990 milliseconds Generics10.cpp Time Compile: 6874 milliseconds Generics6.cpp Time Compile: 6863 milliseconds com.unity.multiplayer-hlapi.Runtime1.cpp Time Compile: 6833 milliseconds Generics8.cpp Time Compile: 6790 milliseconds com.unity.multiplayer-hlapi.Runtime.cpp Time Compile: 6691 milliseconds Generics9.cpp Total compilation time: 28031 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\johan\AppData\Local\Temp\tmp6661.tmp" -o "D:\Dateien Johannes\Unity\VoidFalling\Library\il2cpp_android_x86\il2cpp_cache\linkresult_B6D1CA47961150E5039C3AB65FB7CC5C\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-16\arch-x86" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\x86-4.9\prebuilt\windows-x86_64" -target i686-none-linux-android -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\x86" -lgnustl_static -llog -rdynamic -fuse-ld=gold.exe C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\include\bits/atomic_base.h:503: error: undefined reference to '__atomic_load_8' C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\include\bits/atomic_base.h:427: error: undefined reference to '__atomic_fetch_add_8' C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\include\bits/atomic_base.h:411: error: undefined reference to '__atomic_fetch_add_8' clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) bei Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) bei Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) bei il2cpp.Program.DoRun(String[] args) bei il2cpp.Program.Run(String[] args) bei il2cpp.Program.Main(String[] args) stderr: Unbehandelte Ausnahme: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\johan\AppData\Local\Temp\tmp6661.tmp" -o "D:\Dateien Johannes\Unity\VoidFalling\Library\il2cpp_android_x86\il2cpp_cache\linkresult_B6D1CA47961150E5039C3AB65FB7CC5C\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-16\arch-x86" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\x86-4.9\prebuilt\windows-x86_64" -target i686-none-linux-android -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\x86" -lgnustl_static -llog -rdynamic -fuse-ld=gold.exe C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\include\bits/atomic_base.h:503: error: undefined reference to '__atomic_load_8' C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\include\bits/atomic_base.h:427: error: undefined reference to '__atomic_fetch_add_8' C:\Program Files\Unity\Hub\Editor\2019.2.0b4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\include\bits/atomic_base.h:411: error: undefined reference to '__atomic_fetch_add_8' clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) bei Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) bei Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) bei il2cpp.Program.DoRun(String[] args) bei il2cpp.Program.Run(String[] args) bei 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:126) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:502) UnityEditorInternal.IL2CPPBuilder:RunCompileAndLink() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:370) UnityEditorInternal.IL2CPPUtils:RunCompileAndLink(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:77) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Failed export android project il2cpp

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Hello, I'm getting error when trying to build with IL2CPP for Android after switching from mono (need 64-bit architecture support). Can you help me please? Unity 2018.2.7f1 ---------- Unity log: Failed running /Applications/Unity-2018-2-7/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Native/armeabi-v7a/libil2cpp.so" --cachedirectory="/Users/user/dev/project/project/Assets/../Library/il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="/Applications/Unity-2018-2-7/PlaybackEngines/AndroidPlayer/Tools/bdwgc/include" --additional-include-directories="/Applications/Unity-2018-2-7/PlaybackEngines/AndroidPlayer/Tools/libil2cpp/include" --tool-chain-path="/Users/user/dev/android-ndk-r13b" --map-file-parser="/Applications/Unity-2018-2-7/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/Facebook.Unity.Settings.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/DOTween.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.Analytics.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/Facebook.Unity.Android.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/Facebook.Unity.IOS.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/Stores.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/System.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.Purchasing.dll" --assembly="/Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Managed/mscorlib.dll" --generatedcppdir="/Users/user/dev/project/project/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: /Users/user/dev/project/project/Temp/StagingArea/assets/bin/Data/Native/armeabi-v7a Cache directory: /Users/user/dev/project/project/Library/il2cpp_android_armeabi-v7a/il2cpp_cache ObjectFiles: 630 of which compiled: 0 Total compilation time: 299 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: /Users/user/dev/android-ndk-r13b/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @"/var/folders/dk/hmnf1kvs5496k984hvvg286w0000gn/T/tmpGKt5AJ.tmp" -o "/Users/user/dev/project/project/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_6225392E6348EF06103BBD2F1BF75B47/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "/Users/user/dev/android-ndk-r13b/platforms/android-16/arch-arm" -gcc-toolchain "/Users/user/dev/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/darwin-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "/Users/user/dev/android-ndk-r13b/sources/cxx-stl/gnu-libstdc++/4.9/libs/armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="/Users/user/dev/project/project/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_6225392E6348EF06103BBD2F1BF75B47/libil2cpp.map" -rdynamic -fuse-ld=bfd clang++: error: unable to execute command: Segmentation fault: 11 clang++: error: linker command failed due to signal (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(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: /Users/user/dev/android-ndk-r13b/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @"/var/folders/dk/hmnf1kvs5496k984hvvg286w0000gn/T/tmpGKt5AJ.tmp" -o "/Users/user/dev/project/project/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_6225392E6348EF06103BBD2F1BF75B47/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "/Users/user/dev/android-ndk-r13b/platforms/android-16/arch-arm" -gcc-toolchain "/Users/user/dev/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/darwin-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "/Users/user/dev/android-ndk-r13b/sources/cxx-stl/gnu-libstdc++/4.9/libs/armeabi-v7a" -lgnustl_static -llog -Xlinker -Map="/Users/user/dev/project/project/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_6225392E6348EF06103BBD2F1BF75B47/libil2cpp.map" -rdynamic -fuse-ld=bfd clang++: error: unable to execute command: Segmentation fault: 11 clang++: error: linker command failed due to signal (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) at Program.Main(String[] args) UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128) UnityEditorInternal.Runner:RunNetCoreProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:79) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:378) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:361) UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:178) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

