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How do I set the il2cpp compiler option?

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I want to change il2cpp compiler options directly.

ex) If I want to use rtti, exceptions in gradle I can set the options as follows:


// Sets optional flags for the C++ compiler.
cppFlags "-fexceptions", "-frtti"

However, if you export unity's android gradle project, il2cpp is already built in the exported gradle project.

How do I set the ndk-build option separately when building game code with il2cpp?

thanks.

Exception: C:\Program Files\Unity\Hub\Editor\2019.2.12f1\Editor\Data\il2cpp\build/UnityLinker.exe did not run properly!

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Hello I am a Unity fresh developer. When I try to register my game to Google Play for testing and select il2cpp for 64bit replacement, I get the following error. There are three major errors -------------------------------------------------------------------------------------------------------------------------- Failed running C:\Program Files\Unity\Hub\Editor\2019.2.12f1\Editor\Data\il2cpp\build/UnityLinker.exe -out=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/tempStrip -x="C:/Program Files/Unity/Hub/Editor/2019.2.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/Whitelists/Core.xml" -x=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/../platform_native_link.xml -x=C:/Users/admin/AppData/Local/Temp/tmp673e4a77.tmp -x=C:/Users/admin/AppData/Local/Temp/tmpa242d8a.tmp -x=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml -d=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/DOTween.Modules.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/Unity.Postprocessing.Runtime.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/XiaomiSupport.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/Unity.TextMeshPro.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/DOTween.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/PlayMaker.dll --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed --rule-set=Conservative --editor-data-file=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json --disable-engine-module-support --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnableCrashReporting --engine-modules-asset-file="C:/Program Files/Unity/Hub/Editor/2019.2.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/Whitelists/../modules.asset" stdout: Fatal error in Unity CIL Linker System.InvalidOperationException: No action for the assembly ClassLibrary1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null defined ��ġ: Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly) ��ġ: Mono.Linker.Steps.MarkStep.IsFullyPreserved(TypeDefinition type) ��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) ��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) ��ġ: Mono.Linker.Steps.MarkStep.MarkGenericArguments(IGenericInstance instance) ��ġ: Mono.Linker.Steps.MarkStep.GetOriginalType(TypeReference type) ��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) ��ġ: Mono.Linker.Steps.MarkStep.MarkField(FieldReference reference) ��ġ: Unity.Linker.Steps.Marking.MonoBehaviourMarking.MarkNeededFields(TypeDefinition type) ��ġ: Unity.Linker.Steps.Marking.MonoBehaviourMarking.DoAdditionalTypeProcessing(TypeDefinition type) ��ġ: Unity.Linker.Steps.UnityMarkStep.DoAdditionalTypeProcessing(TypeDefinition type) ��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) ��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) ��ġ: Mono.Linker.Steps.MarkStep.InitializeType(TypeDefinition type) ��ġ: Mono.Linker.Steps.MarkStep.InitializeType(TypeDefinition type) ��ġ: Mono.Linker.Steps.MarkStep.InitializeAssembly(AssemblyDefinition assembly) ��ġ: Mono.Linker.Steps.MarkStep.Initialize() ��ġ: Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context) ��ġ: Mono.Linker.Pipeline.ProcessStep(LinkContext context, IStep step) ��ġ: Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step) ��ġ: Mono.Linker.Pipeline.Process(LinkContext context) ��ġ: Unity.Linker.UnityDriver.Run() ��ġ: Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling() ��ġ: Unity.Linker.UnityDriver.RunDriver() stderr: UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:126) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71) UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:222) UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup, ManagedStrippingLevel, Boolean, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:158) UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:358) UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:246) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:326) 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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) --------------------------------------------------------------------------------------------------------------------------- Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) --------------------------------------------------------------------------------------------------------------------------- UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) I searched the forums for similar issues and ran them all, and I could not solve them. I've tried: 1.Rebuild after deleting library folder 2.Clear il2cpp Cache 3.Replace with .NET Standard 2.0 4.x86 uncheck 5.sdk path after android-ndk-r16b-windows-x86_64 download 6.Project path and Unity language are both English Does anyone know of this solution?

