I need to build an APK for play store which needs code for both 32 bit and 64 bit devices. So i switched to IL2CPP from mono and enabled both 32 and 64 bit.
But every time i try to build, i get IL2CPP errors.
I even tried using my own NDK and SDK other than the default one.
Error:
Failed running D:\Programs\Unity\Install\2019.3.6f1\Editor\Data\il2cpp/build/deploy/net471/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:\Programs\Unity\Projects\ApolloMobile\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Programs\Unity\Projects\ApolloMobile\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser=D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe --directory=D:/Programs/Unity/Projects/ApolloMobile/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/Programs/Unity/Projects/ApolloMobile/Temp/StagingArea/Il2Cpp/il2cppOutput
stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: D:\Programs\Unity\Projects\ApolloMobile\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: D:\Programs\Unity\Projects\ApolloMobile\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
ObjectFiles: 188 of which compiled: 187
Time Compile: 20499 milliseconds Il2CppAttributes.cpp
Time Compile: 19073 milliseconds Unity.TextMeshPro1.cpp
Time Compile: 18634 milliseconds Il2CppInvokerTable.cpp
Time Compile: 18216 milliseconds mscorlib3.cpp
Time Compile: 16736 milliseconds Unity.TextMeshPro.cpp
Time Compile: 16148 milliseconds UnityEngine.UIElementsModule.cpp
Time Compile: 13294 milliseconds Lump_libil2cpp_vm.cpp
Time Compile: 13208 milliseconds Unity.TextMeshPro2.cpp
Time Compile: 11055 milliseconds mscorlib5.cpp
Time Compile: 11004 milliseconds Unity.TextMeshPro3.cpp
Total compilation time: 75107 milliseconds.
Total link time: 8264 milliseconds.
il2cpp.exe didn't catch exception: System.IO.IOException: The process cannot access the file 'D:\Programs\Unity\Projects\ApolloMobile\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\C3585C5C6E4883372179E09188A932B5.o' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
at System.IO.File.OpenFile(String path, FileAccess access, SafeFileHandle& handle)
at System.IO.File.SetLastAccessTimeUtc(String path, DateTime lastAccessTimeUtc)
at Unity.IL2CPP.Building.CppProgramBuilder.CleanWorkingDirectory(HashSet`1 compiledObjectFiles)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[] args)
stderr:
Unhandled Exception: System.IO.IOException: The process cannot access the file 'D:\Programs\Unity\Projects\ApolloMobile\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\C3585C5C6E4883372179E09188A932B5.o' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
at System.IO.File.OpenFile(String path, FileAccess access, SafeFileHandle& handle)
at System.IO.File.SetLastAccessTimeUtc(String path, DateTime lastAccessTimeUtc)
at Unity.IL2CPP.Building.CppProgramBuilder.CleanWorkingDirectory(HashSet`1 compiledObjectFiles)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1)
UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
,I need to build an APK for play store which needs code for both 32 bit and 64 bit devices. So i switched to IL2CPP from mono and enables both 32 and 64 bit.
But every time i try to build, i get IL2CPP errors.
I even tried using my own NDK and SDK other than the default one.
Error:
Failed running D:\Programs\Unity\Install\2019.3.6f1\Editor\Data\il2cpp/build/deploy/net471/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:\Programs\Unity\Projects\ApolloMobile\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Programs\Unity\Projects\ApolloMobile\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser=D:/Programs/Unity/Install/2019.3.6f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe --directory=D:/Programs/Unity/Projects/ApolloMobile/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/Programs/Unity/Projects/ApolloMobile/Temp/StagingArea/Il2Cpp/il2cppOutput
stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: D:\Programs\Unity\Projects\ApolloMobile\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: D:\Programs\Unity\Projects\ApolloMobile\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
ObjectFiles: 188 of which compiled: 187
Time Compile: 20499 milliseconds Il2CppAttributes.cpp
Time Compile: 19073 milliseconds Unity.TextMeshPro1.cpp
Time Compile: 18634 milliseconds Il2CppInvokerTable.cpp
Time Compile: 18216 milliseconds mscorlib3.cpp
Time Compile: 16736 milliseconds Unity.TextMeshPro.cpp
Time Compile: 16148 milliseconds UnityEngine.UIElementsModule.cpp
Time Compile: 13294 milliseconds Lump_libil2cpp_vm.cpp
Time Compile: 13208 milliseconds Unity.TextMeshPro2.cpp
Time Compile: 11055 milliseconds mscorlib5.cpp
Time Compile: 11004 milliseconds Unity.TextMeshPro3.cpp
Total compilation time: 75107 milliseconds.
Total link time: 8264 milliseconds.
il2cpp.exe didn't catch exception: System.IO.IOException: The process cannot access the file 'D:\Programs\Unity\Projects\ApolloMobile\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\C3585C5C6E4883372179E09188A932B5.o' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
at System.IO.File.OpenFile(String path, FileAccess access, SafeFileHandle& handle)
at System.IO.File.SetLastAccessTimeUtc(String path, DateTime lastAccessTimeUtc)
at Unity.IL2CPP.Building.CppProgramBuilder.CleanWorkingDirectory(HashSet`1 compiledObjectFiles)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[] args)
stderr:
Unhandled Exception: System.IO.IOException: The process cannot access the file 'D:\Programs\Unity\Projects\ApolloMobile\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\C3585C5C6E4883372179E09188A932B5.o' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
at System.IO.File.OpenFile(String path, FileAccess access, SafeFileHandle& handle)
at System.IO.File.SetLastAccessTimeUtc(String path, DateTime lastAccessTimeUtc)
at Unity.IL2CPP.Building.CppProgramBuilder.CleanWorkingDirectory(HashSet`1 compiledObjectFiles)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1)
UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
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