My unity version 2019.3.12f1 I have problem with build my Android game. When I want use IL2CPP, I can't build my game. In console is this errors:
Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!
Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/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 <ffcf2f9855fe46038192299154f37a45>:0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <ffcf2f9855fe46038192299154f37a45>:0)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at <ffcf2f9855fe46038192299154f37a45>:0)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <ffcf2f9855fe46038192299154f37a45>:0)
UnityEditorInternal.IL2CPPBuilder.Run () (at <ffcf2f9855fe46038192299154f37a45>:0)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <ffcf2f9855fe46038192299154f37a45>:0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <3167064085404657b0d6c498207da025>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <3167064085404657b0d6c498207da025>: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 <3167064085404657b0d6c498207da025>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <3167064085404657b0d6c498207da025>: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 <ffcf2f9855fe46038192299154f37a45>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
How can I fix it?
When I use Mono, building is working. When I use ILC2PP, building is not working.
Just thought I'd add that for me this error was caused by accidentally having the architecture in build settings as x86 instead of x86_64
I went through a whole process (over days) to figure out why this was happening and while the solution was "simple" I'm writing my whole process down in hopes that it will save developers valuable time.
Still getting build errors so I
Ultimately, and somewhat obviously, the issue was in my existing android app that unity was being exported into:
I never found the specific problem but I assume it had to do with the unity base in my old custom app. My best advice is to start fresh with a clean 64 build build from android and then move your custom app over piece by piece.
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