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il2cpp.exe error

Discussion in 'iOS and tvOS' started by Tinotano89, Mar 17, 2015.

  1. Tinotano89

    Tinotano89

    Joined:
    Jan 11, 2015
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    7
    I'm getting this error when trying to build with il2cpp: "il2cpp.exe did not run properly!"

    Alsgo getting an error related to google play(i have google play plugin for the android version):
    "IL2CPP error for type 'GooglePlayGames.Native.PInvoke.PInvokeUtilities/OutStringMethod' in assembly 'C:\Users\Public\Documents\Unity projects\(projectName)\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll'
    Additional information: Build a development build for more information. Exception has been thrown by the target of an invocation. "
     
    Last edited: Mar 17, 2015
  2. InsaneGoblin

    InsaneGoblin

    Joined:
    Jun 2, 2013
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    I have the same issue. Did you solve this?
     
  3. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Which version of Unity are you using in this case? We have seen this error in a the past, but I believe that it is corrected in the latest version (4.6.3p3). If the error is still happening in that version, please let me know, and we will investigate it. Thanks.
     
  4. TimB

    TimB

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    I'm getting this same error, I'm on Unity 5.0.0f4
     
  5. JoshPeterson

    JoshPeterson

    Unity Technologies

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  6. TimB

    TimB

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    @JoshPeterson It looks like 5.0.0p2 fixed this error. However now I'm getting this in the console:

    <RI.Hid> Failed to create device file:
    1f A device attached to the system is not functioning.


    It doesn't look like it affects anything, just annoying. I don't think I'm the only one either http://forum.unity3d.com/threads/ri-hid-failed-to-create-device-file.202934/ It's an old thread, but it looks as if recent patches have started causing this more.
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @TimB

    If you would like to submit a bug on this most recent issue, we can try to track it down. It does look to be unrelated to IL2CPP though. Thanks.
     
  8. liuxingyu131

    liuxingyu131

    Joined:
    Nov 2, 2012
    Posts:
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    @JoshPeterson
    I'm getting this same error, I'm on Unity 4.6.3 p4
    Because of some reason,I can't upgrade to 5.0.0p2

    When I build a version of the IOS,the mono.exe crash!

    There is Error Log:
    Failed running F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp/il2cpp.exe --copy-level=None --enable-generic-sharing --enable-unity-event-support --emit-null-checks --enable-array-bounds-check --extra-types.file="F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Ionic.Zip.Reduced.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\JsonFx.Json.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\ZEngineLib.dll" "E:\Unity4.6.3\SGame\Temp\il2cppOutput\il2cppOutput"
    stdout;
    stderr:

    Error building Player: Exception: F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp/il2cpp.exe did not run properly!

    Thanks.
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @liuxingyu131

    I'm not sure that this error is specifically related to this thread. However, can you provide more details? If you look in the Console window in the editor, or the Editor.log file, you should see another error or two. At least one of them will show a call stack from il2cpp.exe which might help us track down the cause of the this error.

    Note that I doubt using 5.0.0p2 will change the behavior, as we use the same version of IL2CPP across all Unity versions. Thanks.
     
  10. liuxingyu131

    liuxingyu131

    Joined:
    Nov 2, 2012
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    @JoshPeterson
    Thanks for reply.

    There is Editor.log Error.
    UserBlackList: E:\Unity4.6.3\SGame\Assets\AstarPathfindingProject\link.xml
    Invoking UnusedByteCodeStripper2 with arguments: -out "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed" -l none -c link -x "F:/Program Files (x86)/Unity4.6.3/Editor/Data/Tools\native_link.xml" -f "F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp\LinkerDescriptors" -x "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\..\platform_native_link.xml" -x "E:\Unity4.6.3\SGame/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "E:\Unity4.6.3\SGame\Assets\AstarPathfindingProject\link.xml" -d "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed" -a "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Ionic.Zip.Reduced.dll" -a "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\JsonFx.Json.dll" -a "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\ZEngineLib.dll"
    Invoking il2cpp with arguments: --copy-level=None --enable-generic-sharing --enable-unity-event-support --emit-null-checks --enable-array-bounds-check --extra-types.file="F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Ionic.Zip.Reduced.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\JsonFx.Json.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\ZEngineLib.dll" "E:\Unity4.6.3\SGame\Temp\il2cppOutput\il2cppOutput"
    Failed running F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp/il2cpp.exe --copy-level=None --enable-generic-sharing --enable-unity-event-support --emit-null-checks --enable-array-bounds-check --extra-types.file="F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Ionic.Zip.Reduced.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\JsonFx.Json.dll" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\ZEngineLib.dll" "E:\Unity4.6.3\SGame\Temp\il2cppOutput\il2cppOutput"
    stdout;
    stderr:

    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:66)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:418)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:275)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:211)
    UnityEditor.iOS.PostProcessiPhonePlayer:postProcess(iOSBuildPostprocessor, BuildTarget, String, String, String, String, String, String, String, BuildOptions, RuntimeClassRegistry)
    UnityEditor.iOS.iOSBuildPostprocessor:postProcess(BuildPostProcessArgs)
    UnityEditor.PostprocessBuildPlayer:postprocess(BuildTarget, String, String, String, Int32, Int32, String, String, BuildOptions, RuntimeClassRegistry) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:338)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, BuildTarget, BuildOptions, Boolean, UInt32&)
    UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions, Boolean) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:801)
    UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:614)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:1681)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:1636)
    UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:1191)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:244)
    UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:237)
    UnityEditor.HostView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:129)

    (Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)
    Error building Player: Exception: F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp/il2cpp.exe did not run properly!