IL2CPP Android build with custom static libraries linked with GNU STL static library

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I need to link my own static libraries (plugins written in C++) on Android with IL2CPP backend. Everything seems to work right except linking GNU STL static library that my libraries depend on. It looks like il2cpp.exe is not aware of this dependency and I'm getting lot of errors like: `error: undefined reference to 'std::allocator::allocator()'` **I can fix this** by adding explicit dependency on il2cpp.exe command line: `--additional-libraries="C:\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi\libgnustl_static.a"` **However**, is there any standard way how to make IL2CPP builder aware of this dependency? I looked everywhere but couldn't find anything. And I don't want to "hack" the build process in any way. I use Unity 2018.4.8f1. I could upgrade to 2019.2 if it helps. For reference, this is my `Application.mk`: APP_STL := gnustl_static APP_CPPFLAGS += -std=c++11 NDK_TOOLCHAIN_VERSION := 4.9 APP_ABI := armeabi-v7a arm64-v8a x86 And `Android.mk`: LOCAL_PATH:= $(call my-dir) SRC_PATH := $(LOCAL_PATH)/../../ include $(CLEAR_VARS) LOCAL_MODULE := libtest LOCAL_SRC_FILES := test.cpp LOCAL_C_INCLUDES += $(SRC_PATH) LOCAL_CPPFLAGS := -fvisibility=hidden -DSTATIC_BUILD LOCAL_DISABLE_FORMAT_STRING_CHECKS=true include $(BUILD_STATIC_LIBRARY) Complete il2cpp command line: D:\Unity\2018.4.8f1\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:\[...]\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\[...]\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:\Unity\2018.4.8f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:\Unity\2018.4.8f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --additional-libraries="D:\[...]\Assets/Plugins/MFG/LibNat/Android/armeabi-v7a/libtest.a" --tool-chain-path="C:/Android/android-ndk-r16b-windows-x86_64/android-ndk-r16b" --map-file-parser="D:\Unity\2018.4.8f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --directory="D:\[...]\Temp\StagingArea\assets\bin\Data\Managed" --generatedcppdir="D:\[...]\Temp\StagingArea\Il2Cpp\il2cppOutput"

il2cpp is not working properly

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Hi Please look that matter what is the solution of this error my apk on "mono" working correctly when i change to il2cpp 64 bit bellow mention error occurred i am stuck in this error and trying to fix last 3 days please suggest me any solution i will be thankful Win32Exception: ApplicationName='D:\Unity2018.2\Unity\Editor\Data\il2cpp/build/il2cpp.exe', CommandLine='--convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:\Unity2018.2\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:\Unity2018.2\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="E:/NDK/android-ndk-r13b" --map-file-parser="D:\Unity2018.2\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp\StagingArea\assets\bin\Data\Managed\Assembly-UnityScript.dll" --assembly="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --generatedcppdir="E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp\StagingArea\Il2Cpp\il2cppOutput" ', CurrentDirectory='E:\Project\Army Shooting Game 2019 – Free Royale Combat unity 2018.2.8 version1.0\Temp\StagingArea\assets\bin\Data\Managed' System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) System.Diagnostics.Process.Start () (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start () UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44) UnityEditor.Utils.Program.Start () (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28) UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:106) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.Comp

Memory usage in Profiler much less than on actual device

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Hey guys, today I attached the memory profiler to my physical S7 edge and after 5 minutes I had an average memory usage of 62 MB. The Google pre-launch reports on the other hand show me usage between 100 and 300 MB. Does anyone know where this huge difference comes from?

When I compile for ANDROID using IL2Cpp, it turns out this. I using UNITY 2019.2.13// PLEASE HELP ME!!!!,When I compile for android using IL2Cpp, it turns out this. Unity 2019.2.13// PLEASE HELP ME!!!!

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MY ERROR: Win32Exception: ApplicationName='C:\Program Files\Unity\Hub\Editor\2019.2.13f1\Editor\Data\il2cpp/build/il2cpp.exe', CommandLine='--convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Projects\New Unity Project (1)\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Projects\New Unity Project (1)\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Users/Игорь/Downloads/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.13f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="D:/Projects/New Unity Project (1)/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="D:/Projects/New Unity Project (1)/Temp/StagingArea/Il2Cpp/il2cppOutput" ', CurrentDirectory='D:\Projects\New Unity Project (1)\Temp\StagingArea\assets\bin\Data\Managed', Native error= Запрошенная операция требует повышения. System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at :0) System.Diagnostics.Process.Start () (at :0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44) UnityEditor.Utils.Program.Start () (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28) UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:104) 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:71) 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:503) 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:484) 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 <13e769c2760a442eaf6dff80696716f1>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <13e769c2760a442eaf6dff80696716f1>: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 <13e769c2760a442eaf6dff80696716f1>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <13e769c2760a442eaf6dff80696716f1>: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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179),Here is the error itself: Win32Exception: ApplicationName='C:\Program Files\Unity\Hub\Editor\2019.2.13f1\Editor\Data\il2cpp/build/il2cpp.exe', CommandLine='--convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Projects\New Unity Project (1)\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Projects\New Unity Project (1)\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Users/Игорь/Downloads/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.13f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="D:/Projects/New Unity Project (1)/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="D:/Projects/New Unity Project (1)/Temp/StagingArea/Il2Cpp/il2cppOutput" ', CurrentDirectory='D:\Projects\New Unity Project (1)\Temp\StagingArea\assets\bin\Data\Managed', Native error= Запрошенная операция требует повышения. System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at :0) System.Diagnostics.Process.Start () (at :0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44) UnityEditor.Utils.Program.Start () (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28) UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:104) 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:71) 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:503) 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:484) 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 <13e769c2760a442eaf6dff80696716f1>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <13e769c2760a442eaf6dff80696716f1>: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 <13e769c2760a442eaf6dff80696716f1>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <13e769c2760a442eaf6dff80696716f1>: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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Include C/C++ source files as plugins in IL2CPP