FFmpeg in Unity Bind can not build for Android 64 bit

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I am trying to build a 64-bit package for Android.
I set "Scripting Backend" of "OtherSettings" to "IL2CPP" and checked "ARM64" of "TargetArchitecture". And when I started the build, an error occurred. It relates to "FFmpeg Unity Bind" (https://assetstore.unity.com/packages/tools/video/ffmpeg-unity-bind-93622) and the message are as follows.
Failed running C:\Program Files\Unity\Hub\Editor\2019.1.5f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="C:\Users\Owner\FFmpegTest\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\Users\Owner\FFmpegTest\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.5f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.5f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="D:/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.1.5f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/Users/Owner/FFmpegTest/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=C:/Users/Owner/FFmpegTest/Temp/StagingArea/Il2Cpp/il2cppOutput stdout: Building libil2cpp.so with AndroidToolChain Output directory: C:\Users\Owner\FFmpegTest\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: C:\Users\Owner\FFmpegTest\Library\il2cpp_android_armeabi-v7a\il2cpp_cache il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\Owner\FFmpegTest\Temp\StagingArea\Il2Cpp\il2cppOutput\intercept.c:12:10: fatal error: 'ffmpeg_wrapper.h' file not found #include "ffmpeg_wrapper.h"
The Unity version is "2019.1.5f1".
Please tell me how to resolve.

Can not build to Android with backend Il2cpp

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I'm trying to build apk with backend il2cpp as it's recently required by Google play console for 64 bit compatibility , however I'm getting this error message, can any one please provide help Error messages: Exception: C:\Program Files\Unity\Hub\Editor\2019.1.4f1\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[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:496) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <563f4bbc342a4b6b88ae70c46cea610c>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <563f4bbc342a4b6b88ae70c46cea610c>:0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <563f4bbc342a4b6b88ae70c46cea610c>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <563f4bbc342a4b6b88ae70c46cea610c>:0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Second error message: Failed running C:\Program Files\Unity\Hub\Editor\2019.1.4f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="E:\Work\Unity project\Projects\INERTIA FINAL01\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="E:\Work\Unity project\Projects\INERTIA FINAL01\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.4f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.4f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.1.4f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.1.4f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="E:/Work/Unity project/Projects/INERTIA FINAL01/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="E:/Work/Unity project/Projects/INERTIA FINAL01/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: il2cpp.exe didn't catch exception: System.Exception: Android NDK r13b or newer not detected at 'C:\Program Files\Unity\Hub\Editor\2019.1.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK'. at Unity.IL2CPP.Building.ToolChains.Android.AndroidNDKUtilities..ctor(NPath ndkRootPath, Architecture architecture, Boolean useDependenciesToolChain) at Unity.IL2CPP.Building.ToolChains.AndroidToolChain..ctor(Architecture architecture, BuildConfiguration buildConfiguration, Boolean treatWarningsAsErrors, Boolean assemblyOutput, Boolean useDependenciesToolChain, NPath toolchainPath) at Unity.IL2CPP.Building.Platforms.AndroidPlatformSupport.MakeCppToolChain(BuildingOptions buildingOptions) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) stderr: Unhandled Exception: System.Exception: Android NDK r13b or newer not detected at 'C:\Program Files\Unity\Hub\Editor\2019.1.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK'. at Unity.IL2CPP.Building.ToolChains.Android.AndroidNDKUtilities..ctor(NPath ndkRootPath, Architecture architecture, Boolean useDependenciesToolChain) at Unity.IL2CPP.Building.ToolChains.AndroidToolChain..ctor(Architecture architecture, BuildConfiguration buildConfiguration, Boolean treatWarningsAsErrors, Boolean assemblyOutput, Boolean useDependenciesToolChain, NPath toolchainPath) at Unity.IL2CPP.Building.Platforms.AndroidPlatformSupport.MakeCppToolChain(BuildingOptions buildingOptions) 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:496) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