    (Filename: Line: -1)
    System memory in use before: 0.59 GB.
    Unloading 2006 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    System memory in use after: 92.1 MB.
    Unloading 30403 unused Assets to reduce memory usage. Loaded Objects now: 3015.
    Total: 1030.164063 ms (FindLiveObjects: 1.986399 ms CreateObjectMapping: 2.904806 ms MarkObjects: 4.872508 ms DeleteObjects: 80.427917 ms)
    System memory in use before: 90.2 MB.
    Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    System memory in use after: 90.2 MB.
    Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 3015.
    Total: 5.974963 ms (FindLiveObjects: 0.283038 ms CreateObjectMapping: 0.151418 ms MarkObjects: 4.518343 ms DeleteObjects: 0.015765 ms)
    - starting compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll, for buildtarget 9
    System memory in use before: 94.2 MB.
    Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    System memory in use after: 94.3 MB.
    Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 3015.
    Total: 5.856908 ms (FindLiveObjects: 0.428223 ms CreateObjectMapping: 0.145551 ms MarkObjects: 4.363626 ms DeleteObjects: 0.014665 ms)

    *** Cancelled 'Build.Player.iOSSupport' in 143 seconds

    The mono crash log is
    问题事件名称: APPCRASH
    应用程序名: mono.exe
    应用程序版本: 0.0.0.0
    应用程序时间戳: 51fa56ab
    故障模块名称: mono-2.0.dll
    故障模块版本: 0.0.0.0
    故障模块时间戳: 51fa56a9
    异常代码: c0000005
    异常偏移: 001790f7
    OS 版本: 6.1.7601.2.1.0.256.1
    区域设置 ID: 2052
    其他信息 1: 0a9e
    其他信息 2: 0a9e372d3b4ad19135b953a78882e789
    其他信息 3: 0a9e
    其他信息 4: 0a9e372d3b4ad19135b953a78882e789
     
  11. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @liuxingyu131

    Thanks for providing this information. Unfortunately, I'm still not sure about the cause of the problem. Can you submit this project with a bug report so that we can look at it more closely? Thanks.
     
  12. liuxingyu131

    liuxingyu131

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    Nov 2, 2012
    Posts:
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    OK,Because of confidentiality agreements,I can't provide a example.
     
    Last edited: Mar 31, 2015
  13. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @liuxingyu131

    I understand. If you can reproduce the problem with a smaller example that you can submit, that will also be helpful. Thanks.
     
  14. liuxingyu131

    liuxingyu131

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    Nov 2, 2012
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    I'm sorry,with a smaller example can't trigger this bug...so I submit only editor.log.
     
  15. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @liuxingyu131

    Ok, thanks. We will see is we can track it down with the existing bug. Thanks for submitting it.
     
  16. liuxingyu131

    liuxingyu131

    Joined:
    Nov 2, 2012
    Posts:
    6
    @JoshPeterson
    I really need to make a IOS version,now I lock the error with this conslone command.
    Can you help me avoid this question? I give you dll?

    mono "F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp/il2cpp.exe" --copy-level=None --enable-unity-event-support --emit-null-checks --enable-array-bounds-check --extra-types.file="F:\Program Files (x86)\Unity4.6.3\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" "E:\Unity4.6.3\SGame\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" "E:\Unity4.6.3\SGame\Temp\il2cppOutput\il2cppOutput"
     
  17. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @liuxingyu131

    If you can submit the contents of the Temp\StagingArea\Data\Managed directory with a bug (and not violate your confidentiality agreements), that should allow us to track down the cause of this issue.
     
  18. liuxingyu131

    liuxingyu131

    Joined:
    Nov 2, 2012
    Posts:
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    OK.please check.
     
  19. dousi96

    dousi96

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    Jul 28, 2014
    Posts:
    23
    same error in Unity 5.1.f1! please fix this bug!
     
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @dousi96

    I don't believe that we have a bug report with a reproducible project that we can use to correct this issue. If you can submit one, we would really appreciate it!
     
  21. Jin-Junhyo

    Jin-Junhyo

    Joined:
    May 31, 2015
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    I saw similar error ago a month.
    please change the path of game project and try again.

    thanks
     
  22. Thorny2000

    Thorny2000

    Joined:
    Sep 18, 2014
    Posts:
    53
    Thanks renaming the folder worked! Been having this error all week in Monodevelop on a Mac (project compiled and ran fine in the Unity editor and Windows).
     