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I've been trying to write simple functions in C and use IL2CPP to include them in my plugin directory directly without building DLLs because I find it more straightforward as well as less costly P/Invoke wise as well as maybe not needing to restart Unity each time I make a change. But when I target IL2CPP scripting back-end w/ standalone target I always get this error in the editor in play mode: EntryPointNotFoundException And when I build I get /il2cpp.exe did not run properly! I have VS2019 w/ C++ workload and Windows 10 SDK. Anyone knows how to use native source files and IL2CPP in Unity? Sample code: #include #define EXPORT __declspec(dllexport) /* Power function*/ EXPORT int power1(int n, int p) { int r = pow(n, p); return r; } C# [DllImport("__Internal", EntryPoint ="power1")] static extern int power1(int n, int p);

UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors

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I was first greeted with 3 errors instead of 2, but after setting ic2cpp.exe to run as administrator and deleting some related architecture cache, I ended up here. UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

il2cppcore.dll did not run properly! "empty project"

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Hi guys, i have difficult to build android "app bundle" or "apk" with 64bit, i try to build in 2018.3 and 2019.2 versions of unity and i get this 2 errors : Failed running /Applications/Unity/Hub/Editor/2018.3.9f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="/Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Temp/StagingArea/assets/bin/Data/Native/armeabi-v7a/libil2cpp.so" --cachedirectory="/Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Assets/../Library/il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="/Applications/Unity/Hub/Editor/2018.3.9f1/PlaybackEngines/AndroidPlayer/Tools/bdwgc/include" --additional-include-directories="/Applications/Unity/Hub/Editor/2018.3.9f1/PlaybackEngines/AndroidPlayer/Tools/libil2cpp/include" --tool-chain-path="/Users/mac/NDK16B/android-ndk-r16b" --map-file-parser="/Applications/Unity/Hub/Editor/2018.3.9f1/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --directory="/Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="/Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: /Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Temp/StagingArea/assets/bin/Data/Native/armeabi-v7a Cache directory: /Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Library/il2cpp_android_armeabi-v7a/il2cpp_cache ObjectFiles: 563 of which compiled: 563 Time Compile: 10723 milliseconds Il2CppAttributes.cpp Time Compile: 6817 milliseconds Il2CppInvokerTable.cpp Time Compile: 6656 milliseconds Bulk_Generics_8.cpp Time Compile: 6060 milliseconds Bulk_Generics_4.cpp Time Compile: 5944 milliseconds Bulk_mscorlib_10.cpp Time Compile: 5758 milliseconds Bulk_Generics_2.cpp Time Compile: 5739 milliseconds Bulk_mscorlib_3.cpp Time Compile: 5652 milliseconds Bulk_Generics_7.cpp Time Compile: 5637 milliseconds Bulk_System_1.cpp Time Compile: 5555 milliseconds Bulk_Generics_1.cpp Total compilation time: 53393 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: /Users/mac/NDK16B/android-ndk-r16b/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @"/var/folders/3v/_6yksh995q17hvvhk6zvfgw00000gn/T/tmp64g9R4.tmp" -o "/Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_179349D9B7D73B0853B74A232F40D413/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "/Users/mac/NDK16B/android-ndk-r16b/platforms/android-16/arch-arm" -gcc-toolchain "/Users/mac/NDK16B/android-ndk-r16b/toolchains/arm-linux-androideabi-4.9/prebuilt/darwin-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "/Users/mac/NDK16B/android-ndk-r16b/sources/cxx-stl/gnu-libstdc++/4.9/libs/armeabi-v7a" -lgnustl_static -llog -rdynamic -fuse-ld=gold clang++: error: invalid linker name in argument '-fuse-ld=gold' 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/mac/NDK16B/android-ndk-r16b/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @"/var/folders/3v/_6yksh995q17hvvhk6zvfgw00000gn/T/tmp64g9R4.tmp" -o "/Users/mac/Desktop/HubUnityProject/Projects/MeleeCombatV2(unity+Admob)/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/linkresult_179349D9B7D73B0853B74A232F40D413/libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "/Users/mac/NDK16B/android-ndk-r16b/platforms/android-16/arch-arm" -gcc-toolchain "/Users/mac/NDK16B/android-ndk-r16b/toolchains/arm-linux-androideabi-4.9/prebuilt/darwin-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "/Users/mac/NDK16B/android-ndk-r16b/sources/cxx-stl/gnu-libstdc++/4.9/libs/armeabi-v7a" -lgnustl_static -llog -rdynamic -fuse-ld=gold clang++: error: invalid linker name in argument '-fuse-ld=gold' 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:366) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:349) UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:211) 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) Exception: /Applications/Unity/Hub/Editor/2018.3.9f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll did not run properly! UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130) UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:79) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:366) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:349) UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/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 /Users/builduser/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 /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