il2cpp android build error unity 2019.1.6f1

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Hi guys, I have been trying to build a 64 bit version of my app for android with il2cpp but it keeps on failing. I am desperate for help. Please help me out. Thanks a lot. This is the first error: Failed running D:\2019.1.6f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Unity Projects\Trivia Game\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Unity Projects\Trivia Game\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="D:/2019.1.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser=D:/2019.1.6f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe --directory="D:/Unity Projects/Trivia Game/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="D:/Unity Projects/Trivia Game/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: D:\Unity Projects\Trivia Game\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: D:\Unity Projects\Trivia Game\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 204 of which compiled: 46 Time Compile: 13662 milliseconds Il2CppAttributes.cpp Time Compile: 11146 milliseconds Il2CppInvokerTable.cpp Time Compile: 7403 milliseconds Generics3.cpp Time Compile: 7167 milliseconds GenericMethods.cpp Time Compile: 6615 milliseconds Generics.cpp Time Compile: 6467 milliseconds Generics9.cpp Time Compile: 6404 milliseconds Generics4.cpp Time Compile: 6378 milliseconds Generics5.cpp Time Compile: 6021 milliseconds Generics1.cpp Time Compile: 6019 milliseconds Generics6.cpp Total compilation time: 17341 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\SavaGhost\AppData\Local\Temp\tmp9F72.tmp" -o "D:\Unity Projects\Trivia Game\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_FCA46C92942984C7A2611287D363023A\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-16\arch-arm" -gcc-toolchain "D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -llog -rdynamic -fuse-ld=gold.exe D:\Unity Projects\Trivia Game\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:36692: error: undefined reference to 'openPage' D:\Unity Projects\Trivia Game\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:36692: error: undefined reference to 'openPage' clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(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: D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\SavaGhost\AppData\Local\Temp\tmp9F72.tmp" -o "D:\Unity Projects\Trivia Game\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_FCA46C92942984C7A2611287D363023A\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-16\arch-arm" -gcc-toolchain "D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "D:\2019.1.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -llog -rdynamic -fuse-ld=gold.exe D:\Unity Projects\Trivia Game\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:36692: error: undefined reference to 'openPage' D:\Unity Projects\Trivia Game\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:36692: error: undefined reference to 'openPage' clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(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:496) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) This is the second bug: Exception: D:\2019.1.6f1\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[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:496) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <4132c5c2cd7b45b09ef33302ae416489>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <4132c5c2cd7b45b09ef33302ae416489>:0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <4132c5c2cd7b45b09ef33302ae416489>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <4132c5c2cd7b45b09ef33302ae416489>:0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) This is the third error: UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Android app crash when published on Play Store