  23. Roneesh

    Roneesh

    Joined:
    Jan 10, 2014
    Posts:
    7
    I have a Project created in UNITY 4.3.
    I am migrating to 4.7 because of some issues i cant go for 5.x unity version

    the same error i am getting.
    Error building Player: Exception: /Applications/Unity 4.7.0/Unity.app/Contents/Frameworks/il2cpp/build/il2cpp.exe did not run properly!



    the other two errors with this are

    1)

    Failed running /Applications/Unity 4.7.0/Unity.app/Contents/Frameworks/il2cpp/build/il2cpp.exe --convert-to-cpp --copy-level=None --emit-null-checks --enable-array-bounds-check --extra-types.file="/Applications/Unity 4.7.0/Unity.app/Contents/Frameworks/il2cpp/il2cpp_default_extra_types.txt" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/Assembly-UnityScript.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/MyPlugin.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/P31RestKit.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/P31WinPhoneEssentials.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/P31WinPhoneFlurry.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/P31WinPhoneSocialNetworking.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/P31WinPhoneStore.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/UnityPluginForWindowsPhone.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/ScoreloopSocial.dll" --assembly="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/UnityEngine.dll" --generatedcppdir="/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/il2cppOutput/il2cppOutput"

    stdout;
    IL2CPP error for method 'TResult System.Func`2::EndInvoke(System.IAsyncResult)' in assembly '/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll'
    Additional information: Build a development build for more information. No elements in source list
    il2cpp.exe didn't catch exception: System.InvalidOperationException: No elements in source list
    at System.Linq.Enumerable.Aggregate[String] (IEnumerable`1 source, System.Func`3 func) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.NamingComponent.ForPropertyInfo (Mono.Cecil.PropertyDefinition property, Mono.Cecil.TypeReference declaringType) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.NamingComponent.ForPropertyInfo (Mono.Cecil.PropertyDefinition property) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.NamingComponent.ForCustomAttributesCacheGenerator (Mono.Cecil.PropertyDefinition propertyDefinition) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AttributesSupport.WriteCustomAttributesCacheGeneratorFor (Mono.Cecil.PropertyDefinition propertyDefinition) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AttributesSupport.WriteCustomAttributesCacheGenerators (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AttributesSupport.WriteAttributes (IEnumerable`1 assemblyDefinitions) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.SourceWriter.WriteCollectedMetadata (Unity.IL2CPP.GenericsCollection.InflatedCollection genericsCollection, ICollection`1 usedAssemblies, NiceIO.NPath outputDir, Unity.IL2CPP.Metadata.MetadataCollector metadataCollector, Unity.IL2CPP.AttributeCollection attributeCollection, Unity.IL2CPP.Metadata.VTableBuilder vTableBuilder, Unity.IL2CPP.MethodCollector methodCollector) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, NiceIO.NPath outputDir) [0x00000] in <filename unknown>:0
    stderr:

    Unhandled Exception: System.InvalidOperationException: No elements in source list
    at System.Linq.Enumerable.Aggregate[String] (IEnumerable`1 source, System.Func`3 func) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.NamingComponent.ForPropertyInfo (Mono.Cecil.PropertyDefinition property, Mono.Cecil.TypeReference declaringType) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.NamingComponent.ForPropertyInfo (Mono.Cecil.PropertyDefinition property) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.NamingComponent.ForCustomAttributesCacheGenerator (Mono.Cecil.PropertyDefinition propertyDefinition) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AttributesSupport.WriteCustomAttributesCacheGeneratorFor (Mono.Cecil.PropertyDefinition propertyDefinition) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AttributesSupport.WriteCustomAttributesCacheGenerators (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AttributesSupport.WriteAttributes (IEnumerable`1 assemblyDefinitions) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.SourceWriter.WriteCollectedMetadata (Unity.IL2CPP.GenericsCollection.InflatedCollection genericsCollection, ICollection`1 usedAssemblies, NiceIO.NPath outputDir, Unity.IL2CPP.Metadata.MetadataCollector metadataCollector, Unity.IL2CPP.AttributeCollection attributeCollection, Unity.IL2CPP.Metadata.VTableBuilder vTableBuilder, Unity.IL2CPP.MethodCollector methodCollector) [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, NiceIO.NPath outputDir) [0x00000] in <filename unknown>:0

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String)
    UnityEditorInternal.IL2CPPBuilder:Run()
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
    UnityEditor.HostView:OnGUI()



    2)
    IL2CPP error for method 'TResult System.Func`2::EndInvoke(System.IAsyncResult)' in assembly '/Volumes/Development/Rodeo_IOS/Rodeo_BaseGame_IOS/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll'
    Additional information: Build a development build for more information. No elements in source list
     
  24. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
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    6,936
    @rjr

    Can you submit a bug report and include this project? I think that we should be able to correct this issue. However, we're not planning to ship more 4.7 updates. We might be able to help you work around the problem though as well.
     
  25. jakejolli

    jakejolli

    Joined:
    Mar 22, 2014
    Posts:
    54
    I'm getting this error as well...




    I was originally using 5.4.0f2, then upgraded to f3 to see if that would fix it. No luck.

    Help please.
     
  26. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @jakejolli

    This looks like it might be a different issue than was discussed earlier in this thread. It seems that something in your project is referencing an assembly located at "D:\OREO New\Unity\Backups\Oreo Platform - Pre Optimization". That looks like a rather odd assembly, since it does not end in ".dll".

    Is that something you recognize? Should the project be referencing that?
     
  27. jakejolli

    jakejolli

    Joined:
    Mar 22, 2014
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    54
    Thanks for the response. You pointing out this 'assembly' led me to a solution.

    This version of the project was a quick backup I did that existed in a folder "Oreo Platform - Pre Optimization, Aug 23 2016". When I looked more closely at the error log, I realized that the full path was not displayed, only up to the comma after 'Optimization'.