What`s the problem with il2cpp?

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![link text][1]Hello to everyone. I have some troubles with WebGL building on Unity 2019.2.15f1. I already saw topics with a similar problem on the forum, but failed to solve the problem. I ask for help, tell me what to do with my particular problem. I have already tried to reinstalling Unity, removing "Libary" in the project, and deleting Hub cache. I also add EditLog, maybe someone can found solution there. Sorry if I wrote something wrong, English is not my native language. I'm from Ukraine [1]: /storage/temp/149747-снимок.png

Cannot build Android IL2CPP for Unity

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Hi. Everything used to run fine until about 4-5 months ago. This week I've been stuck at that issue. I cannot even build blank apps. Here are the steps I've made: 1) Create blank Unity project. 2) Switch to Android. 3) Under Player Settings, switch "Scripting Backend" from Mono to IL2CPP. 4) Change Api Compatibility Level from .NET Standard 2.0 to .NET 4.x. 4) Check Arm64 architecture (and make sure ARM7 is still checked). 5) Change Package name to "com.testcompany.testapp" 6) In Build Settings check the "Build App Bundle (Google Play) checkbox to ensure we get a .aab instead of a .apk. So nothing special about the project. But when I build it, I get the error message below... Can anyone help, please? Thank you. ---------- Failed running C:\Program Files\Unity\Hub\Editor\2019.2.15f1\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:\Programming\x Test Apps\TestBlank1\TestBlank1\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\Programming\x Test Apps\TestBlank1\TestBlank1\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/Programming/x Test Apps/TestBlank1/TestBlank1/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="C:/Programming/x Test Apps/TestBlank1/TestBlank1/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: C:\Programming\x Test Apps\TestBlank1\TestBlank1\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: C:\Programming\x Test Apps\TestBlank1\TestBlank1\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 110 of which compiled: 0 Total compilation time: 98 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\User\AppData\Local\Temp\tmpB735.tmp" -o "C:\Programming\x Test Apps\TestBlank1\TestBlank1\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_E58CBCC113E4DAB418312994751884A4\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\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -latomic -llog -rdynamic -fuse-ld=gold.exe C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: cannot open C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/lib/../lib/armv7-a/libatomic.a: No such file or directory 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: C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\User\AppData\Local\Temp\tmpB735.tmp" -o "C:\Programming\x Test Apps\TestBlank1\TestBlank1\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_E58CBCC113E4DAB418312994751884A4\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\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\platforms\android-16\arch-arm" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -latomic -llog -rdynamic -fuse-ld=gold.exe C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: cannot open C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/lib/../lib/armv7-a/libatomic.a: No such file or directory 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: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:503) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:484) 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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Can't Build with IL2CPP for Android after 2019.2.15 Update(Empty Project) on "Local Disc C"

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After updated Unity to 2019.2.15 version I can't build my projects anymore. When I moved my projects to "Local Disc D" it can build but not on "Local Disc C" where my Windows 10 is installed. I want to work on Local Disc C because it is Raid 1 and works faster. Keep in mind that I'm trying to build an empty Project. Problem 0 => When I use recommended Android NDK Installed with Unity, it cant find the NDK files saying "Unable to Locate Android NDK". The path to recommended NDK is "C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK". When unchecked the recommended box and change the folder path to children folder of it then it works fine which is "C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\android-ndk-r16b" Problem 1 => So after handling the NDK's "parent folder path problem" I try to build the empty project but it gives whole lot of errors and I don't know why. All these systems was working fine with 2019.1xxx version but with 2019.2.15 it doesn't build. ![alt text][1] Here is the full error message for you to copy or something => Failed running C:\Program Files\Unity\Hub\Editor\2019.2.15f1\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:\GameProjects\EmptyProjectBuild\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\GameProjects\EmptyProjectBuild\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/GameProjects/EmptyProjectBuild/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=C:/GameProjects/EmptyProjectBuild/Temp/StagingArea/Il2Cpp/il2cppOutput Problem 2 => So I decided to use my manual downloaded NDK from Google itself. Folder path is "D:\android-ndk-r16b". But it also does not build. ![alt text][2] Remember it all works fine when I moved my project folder to "Local Disc D". Can you tell me what the problem is? Thank you. [1]: /storage/temp/149991-2.png [2]: /storage/temp/149992-3.png

icl2pp not building correctly for android.,IL2cpp not building correctly for android. Mono worked.