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Hello, I have a published app on Play Store, that so far, worked well. Now the app crashes on start (no loading screen) when I download it from Play Store, but locally, everything works well. This happens on IL2CPP build, with Mono as Scripting backend, the app works (but it I need IL2CPP for 64bit play store requirements). When I clear the app Memory in android settings, the app can start, even if it's a fresh install and not an update. As a tried many things on my app, I finally made a brand new project, with an empty scene, all default android settings, I just changed keystore, build settings for ILC2P with armV7& arm64 and Android App bundle (but I tried without and it still crashes). The new project also crash on start... LogCat is always the same: 2019-06-19 11:05:37.595 25067-25088/? E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000000000000010 2019-06-19 11:05:37.595 25067-25088/? E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 2019-06-19 11:05:37.595 25067-25088/? E/CRASH: Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' Tried with only armV7 in build, same issue... Crash on 2 Android 9 devices I have a third device running on Android 5.1.1, it works well. Using unity 2019.1.7.f1 with included sdk jdk ndk desperately looking for help :'(

Connecting to SQL database from iOS app made by Unity fail with error

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I try to store app usage log on SQL database of Azure. My iOS app show an error when it connects to SQL server while debugging with Xcode and on iPad. I bring System.Data.dll from `Contents/MonoBleedingEdge/lib/mono/unityjit` since without this, `using System.Data.SqlClient;` showed error. Build on Unity and build and run on Xcode succeeded. When I call the function on iPad, the error appeared and cannot add record on database. It seems like an error is caused by the following function since without this, the error disappear. Reading the error message, it looks some function I used is not available for il2cpp build but not sure how to cope with this error. Could you tell me how to debug this error? Thanks. --------- **script:** using UnityEngine; using System.Data.SqlClient; public class LogDBCall : MonoBehaviour { public void InsertRecord(string person_name, string device_id) { SqlConnectionStringBuilder builder = new SqlConnectionStringBuilder(); builder.DataSource = ; builder.UserID = ; builder.Password = ; builder.InitialCatalog = ; SqlConnection connection = new SqlConnection(builder.ConnectionString);            connection.Open(); var command = new SqlCommand();             command.Connection = connection; command.CommandText = @"INSERT INTO db_name(person_name, device_id ) VALUES                                     ('"+person_name+"','"+device_id+"' );"; command.ExecuteNonQuery(); connection.Close(); } } -------------- **error Log:** LogDBCall:InsertRecord(String, String, Int32, String) c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NotSupportedException: /Users/builduser/buildslave/unity/build/External/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System.Reflection/Assembly.cpp(547) : Unsupported internal call for IL2CPP:Assembly::GetManifestModuleInternal - "This icall is not supported by il2cpp." at Bid.initEntryPoint () [0x00000] in <00000000000000000000000000000000>:0 at Bid+AutoInit..ctor () [0x00000] in <00000000000000000000000000000000>:0 at Bid.internalInitialize () [0x00000] in <00000000000000000000000000000000>:0 at Bid..cctor () [0x00000] in <00000000000000000000000000000000>:0 at System.Data.Common.DbConnectionStringBuilder.get_ConnectionString () [0x00000] in <00000000000000000000000000000000>:0 at LogDBCall.InsertRecord (System.String person_name, System.String device_id) [0x00000] in <00000000000000000000000000000000>:0 at Registration+c__Iterator1.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Bid' threw an exception. at System.Data.Common.DbConnectionStringBuilder.get_ConnectionString () [0x00000] in <00000000000000000000000000000000>:0 at LogDBCall.InsertRecord (System.String person_name, System.String device_id) [0x00000] in <00000000000000000000000000000000>:0 at Registration+c__Iterator1.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) -------------------------------------------- **My environment:** Unity version 2017.4 LTS and 2018.4 LTS Macbook Pro version 10.14.5 Xcode version 10.2.1(10E1001) iPad Pro 12.9 inch 3rd generation Configuration: .NET 4.x Equivalent IL2CPP .NET 4.x

Unity android IL2CPP build crash

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I set all architectures with il2cpp. There are google ads, firebase analytics,facebook sdk,facebook audience network in my project. Build crash on etap Building native binary with IL2CPP. There are two error First Failed running C:\Program Files\Unity\Hub\Editor\2018.3.12f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="E:\MyGame\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="E:\MyGame\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2018.3.12f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2018.3.12f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/android-ndk-r16b" --map-file-parser="C:\Program Files\Unity\Hub\Editor\2018.3.12f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --directory="E:\MyGame\Temp\StagingArea\assets\bin\Data\Managed" --generatedcppdir="E:\MyGame\Temp\StagingArea\Il2Cpp\il2cppOutput" stdout: stderr: text: OutOfMemoryException. 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:368) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:349) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:211) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Second Exception: C:\Program Files\Unity\Hub\Editor\2018.3.12f1\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[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:368) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:349) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:211) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Debug IL2CPP Android build on device