    Apparently, this comma threw il2cpp off, and that's what broke the process. Removing the comma from the folder name fixed the issue and allowed the build to complete successfully.

    So, I don't know if il2cpp is a something developed by Unity, or which Unity has any control over, and I'm sure commas in path names aren't very common, but should this be reported as a bug?
     
  28. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @jakejolli

    Thanks for tracking this down. IL2CPP is developed by Unity, and we should handle a comma in the path properly. Can you please submit a bug report? Thanks!
     
  29. jakejolli

    jakejolli

    Joined:
    Mar 22, 2014
    Posts:
    54
    No problem. I've submitted a bug report: Case 827519

    Feel free to send me some sweet Unity swag for my helpfulness :p
     
  30. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @jakejolli

    Thanks! Sorry, I don't have any swag to give away!
     
  31. kolyan9898-Russia

    kolyan9898-Russia

    Joined:
    Nov 4, 2013
    Posts:
    11
    http://localhost:53800

    Why do I lokalhost? How to remove this rubbish! Return the normal build as before. Build is a long time and errors!

    1) Failed running E:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --compile-cpp --libil2cpp-static --platform="WebGL" --architecture="EmscriptenJavaScript" --configuration="Release" --outputpath="E:/Cloud@Mail.Ru/Unity/Project/Game1/Assets /../Temp/StagingArea/Data\Native\UserAssembly.bc" --cachedirectory="E:/Cloud@Mail.Ru/Unity/Project/Game1/Assets/../Library/il2cpp_cache" --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --linker-flags="-Oz -s NO_EXIT_RUNTIME=1" --additional-include-directories="E:/Cloud@Mail.Ru/Unity/Project/Game1/Assets/../Temp/StagingArea/Data\Native\UserAssembly.bc" --extra-types.file="E:\Program Files\Unity\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" --assembly="E:\Cloud@Mail.Ru\Unity\Project\Game1\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="E:\Cloud@Mail.Ru\Unity\Project\Game1\Temp\StagingArea\Data\Managed\UnityEngine.dll" --generatedcppdir="E:\Cloud@Mail.Ru\Unity\Project\Game1\Temp\StagingArea\Data\il2cppOutput"

    1. stdout:BuildingUserAssembly.bc withEmscriptenToolChain.Output directory: E:\Cloud@Mail.Ru\Unity\Project\Game1\Temp\StagingArea\Data\Native Cache directory: E:\Cloud@Mail.Ru\Unity\Project\Game1\Library\il2cpp_cache ObjectFiles:392 of which compiled:392TimeCompile:37578 milliseconds Bulk_mscorlib_6.cpp TimeCompile:33800 milliseconds GenericMethods0.cpp TimeCompile:28613 milliseconds Bulk_mscorlib_1.cpp TimeCompile:24762 milliseconds Bulk_Generics_5.cpp TimeCompile:24094 milliseconds Bulk_UnityEngine.UI_0.cpp TimeCompile:21386 milliseconds Bulk_mscorlib_0.cpp TimeCompile:20924 milliseconds Bulk_mscorlib_3.cpp TimeCompile:20313 milliseconds Bulk_mscorlib_2.cpp TimeCompile:19881 milliseconds Il2CppInvokerTable.cpp TimeCompile:17510 milliseconds Bulk_mscorlib_5.cpp Total compilation time:869521 milliseconds.Response file: C:\Users\v-mat\AppData\Local\Temp\_2018861913\response.rsp il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: "E:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc"
    2. -o "E:\Cloud@Mail.Ru\Unity\Project\Game1\Temp\StagingArea\Data\Native\UserAssembly.bc"
    3. -Oz -s NO_EXIT_RUNTIME=1 @"C:\Users\v-mat\AppData\Local\Temp\_2018861913\response.rsp"
    4. error: Invalid record Traceback (most recent call last): File "E:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc", line 1166, in <module>
    5. shared.Building.link(linker_inputs, specified_target) File "E:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\tools\shared.py", line 1397, in link
    6. assert os.path.exists(target) and (output is None or 'Couldnot open input file' not in output), 'Linking error:' + output AssertionError: Linking error:
    7. � Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(IEnumerable`1 objectFiles, CppToolChainContext toolChainContext) � Unity.IL2CPP.Building.CppProgramBuilder.Build() � il2cpp.Program.DoRun(String[] args) � il2cpp.Program.Run(String[] args) � il2cpp.Program.Main(String[] args) stderr:
    8. ����ࠡ�⠭��� �᪫�祭��: Unity.IL2CPP.Building.BuilderFailedException: "E:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc"
    9. -o "E:\Cloud@Mail.Ru\Unity\Project\Game1\Temp\StagingArea\Data\Native\UserAssembly.bc"
    10. -Oz -s NO_EXIT_RUNTIME=1 @"C:\Users\v-mat\AppData\Local\Temp\_2018861913\response.rsp"
    11. error: Invalid record Traceback (most recent call last): File "E:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc", line 1166, in <module>
    12. shared.Building.link(linker_inputs, specified_target) File "E:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\tools\shared.py", line 1397, in link
    13. assert os.path.exists(target) and (output is None or 'Couldnot open input file' not in output), 'Linking error:' + output AssertionError: Linking error:
    14. � Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(IEnumerable`1 objectFiles, CppToolChainContext toolChainContext) � Unity.IL2CPP.Building.CppProgramBuilder.Build() � il2cpp.Program.DoRun(String[] args) � il2cpp.Program.Run(String[] args) � il2cpp.Program.Main(String[] args)
    15. UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:98) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:350) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:213) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:139) UnityEditor.HostView:OnGUI()
    2) Exception: E:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:100) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:350) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:213) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeCla
     
  32. kolyan9898-Russia

    kolyan9898-Russia

    Joined:
    Nov 4, 2013
    Posts:
    11
    When was WebPlayer, builds Web GL worked well, now it's a long process even starts lokalhost, and even build a mistake!
     