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Here are the errors Failed running C:\Program Files\Unity\Hub\Editor\2019.2.15f1\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="ARM64" --configuration="Release" --outputpath="C:\Users\grego\Week 126 Jam\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so" --cachedirectory="C:\Users\grego\Week 126 Jam\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/Users/grego/Week 126 Jam/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="C:/Users/grego/Week 126 Jam/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: C:\Users\grego\Week 126 Jam\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a Cache directory: C:\Users\grego\Week 126 Jam\Library\il2cpp_android_arm64-v8a\il2cpp_cache il2cpp.exe didn't catch exception: System.AggregateException: One or more errors occurred. ---> System.ComponentModel.Win32Exception: The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o) --- End of inner exception stack trace --- at Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[] data, Func`2 action) at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) 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) ---> (Inner Exception #0) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #1) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #2) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #3) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #4) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #5) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- stderr: Unhandled Exception: System.AggregateException: One or more errors occurred. ---> System.ComponentModel.Win32Exception: The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o) --- End of inner exception stack trace --- at Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[] data, Func`2 action) at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) 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: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:503) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:484) 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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) Exception: C:\Program Files\Unity\Hub\Editor\2019.2.15f1\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:128) 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:71) 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:503) 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:484) 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 <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>: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 <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <21da158cd428404389e0b5a08ba9ea0a>: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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) All help would be appreciated. Thank you.,Here is the errors: Exception: C:\Program Files\Unity\Hub\Editor\2019.2.15f1\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:128) 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:71) 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:503) 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:484) 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 <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>: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 <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <21da158cd428404389e0b5a08ba9ea0a>: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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) Failed running C:\Program Files\Unity\Hub\Editor\2019.2.15f1\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="ARM64" --configuration="Release" --outputpath="C:\Users\grego\Week 126 Jam\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so" --cachedirectory="C:\Users\grego\Week 126 Jam\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/Users/grego/Week 126 Jam/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="C:/Users/grego/Week 126 Jam/Temp/StagingArea/Il2Cpp/il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain Output directory: C:\Users\grego\Week 126 Jam\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a Cache directory: C:\Users\grego\Week 126 Jam\Library\il2cpp_android_arm64-v8a\il2cpp_cache il2cpp.exe didn't catch exception: System.AggregateException: One or more errors occurred. ---> System.ComponentModel.Win32Exception: The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o) --- End of inner exception stack trace --- at Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[] data, Func`2 action) at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) 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) ---> (Inner Exception #0) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #1) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #2) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #3) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #4) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- ---> (Inner Exception #5) System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o)<--- stderr: Unhandled Exception: System.AggregateException: One or more errors occurred. ---> System.ComponentModel.Win32Exception: The specified executable is not a valid application for this OS platform. at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.b__0(Object o) --- End of inner exception stack trace --- at Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[] data, Func`2 action) at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) 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: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:503) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:484) 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) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) Any help would be greatly appreciated. Thank you.

Android IL2CPP build failed with DirectoryNotFoundException: Could not find a part of the path "%APK_PATH%\Info.plist".

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Hello, Im facing a really weird build error with IL2CPP. Everything works like it should with Mono, but if I switch to IL2CPP the build fails with this error: Error building DirectoryNotFoundException: Could not find a part of the path "%APK_PATH%\Info.plist This happens with both internal and Gradle build system. Its really weird cause unity treats the apk file as a folder.. Any ideas?

Using Windows system dlls on Hololens 2 when compiled with IL2CPP

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Hello, I'm building an App which requires the use of the MAC Address of the Hololens 2 (I'm not uploading the App to the Windows Store so no worries about security here). To do so I've used the iphlpapi.dll. To test that this worked at all, I created a stand alone UWP App and deployed it to the Hololens. This worked perfectly well and there were no issues. I didn't need to specify the location of the dll etc, the import simply worked. The code sample I used was from here: https://stackoverflow.com/questions/34097870/c-sharp-get-mac-address-in-universal-apps/34098615 I built this code into my Unity App, compiled it and then deployed it to the Hololens. It didn't work of course. I tried hard coding the full dll path in the import in the generated C++ but not luck. Is there something I need to do, to allow the code to access the DLL? Any tips or help would be much appreciated. The exact error I can get tomorrow, I'm currently not in the office. Many thanks in advance, Peter

How to solve MapFileParser.exe exited with code -532462766 and cannot open input file GameAssembly.lib?