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Hi, I am trying to debug a random soft lock on Android device (Pixel 2) when building with the latest Unity (both 2019.1.4f1 and 2019.1.7f1) and IL2CPP. The issue I am seeing is Unity stops processing Update functions altogether and I get no useful information from the logcat (exception or other) so I'd like to run the project through AndroidStudio and try setting some breakpoints. I have the project exported from Unity and I can open it in Android Studio, however, I am unable to find any of the symbols for the C# scripts to set breakpoints into... Is there any way to set a breakpoint in a script function (C#) from within Android Studio when using IL2CPP? How do I find the symbol corresponding to the function I want? Thanks.

How do I use SQLite-net with IL2CPP (on Mac)?

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I am able to use SQLite-net and the SQLiteNetExtensions fine with mono. But when I enable IL2CPP, I get an error that the DLL could not be found.
I have the following in my Plugins directory, relevant to SQLite:
SQLite-net.dll SQLite-net.dll.meta SQLite-net.pdb SQLite-net.xml SQLiteNetExtensions.dll SQLiteNetExtensions.pdb SQLitePCLRaw.batteries_green.dll SQLitePCLRaw.batteries_v2.dll SQLitePCLRaw.core.dll SQLitePCLRaw.provider.e_sqlite3.dll libe_sqlite3.dylib
I invoke `SQLitePCL.Batteries_v2.Init();` in `Awake()` in the component which acts as the top-level interface to the database.
But I get an error that the DLL `sqlite3` cannot be found.
I set up SQLite months ago. I can no longer remember where I got the libraries. If that's important, I can look into it. I'm pretty sure the versions I got were OK to use with Unity. It probably came from a release build on the SQLite-net github page.
I can't determine where SQLitePCL Batteries tries to find the library. Is it looking in the wrong place? Or is the library named incorrectly? I use a custom build post-process step to copy them into my app's bundle. I've tried putting the lib in different places. I tried renaming it to `libe_sqlite3.dll` and `libe_sqlite3.bundle`. In the last case (.bundle), Unity copies it automatically into a Plugins folder in the app's internal directory structure, but it doesn't fix the error. But it's not a Unity native plugin.
Since I'm using IL2CPP, I know everything is being compiled into a single executable. I'm not sure if/how/whether the `Batteries` feature of `SQLitePCL` has the ability to load anything in this case, or if it's assuming a completely different build environment. Maybe it's not looking in the app's internal directory structure at all. Will keep researching and experimenting.

Vertex colors are being stripped after build

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First of all, my meshes have assigned vertex colors from external software, and the only thing that doesn't work is loading vertex colors. Vertices and everything load correctly. I am loading my mesh using "Resources.Load". It works in editor, but after build "mesh.GetColors" returns empty list of colors. Is unity stripping my vertex colors? How can I prevent it? *Happens both in il2cpp and mono build

Can't build for Android with IL2CPP

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Hi all, I cannot build for Android anymore as it gives error. I'm building with IL2CPP so I can build for 64 bit devices and trying to export as an Android App Bundle. I have some experience with building and publishing with Google Play, but I returned to Unity after some time and now I can't solve this error. I have a 6 year old medium-end laptop and I'm trying with Windows 10, so probably it's time to upgrade my laptop, but I would like to hear yout opinion, because I can find a way to get rid of this :( Info: Unity version: 2018.4.3f1 Java Version: 1.8.0_221(Both the embedded OpenJDK and the one I have installed on laptop gives problems. I have to mention that either of the versions I've tried, I can see references to the embedded OpenJDK version, even if the other one is selected) Android SDK: fully updated(Only NDK isn't installed from the Android SDK Manager from Android Studio) NDK: r16b [Console prints][1] [Editor.Log file][2] I appreciate your help. Thanks in advance!! :D Best Regards, Eduardo Bagarrão [1]: https://imgur.com/a/SJn2nsU [2]: https://pastebin.com/0LLaAv4f
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