  33. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @kolyan9898-Russia

    I'm having trouble understanding the build output here, it seems the forum software has mangled it some. Can you provide the editor.log file when this happens? That might help us track down the cause of this error.
     
  34. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    64
    I'm getting the same error. Trying to build for WebGL, Unity5.4.1f1. Don't know if it is related to the fact that it is a VR project using HTC Vive. The WebGL version is for demo, I'm only using regular camera's. I disabled the Vive Camera Rig GameObject but that does not make a difference.

    Thanks!

    Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --compile-cpp --libil2cpp-static --platform="WebGL" --architecture="EmscriptenJavaScript" --configuration="Release" --outputpath="D:/Unity Projects/Tennis Vive/Assets /../Temp/StagingArea/Data\Native\UserAssembly.bc" --cachedirectory="D:/Unity Projects/Tennis Vive/Assets/../Library/il2cpp_cache" --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --linker-flags="-Oz -s NO_EXIT_RUNTIME=1" --additional-include-directories="D:/Unity Projects/Tennis Vive/Assets/../Temp/StagingArea/Data\Native\UserAssembly.bc" --extra-types.file="C:\Program Files\Unity\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" --assembly="D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" --assembly="D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" --assembly="D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Managed\UnityEngine.dll" --generatedcppdir="D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput"

    stdout:
    Building UserAssembly.bc with EmscriptenToolChain.
    Output directory: D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Native
    Cache directory: D:\Unity Projects\Tennis Vive\Library\il2cpp_cache
    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: WARNING root: did not see a source tree above or next to the LLVM root directory (guessing based on directory of C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport/BuildTools/Emscripten_FastComp_Win\llc), could not verify version numbers match
    INFO root: (Emscripten: Running sanity checks)
    WARNING root: java does not seem to exist, required for closure compiler, which is optional (define JAVA in ~/.emscripten if you want it)
    WARNING root: -I or -L of an absolute path "-ID:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Native\UserAssembly.bc" encountered. If this is to a local system header/library, it may cause problems (local system files make sense for compiling natively on your system, but not necessarily to JavaScript). Pass '-Wno-warn-absolute-paths' to emcc to hide this warning.
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:558:1: warning: control may reach end of non-void function [-Wreturn-type]
    }
    ^
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1380:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_type_0();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1390:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_step_1();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1400:18: error: member reference base type 'void' is not a structure or union
    void* L_2 = L_1->get_data_4();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1410:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_cols_6();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1420:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_rows_5();
    ~~~^ ~~~~~~~~~~
    1 warning and 5 errors generated.
    ERROR root: compiler frontend failed to generate LLVM bitcode, halting


    Invocation was: Executable: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe"
    Arguments: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\em++" -Wno-unused-value -Wno-invalid-offsetof -nostdinc -std=c++11 -Oz -DIL2CPP_EXCEPTION_DISABLED=1 -I"D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Native\UserAssembly.bc" -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\boehmgc\include" -I"D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput" "D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp" -o "D:\Unity Projects\Tennis Vive\Library\il2cpp_cache\objectfiles\83B6B92176A60451AF19E44CCB9084A0.o"

    bij Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile)
    bij Unity.IL2CPP.Building.CppProgramBuilder.Build()
    bij il2cpp.Program.DoRun(String[] args)
    bij il2cpp.Program.Run(String[] args)
    bij il2cpp.Program.Main(String[] args)
    stderr:

    Onverwerkte uitzondering: Unity.IL2CPP.Building.BuilderFailedException: WARNING root: did not see a source tree above or next to the LLVM root directory (guessing based on directory of C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport/BuildTools/Emscripten_FastComp_Win\llc), could not verify version numbers match
    INFO root: (Emscripten: Running sanity checks)
    WARNING root: java does not seem to exist, required for closure compiler, which is optional (define JAVA in ~/.emscripten if you want it)
    WARNING root: -I or -L of an absolute path "-ID:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Native\UserAssembly.bc" encountered. If this is to a local system header/library, it may cause problems (local system files make sense for compiling natively on your system, but not necessarily to JavaScript). Pass '-Wno-warn-absolute-paths' to emcc to hide this warning.
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:558:1: warning: control may reach end of non-void function [-Wreturn-type]
    }
    ^
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1380:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_type_0();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1390:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_step_1();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1400:18: error: member reference base type 'void' is not a structure or union
    void* L_2 = L_1->get_data_4();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1410:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_cols_6();
    ~~~^ ~~~~~~~~~~
    D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp:1420:20: error: member reference base type 'void' is not a structure or union
    int32_t L_2 = L_1->get_rows_5();
    ~~~^ ~~~~~~~~~~
    1 warning and 5 errors generated.
    ERROR root: compiler frontend failed to generate LLVM bitcode, halting