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Unity 2019.2.10f1 IL2cpp + MRTK 2.0 + VS 19 cant make build getting Error MSB3073 MapFileParser.exe exited with code -532462766 and Error LNK1181 cannot open input file \build\bin\Win32\Release\GameAssembly.lib Hi, I'm not able to make build for HoloLens 1. I'm using Unity 2019.2.10f1 + MRTK 2.0 + VS19+ Windows 10 v1903 with latest Windows SDK. Getting following errors Error MSB3073 The command ""D:\Workspace\IMRHL2V1073\Il2CppOutputProject\IL2CPP\build\il2cpp.exe" --libil2cpp-static --compile-cpp -architecture=x86 -configuration=Release -platform=winrt -outputpath="D:\Workspace\IMRHL2V1073\build\bin\Win32\Release\GameAssembly.dll" --data-folder="D:\Workspace\IMRHL2V1073\build\bin\Win32\Release\" -cachedirectory="D:\Workspace\IMRHL2V1073\build\obj\il2cppOutputProject\Win32\Release\" -generatedcppdir="D:\Workspace\IMRHL2V1073\Il2CppOutputProject\Source" --profiler-report --additional-defines=WINDOWS_UWP --additional-defines=UNITY_UWP --additional-defines=UNITY_WSA_10_0 --additional-defines=UNITY_WSA --additional-defines=UNITY_WINRT --additional-defines=PLATFORM_WINRT -dotnetprofile=unityaot -verbose --map-file-parser="D:\Workspace\IMRHL2V1073\Il2CppOutputProject\IL2CPP\MapFileParser\MapFileParser.exe"" exited with code -532462766. Il2CppOutputProject C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 44 and Error LNK1181 cannot open input file 'D:\Workspace\IMRHL2V1073\build\bin\Win32\Release\GameAssembly.lib' IModelRendererHCI D:\Workspace\IMRHL2V1073\IModelRendererHCI\LINK 1 I'm not sure why I am getting MapFileParser.exe"" exited with code -532462766 I've checked if there's space %20 in project paths etc but there's not since my solution is completely loaded in VS 19. Also I checked my build files and found out that GameAssembly.lib is not generated that why it is not accessible. Any help would be appreciated. thank you.

Il2CPP doesn't link platform native library,How to add native platform dependent library to Il2CPP build?

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Project builds alright without Il2CPP, I have "select platform for plugin" for native libraries set properly. when I enable Il2CPP, I get errors: Sergeis-MBP:EarthDemo darvin$ mono /Applications/Unity/Hub/Editor/2019.2.5f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="MacOSX" --architecture="x64" --configuration="Release" --outputpath="/Users/darvin/Dev/EarthDemo/Temp/StagingArea/Data/Native/GameAssembly.dylib" --cachedirectory="/Users/darvin/Dev/EarthDemo/Assets/../Library/il2cpp_cache" --enable-debugger --profiler-report --map-file-parser="/Applications/Unity/Hub/Editor/2019.2.5f1/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --directory="/Users/darvin/Dev/EarthDemo/Temp/StagingArea/Data/Managed" --generatedcppdir="/Users/darvin/Dev/EarthDemo/Temp/StagingArea/Data/il2cppOutput" Building GameAssembly.dylib with ClangToolChain Mac Dev SDK: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.14.sdk Output directory: /Users/darvin/Dev/EarthDemo/Temp/StagingArea/Data/Native Cache directory: /Users/darvin/Dev/EarthDemo/Library/il2cpp_cache ObjectFiles: 337 of which compiled: 0 Total compilation time: 597 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: /usr/bin/ld -o "/Users/...... ........ Undefined symbols for architecture x86_64: "_vtsSearchUpdateDistances", referenced from: _BrowserInterop_vtsSearchUpdateDistances_m131226DB2F3015366AE79E25F9D1DDD301A09B81 in 0161041EF7F4CEF47920DB28E86A421F.o (maybe you meant: _BrowserInterop_vtsSearchUpdateDistances_m131226DB2F3015366AE79E25F9D1DDD301A09B81) "_vtsSearchGetResultsCount", referenced from: _BrowserInterop_vtsSearchGetResultsCount_m3CA871975A920CE5EBC78664E0BFCEF2317C3D8B in 0161041EF7F4CEF47920DB28E86A421F.o (maybe you meant: _BrowserInterop_vtsSearchGetResultsCount_m3CA871975A920CE5EBC78664E0BFCEF2317C3D8B) "_vtsSearchDestroy", referenced from: clearly my library is not being linked.

