i'm trying to build on android with il2cpp,
I tried 4 versions of unity ,every time the build fails
using windows 8.1, and the editor path all in english.
any help please .
error :
"`Exception: Failed running F:\un\2021.1.0b5\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram=F:\un\2021.1.0b5\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe
stdout:
C:/buildslave/unity/build/Tools/Bee/Bee.Core/DynamicLoader.cs(55): warning: Failed to load types from F:\un\2021.1.0b5\Editor\Data\il2cpp\build\BeeSettings\offline\Newtonsoft.Json.dll:
Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified.
[ ] Require frontend run. artifacts\tundra.dag.json does not exist yet
error: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified. (System.IO.FileNotFoundException)
at Unity.IL2CPP.BeeSettings.BeeSettingsIl2Cpp.DeserializeString
at Unity.IL2CPP.BeeSettings.BeeSettingsIl2Cpp.Deserialize
at Build.Main
at System.RuntimeMethodHandle.InvokeMethod
at Bee.StandaloneBeeDriver.CreateBuildGraph
at Bee.StandaloneBeeDriver.InvokeTundra
at Bee.StandaloneBeeDriver.BuildMain
at Bee.StandaloneBeeDriver.Main
stderr:
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at :0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at :0)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at :0)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at :0)
UnityEditorInternal.IL2CPPBuilder.Run () (at :0)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <7c7ecdd2a5384d7ab627f71f48950073>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <7c7ecdd2a5384d7ab627f71f48950073>: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 <7c7ecdd2a5384d7ab627f71f48950073>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <7c7ecdd2a5384d7ab627f71f48950073>: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 :0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)`
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