    Invocation was: Executable: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe"
    Arguments: "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\em++" -Wno-unused-value -Wno-invalid-offsetof -nostdinc -std=c++11 -Oz -DIL2CPP_EXCEPTION_DISABLED=1 -I"D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\Native\UserAssembly.bc" -I"C:\Program Files\Unity\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Editor\Data\il2cpp\external\boehmgc\include" -I"D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput" "D:\Unity Projects\Tennis Vive\Temp\StagingArea\Data\il2cppOutput\Bulk_OpenCvSharp_0.cpp" -o "D:\Unity Projects\Tennis Vive\Library\il2cpp_cache\objectfiles\83B6B92176A60451AF19E44CCB9084A0.o"

    bij Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile)
    bij Unity.IL2CPP.Building.CppProgramBuilder.Build()
    bij il2cpp.Program.DoRun(String[] args)
    bij il2cpp.Program.Run(String[] args)
    bij il2cpp.Program.Main(String[] args)

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:98)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:350)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:213)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:139)
    UnityEditor.HostView:OnGUI()
     
  35. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @joostbos

    This is certainly a bug in the Unity code, as IL2CPP should never generate C++ code that does not compile. If possible I would recommend trying the latest Unity 5.4 patch release to see if this issue has been corrected (although I don't recall a bug fix for this specific compiler error).

    Also, if you can submit this project with a bug report, please do so, and we will either confirm that is has been corrected already or correct it.
     
  36. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    64
    Thanks for your reaction @JoshPeterson. I installed 5.4.2p4 and tried to build for WebGL, but that did not work as expected.... Now Unity crashes completely.

    I entered a bug report for that and included the log from the 5.4.1f1 error with it. Hope that helps you enough, otherwise let me know and I'll file a bug report on 5.4.1f1.
     
  37. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @joostbos

    Thanks! Please let me know the bug report number. I'll make sure we look at it soon then.
     
  38. joostbos

    joostbos

    Joined:
    Feb 4, 2015
    Posts:
    64
    It's case 851115.
     
  39. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @joostbos

    Thanks, we will investigate this!
     
  40. stalematestudio

    stalematestudio

    Joined:
    Nov 16, 2016
    Posts:
    2
    Is this a forum thread or a running joke? Version 5.4.2f2 has it. Is there anything I can do?
     
  41. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @stalematestudio

    There are a few different errors discussed in this thread. I believe that all of them have been corrected though. Is there a specific one you are still seeing?
     
  42. stalematestudio

    stalematestudio

    Joined:
    Nov 16, 2016
    Posts:
    2
    Can we get a clean button or a rebuild button? Something to flush the compiler cache and do everything from scratch. So you don't get compile error complaints for no reason.

    P.S. I don't like your picture. Just the picture, not saying anything about your face, you are a handsome man and this picture does not do you justice. You are just insulting the dentally challenged.
     
  43. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @stalematestudio

    An option to clean the IL2CPP C++ build cache is certainly a possibility. For the time being though, you can look in the Library folder (int he project) and delete the contents of the "il2cpp_cache" directory manually (the name of that directory might vary slightly depending on the platform).

    I'm unsure how to respond to this request. :)
     
  44. aliaksei_kalosha

    aliaksei_kalosha

    Joined:
    Jul 20, 2014
    Posts:
    5
    I run in the same error on Unity 5.5.0f3

    Failed running C:\Program Files\NewUnity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Work\git\domino-master\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Work\git\domino-master\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\NewUnity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\NewUnity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Users/User-PC/AppData/Local/Android/android-ndk-r10e" --extra-types.file="C:\Program Files\NewUnity\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\mscorlib.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\System.dll" --generatedcppdir="D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput"

    stdout:
    Building libil2cpp.so with AndroidToolChain.
    Output directory: D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
    Cache directory: D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
    ObjectFiles: 508 of which compiled: 508
    Time Compile: 146337 milliseconds Il2CppAttributes.cpp
    Time Compile: 87928 milliseconds Bulk_Generics_12.cpp
    Time Compile: 65567 milliseconds Il2CppInvokerTable.cpp
    Time Compile: 65201 milliseconds Bulk_mscorlib_6.cpp
    Time Compile: 59408 milliseconds Bulk_mscorlib_1.cpp
    Time Compile: 54963 milliseconds Bulk_Assembly-CSharp_16.cpp
    Time Compile: 49791 milliseconds Bulk_Assembly-CSharp_17.cpp
    Time Compile: 49616 milliseconds Bulk_Assembly-CSharp_12.cpp
    Time Compile: 48311 milliseconds Bulk_Assembly-CSharp_13.cpp
    Time Compile: 42588 milliseconds Bulk_Generics_5.cpp
    Total compilation time: 289713 milliseconds.
    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: @"C:\Users\User-PC\AppData\Local\Temp\tmpB360.tmp" -o "D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_6EE62F17EE36E49E7AA828EBF18A78AE\libil2cpp.so" -Wl,-soname,libil2cpp.so -shared -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\platforms\android-9\arch-arm" -gcc-toolchain "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -L "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -fuse-ld=gold