Why I2cpp always failed building android in unity 2019.2.17f1

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Please help! My build always failed when using il2cpp 64 bit , Mono architecture succeed in generating build but il2cpp shows error always Error : Failed running C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\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:\NewUnityProject\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="E:\NewUnityProject\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Editor/2019.2.17f1/Editor/2019.2.17f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Editor/2019.2.17f1/Editor/2019.2.17f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Editor/2019.2.17f1/Editor/2019.2.17f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Editor/2019.2.17f1/Editor/2019.2.17f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=E:/NewUnityProject/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=E:/NewUnityProject/Temp/StagingArea/Il2Cpp/il2cppOutput stdout: Building libil2cpp.so with AndroidToolChain Output directory: E:\NewUnityProject\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: E:\NewUnityProject\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 110 of which compiled: 0 Total compilation time: 161 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\Arham\AppData\Local\Temp\tmp13B9.tmp" -o "E:\NewUnityProject\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_B96A956F5E24E5A67F882673C25949CE\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-16\arch-arm" -gcc-toolchain "C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -latomic -llog -rdynamic -fuse-ld=gold.exe C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: E:/NewUnityProject/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/70AD907DB4485C2C5083949E1FF37BD2.o:1:1: invalid character C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: E:/NewUnityProject/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/3ECA08EB491543B26546DEB37D00F277.o:1:1: invalid character C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: E:/NewUnityProject/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/CD7C8F1DA0D2421A4FB5629F6E97E15F.o:1:1: invalid character C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: E:/NewUnityProject/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/408AE76A554693D313F75E1F737460CF.o:1:1: invalid character C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld.gold.exe: error: cannot open C:\Program Files\Unity\Editor\2019.2.17f1\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/lib/../lib/armv7-a/libatomic.a: No such file or directory E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Activator_tB50E7575818FE43EB3B56CA3880E7C80D884C1CC_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Activator_t4AFDB0FBCE98CB981D85443A15F2AD158CDDBA8D_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Exception_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Exception_t5E1D32B04DD34B7F544661FD8642B194446CBABD_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Type_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Type_tE5985A041A5C479858FF041B870C9C182D5F2FC1_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'MemberInfo_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_MemberInfo_t15095788DF027050FCB58506B9427F7FFD239FA8_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'MethodBase_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_MethodBase_t19F39E3B1E3AE10CE7CF552EE8BCBE65304E503C_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'MethodInfo_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_MethodInfo_tAA5FD07A0CDAEA7973F7B9DBCBA7457D4F2EE96D_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Assembly_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Assembly_tB2059A2073264062C37A48F5F00A8855CB60399B_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'AssemblyName_t6F3EC58113268060348EE894DCB46F6EF6BBBB82_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_AssemblyName_t5F53B2D8EBF4D3C9D541FB2D8B5108707FC9B0DF_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'ConstructorInfo_t9CB51BFC178DF1CBCA5FD16B2D58229618F23EFF_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_ConstructorInfo_t1B90DF6986813E857F7D63625357A8A1FAE653E0_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'EventInfo_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_EventInfo_t74A79382220CB74F593E577E2CB3C2566491F852_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'FieldInfo_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_FieldInfo_t5926ACB1BC3A8B15BA39A6204DB543FDDA9FEE81_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Module_t882FB0C491B9CD194BE7CD1AC62FEFB31EEBE5D7_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Module_tD06984321D9D4A10E4EDBE9798794CF413C25D5F_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'MonoAssembly_tF772D342A52019C494DBB9658F721AF7C6C6B67B_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Assembly_tB2059A2073264062C37A48F5F00A8855CB60399B_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'MonoModule_tEFA7FD29D1F0D372F9BB2474FA77E2520BE63855_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Module_tD06984321D9D4A10E4EDBE9798794CF413C25D5F_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'MonoParameterInfo_tA4643BB90FBF18515A8935633264C09999B5A613_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_ParameterInfo_t137F7FEEA109E7DBFDDE1A0BA1605747898BCCF0_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'ParameterInfo_t37AB8D79D44E14C48CDA9004CB696E240C3FD4DB_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_ParameterInfo_t137F7FEEA109E7DBFDDE1A0BA1605747898BCCF0_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'PropertyInfo_t_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_PropertyInfo_t7C2A5CCD35137833CD35F6695918D4CC76F44382_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'SpinLock_t8C6A214261382587D0A07AD354500141672A1DE1_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'SystemThreading_SpinLockDebugView_t5DC1DA2B528EFDCA60DE845E3D216FA2786D8938_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Thread_tF60E0A146CD3B5480CB65FF9B6016E84C5460CC7_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to '_Thread_tF14F14818ECE8C1998E4E9B5B4DEE8D5AEAC92B8_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Task_1_t43176AE2435EE1BCE964FDE42450D883DADF8BED_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'SystemThreadingTasks_FutureDebugView_1_t66FC4654DD9903CA0582FFC2FC2D65B159019F9D_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Task_t1F48C203E163126EBC69ACCA679D1A462DEE9EB2_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'SystemThreadingTasks_TaskDebugView_t89502E48AE74124AD0E88BB0E47F05B5FF16FF03_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'TaskScheduler_t966F2798F198FA90A0DA8EFC92BAC08297793114_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'SystemThreadingTasks_TaskSchedulerDebugView_t8F5F95CF99AF4467931D7235A3574ADAD41276CD_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'ArrayList_t4131E0C29C7E1B9BC9DFE37BEC41A5EB1481ADF4_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'ArrayListDebugView_tEFE4C91B363144996F2999C6C49CE20F7033B55B_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Hashtable_t978F65B8006C8F5504B286526AEC6608FF983FC9_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'HashtableDebugView_tFD278E7BCFC46C72422AF1D2E80EADB9F04C5BAD_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Queue_tEC6DE7527799C2E4224B469ECD0CDD2B25E8E4F3_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'QueueDebugView_t5FF125EC597686F20C5494132C038361EFFE6FEA_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'SortedList_tC8B7CDE75652EC657C510034F127B9DFDE16BF4E_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'SortedListDebugView_t685B663AA79F56A8B544B3E77D59D21B816440E7_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Stack_t37723B68CC4FFD95F0F3D06A5D42D7DEE7569643_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'StackDebugView_tE0C0C7F6AD6752160144359775846DFDDD36CB2E_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'ReadOnlyCollection_1_tF6E133186C39FE5A8273082AAED2BA0A236134C0_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Mscorlib_CollectionDebugView_1_tEEBA467D0D26EFCF37D5D4F6D46D9A90D792FBA7_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'ConcurrentDictionary_2_t479DDCDF137C344E709365B4E579B9665915539D_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'IDictionaryDebugView_2_t4DB4EF8091E0C9D2A33DD1867A7C96F29A61364E_0_0_0_var' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'Dictionary_2_t99E4B52AC24AAFFAD2210FF8D8301BD9DBCAD398_CustomAttributesCacheGenerator_MetadataUsageId' E:\NewUnityProject\Temp\StagingArea\Il2Cpp\il2cppOutput/Il2CppAttributes.cpp:0: error: undefined reference to 'IDictionaryDebugView_2_t0366C2FA7ABD17FCF1398E06898

