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il2cpp unity build error

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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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