    ў Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(IEnumerable`1 objectFiles, CppToolChainContext toolChainContext)
    ў Unity.IL2CPP.Building.CppProgramBuilder.Build()
    ў il2cpp.Program.DoRun(String[] args)
    ў il2cpp.Program.Run(String[] args)
    ў il2cpp.Program.Main(String[] args)
    stderr:

    ЌҐ®Ўа Ў®в ®Ґ ЁбЄ«о票Ґ: Unity.IL2CPP.Building.BuilderFailedException: @"C:\Users\User-PC\AppData\Local\Temp\tmpB360.tmp" -o "D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_6EE62F17EE36E49E7AA828EBF18A78AE\libil2cpp.so" -Wl,-soname,libil2cpp.so -shared -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\platforms\android-9\arch-arm" -gcc-toolchain "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -L "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -fuse-ld=gold



    ў Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(IEnumerable`1 objectFiles, CppToolChainContext toolChainContext)
    ў Unity.IL2CPP.Building.CppProgramBuilder.Build()
    ў il2cpp.Program.DoRun(String[] args)
    ў il2cpp.Program.Run(String[] args)
    ў il2cpp.Program.Main(String[] args)

    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:96)
    UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:281)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:272)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:126)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:32)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp:Execute(PostProcessorContext)
    UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks(PostProcessorContext)
    UnityEditor.Android.PostProcessAndroidPlayer:postProcess(BuildTarget, String, String, String, String, String, String, BuildOptions, RuntimeClassRegistry)
    UnityEditor.Android.AndroidBuildPostprocessor:postProcess(BuildPostProcessArgs)
    UnityEditor.PostprocessBuildPlayer:postprocess(BuildTarget, String, String, String, Int32, Int32, String, String, BuildOptions, RuntimeClassRegistry, BuildReport) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:186)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTarget, BuildOptions, Boolean)
    UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions, Boolean) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:464)
    UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:321)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:1371)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:1291)
    UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:887)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:249)
    UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:242)
    UnityEditor.HostView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:76)


    P.S.Your avarat look realy creepy, maybe you love but the problem is with shadow over your head and too bright smile.I think it is why it look creepy.
     
  45. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @kanyka

    I would recommend trying the latest patch release, 5.5.0p3, available here. We've corrected a few bugs related to Android/IL2CPP. I'm not sure what the cause of this issue is, but it is worth trying that patch release first, I think.
     
  46. aliaksei_kalosha

    aliaksei_kalosha

    Joined:
    Jul 20, 2014
    Posts:
    5
  47. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @kanyka

    Can you provide the error message from 5.5.0p3? It should be slightly different, as one of the bugs we corrected as that compiler error messages were not correctly reported. So I hope the error message from 5.5.0p3 has more information that could be useful.
     
  48. aliaksei_kalosha

    aliaksei_kalosha

    Joined:
    Jul 20, 2014
    Posts:
    5
    @JoshPeterson
    Error from 5.5.0p3
    Failed running C:\Program Files\NewUnity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Work\git\domino-master\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Work\git\domino-master\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\NewUnity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\NewUnity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Users/User-PC/AppData/Local/Android/android-ndk-r10e" --map-file-parser="C:\Program Files\NewUnity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --extra-types.file="C:\Program Files\NewUnity\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\mscorlib.dll" --assembly="D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Managed\System.dll" --generatedcppdir="D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput"

    stdout:
    Building libil2cpp.so with AndroidToolChain.
    Output directory: D:\Work\git\domino-master\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
    Cache directory: D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
    ObjectFiles: 508 of which compiled: 508
    Time Compile: 144782 milliseconds Il2CppAttributes.cpp
    Time Compile: 91259 milliseconds Bulk_Generics_12.cpp
    Time Compile: 64860 milliseconds Il2CppInvokerTable.cpp
    Time Compile: 64297 milliseconds Bulk_mscorlib_6.cpp
    Time Compile: 61280 milliseconds Bulk_mscorlib_1.cpp
    Time Compile: 55879 milliseconds Bulk_Assembly-CSharp_16.cpp
    Time Compile: 51061 milliseconds Bulk_Assembly-CSharp_17.cpp
    Time Compile: 49831 milliseconds Bulk_Assembly-CSharp_12.cpp
    Time Compile: 47484 milliseconds Bulk_Assembly-CSharp_13.cpp
    Time Compile: 42874 milliseconds Bulk_Generics_5.cpp
    Total compilation time: 288451 milliseconds.
    il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\toolchains\llvm-3.6\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\User-PC\AppData\Local\Temp\tmpB77A.tmp" -o "D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_61E86751937EC4C0C6139E62B0D20955\libil2cpp.so" -Wl,-soname,libil2cpp.so -shared -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\platforms\android-9\arch-arm" -gcc-toolchain "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -L "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -Xlinker -Map="D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_61E86751937EC4C0C6139E62B0D20955\libil2cpp.map" -fuse-ld=bfd