How to get readable stacktrace in IOS build?

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I got the following stacktrace when running ipad build in xcode. How to fill in the blanks, e.g. replace <00000000000000000000000000000000>:0 with actual filename and line number ? I did debug build, checked development build option, set "full" stack traces in options, I use ios 10.1. Also the code works on windows but after il2cpp it gives me that error. Is il2cpp reliable? NullReferenceException: Object reference not set to an instance of an object. at System.Linq.Expressions.Interpreter.LightLambda.MakeRunDelegateCtor (System.Type delegateType) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Expressions.Interpreter.LightLambda.GetRunDelegateCtor (System.Type delegateType) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Expressions.Interpreter.LightLambda.MakeDelegate (System.Type delegateType) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Expressions.Expression`1[TDelegate].Compile (System.Boolean preferInterpretation) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T].MakeUpdateDelegate () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T].GetUpdateDelegate (T& addr) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T]..ctor (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T].Create (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 at Company.Project.insertObjectArray[TCompanyObject] (System.Collections.Generic.List`1[T] objectArray, Company.IProgressInterface progressInterface) [0x00000] in <00000000000000000000000000000000>:0 at Company.Project.insert (CCompanyAPIProjectData projectData, Company.IProgressInterface progressInterface, System.String progressLabelBase) [0x00000] in <00000000000000000000000000000000>:0 at Company.Project.ReplaceProjectData (CCompanyAPIProjectData newProjectData, Company.IProgressInterface progressInterface) [0x00000] in <00000000000000000000000000000000>:0 at ProjectDataLoader+d__18.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0

IL2CPP fails saying "Sequence contains no matching element

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Hi, I'm attempting to include SharpDX in a unity project to do some direct2d drawing. This was working, and does work in the editor, however now when I try to build for UWP, I get a message: > IL2CPP error for method 'System.Void SharpDX.Direct2D1.Bitmap::CopyFromMemory(System.Nullable`1,System.IntPtr,System.Int32)' in Interfaces.cs:208> Additional information: Sequence contains no matching element This did work at one point, but is now failing. Any idea what could have changed?
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