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How exactly do I specify an IL2CPP compiler flag?

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I'm trying to produce a WebGL build of my application. I'm running into an issue during IL2CPP: note: use -fbracket-depth=N to increase maximum nesting level 1 error generated. ERROR:root:compiler frontend failed to generate LLVM bitcode, halting I have tried creating an editor script: using UnityEditor; public class CompilerFlags : Editor { void OnInit() { PlayerSettings.SetAdditionalIl2CppArgs("--compiler-flags=\"-fbracket-depth=1024\""); } } I have also tried specifying -fbracket-depth=1024 in the "Scripting Define Symbols" in the PlayerSettings (see below) along with other variations including "-DIL2CPP_ADDITIONAL_ARGS=1:-fbracket-depth=1024", "IL2CPP_ADDITIONAL_ARGS=1:-fbracket-depth=1024", "IL2CPP_ADDITIONAL_ARGS:-fbracket-depth=1024" ![alt text][1] Additionally, I have also tried adding this flag to the emscripten.config file (in C:\Program Files\Unity\Hub\Editor\2019.2.17f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\emscripten.config) import os LLVM_ROOT=os.getenv('LLVM') NODE_JS=[os.getenv('NODE'),'--stack_size=8192','--max-old-space-size=4096','--fbracket-depth=1024'] EMSCRIPTEN_ROOT=os.getenv('EMSCRIPTEN') SPIDERMONKEY_ENGINE = '' V8_ENGINE = '' TEMP_DIR = os.getenv('EMSCRIPTEN_TMP') BINARYEN_ROOT = os.getenv('BINARYEN') COMPILER_ENGINE = NODE_JS JS_ENGINES = [NODE_JS] JAVA = '' The problem is, for all these variations I've tried, I can't see the compiler flag show up in my log when the build fails, so I'm assuming it's not actually being utilized by the compiler. What am I doing wrong/what alternatives do you have for setting this compiler flag? To make things more interesting, if I don't make any of these modifications and instead check the box for a "Development Build" in the build settings, the build succeeds. **Mind Blown** Notes: I'm running on Windows 10 with Unity 2019.2.17f1 [1]: /storage/temp/165801-symbol-define.png

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