    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSInit_m1247213253':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16104: undefined reference to `IOSInit'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSLogInWithReadPermissions_m3461492532':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16130: undefined reference to `IOSLogInWithReadPermissions'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16130: undefined reference to `IOSLogInWithReadPermissions'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSLogInWithPublishPermissions_m1144154953':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16148: undefined reference to `IOSLogInWithPublishPermissions'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16148: undefined reference to `IOSLogInWithPublishPermissions'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSLogOut_m2312388424':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16162: undefined reference to `IOSLogOut'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16162: undefined reference to `IOSLogOut'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSSetShareDialogMode_m1087277863':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16172: undefined reference to `IOSSetShareDialogMode'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16172: undefined reference to `IOSSetShareDialogMode'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSShareLink_m920338034':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16198: undefined reference to `IOSShareLink'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFeedShare_m2656080890':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16252: undefined reference to `IOSFeedShare'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSAppRequest_m4244970793':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16348: undefined reference to `IOSAppRequest'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSAppInvite_m100873623':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16416: undefined reference to `IOSAppInvite'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSCreateGameGroup_m1949218760':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16446: undefined reference to `IOSCreateGameGroup'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSJoinGameGroup_m854936116':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16472: undefined reference to `IOSJoinGameGroup'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16472: undefined reference to `IOSJoinGameGroup'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFBSettingsActivateApp_m688024889':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16490: undefined reference to `IOSFBSettingsActivateApp'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16490: undefined reference to `IOSFBSettingsActivateApp'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFBAppEventsLogEvent_m418532857':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16542: undefined reference to `IOSFBAppEventsLogEvent'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFBAppEventsLogPurchase_m3663059592':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16620: undefined reference to `IOSFBAppEventsLogPurchase'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFBAppEventsSetLimitEventUsage_m973815937':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16660: undefined reference to `IOSFBAppEventsSetLimitEventUsage'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16660: undefined reference to `IOSFBAppEventsSetLimitEventUsage'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSGetAppLink_m3858621444':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16670: undefined reference to `IOSGetAppLink'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16670: undefined reference to `IOSGetAppLink'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFBSdkVersion_m2218266193':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16680: undefined reference to `IOSFBSdkVersion'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16680: undefined reference to `IOSFBSdkVersion'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFetchDeferredAppLink_m1108491133':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16699: undefined reference to `IOSFetchDeferredAppLink'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16699: undefined reference to `IOSFetchDeferredAppLink'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSRefreshCurrentAccessToken_m947499558':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16709: undefined reference to `IOSRefreshCurrentAccessToken'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16709: undefined reference to `IOSRefreshCurrentAccessToken'
    clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)


    ў Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(IEnumerable`1 objectFiles, CppToolChainContext toolChainContext)
    ў Unity.IL2CPP.Building.CppProgramBuilder.Build()
    ў il2cpp.Program.DoRun(String[] args)
    ў il2cpp.Program.Run(String[] args)
    ў il2cpp.Program.Main(String[] args)
    stderr:

    ЌҐ®Ўа Ў®в ®Ґ ЁбЄ«о票Ґ: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\toolchains\llvm-3.6\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\User-PC\AppData\Local\Temp\tmpB77A.tmp" -o "D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_61E86751937EC4C0C6139E62B0D20955\libil2cpp.so" -Wl,-soname,libil2cpp.so -shared -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\platforms\android-9\arch-arm" -gcc-toolchain "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -L "C:\Users\User-PC\AppData\Local\Android\android-ndk-r10e\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -Xlinker -Map="D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_61E86751937EC4C0C6139E62B0D20955\libil2cpp.map" -fuse-ld=bfd

    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSInit_m1247213253':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16104: undefined reference to `IOSInit'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSLogInWithReadPermissions_m3461492532':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16130: undefined reference to `IOSLogInWithReadPermissions'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16130: undefined reference to `IOSLogInWithReadPermissions'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSLogInWithPublishPermissions_m1144154953':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16148: undefined reference to `IOSLogInWithPublishPermissions'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16148: undefined reference to `IOSLogInWithPublishPermissions'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSLogOut_m2312388424':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16162: undefined reference to `IOSLogOut'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16162: undefined reference to `IOSLogOut'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSSetShareDialogMode_m1087277863':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16172: undefined reference to `IOSSetShareDialogMode'
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16172: undefined reference to `IOSSetShareDialogMode'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSShareLink_m920338034':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16198: undefined reference to `IOSShareLink'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSFeedShare_m2656080890':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16252: undefined reference to `IOSFeedShare'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSAppRequest_m4244970793':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16348: undefined reference to `IOSAppRequest'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSAppInvite_m100873623':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16416: undefined reference to `IOSAppInvite'
    D:\Work\git\domino-master\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\1799877C5A69AAEC34ED3F8A2ADE6C4C.o: In function `IOSWrapper_IOSCreateGameGroup_m1949218760':
    D:\Work\git\domino-master\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:16446: undefined reference to `IOSCreateGameGr<message truncated>
     
  49. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    It looks like the problem here is with the Facebook SDK:

    Bulk_Facebook.Unity_0.cpp:16104: undefined reference to `IOSInit'

    The Facebook SDK is using extern static declarations in C# for native code that is only available on iOS. I don't think that this is a new issue in Unity 5.5 though. Did this same project build with Unity 5.4?

    In any case, it looks like this was corrected in version 7.9.0 of the Facebook SDK for Unity: https://github.com/facebook/facebook-sdk-for-unity/issues/36
     
  50. Jawadov

    Jawadov

    Joined:
    Jan 3, 2016
    Posts:
    6
    Same error in in unity 5.5.0f3 :

    Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:98)
    UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1 arguments, System.Action`1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:281)
    UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:272)
    UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:126)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:39)
    UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:560)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186)
    UnityEditor.HostView:OnGUI()