Help!
I’m trying to compile the game, but I get an error.
Error:
Building Library\Bee\artifacts\Android\ManagedStripped failed with output:
C:\Program Files\Unity\Hub\Editor\2021.2.8f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=C:/MishkaFredeR/Temp/StagingArea/Data/Managed --out=Library/Bee/artifacts/Android/ManagedStripped --include-link-xml=C:/MishkaFredeR/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=C:/MishkaFredeR/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=C:/MishkaFredeR/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-link-xml=C:/Program Files/Unity/Hub/Editor/2021.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/AndroidNativeLink.xml --include-directory=C:/MishkaFredeR/Temp/StagingArea/Data/Managed --rule-set=Experimental --dotnetprofile=unityaot-linux --dotnetruntime=Il2Cpp --platform=Android --use-editor-options --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnablePerformanceReporting --engine-stripping-flag=EnableAnalytics --engine-modules-asset-file=C:/Program Files/Unity/Hub/Editor/2021.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/modules.asset --editor-data-file=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json --include-unity-root-assembly=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll --include-unity-root-assembly=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/Unity.2D.Animation.Samples.Runtime.dll --include-unity-root-assembly=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/Unity.TextMeshPro.dll --include-unity-root-assembly=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/Unity.2D.Animation.Samples.Dependency.dll --include-unity-root-assembly=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll --include-unity-root-assembly=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/UnityEngine.Purchasing.Codeless.dll --include-unity-root-assembly=C:/MishkaFredeR/Temp/StagingArea/Data/Managed/Unity.2D.Animation.Runtime.dll --print-command-line
ILLink: error IL1999: ERROR: Failed to resolve base type iiUqLscM.TMP_InputValidator for type iiUqLscM.lyrlEfe in assembly Assembly-CSharp.dll when linking against the UnityAot-Linux profile
Fatal error in Unity CIL Linker
Unity.Linker.StrippingResolutionBaseTypeException: ERROR: Failed to resolve base type iiUqLscM.TMP_InputValidator for type iiUqLscM.lyrlEfe in assembly Assembly-CSharp.dll when linking against the UnityAot-Linux profile
at Unity.Linker.MonoBehaviorUtilities.DerivesFrom(UnityLinkContext context, TypeDefinition type, String[ ] possibleBaseNames)
at Unity.Linker.MonoBehaviorUtilities.IsMonoBehaviourOrScriptableObject(UnityLinkContext context, TypeDefinition type)
at Unity.Linker.Steps.Rooting.ResolveFromMonoBehaviours.b__6_0(TypeDefinition t)
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at Unity.Linker.Steps.Rooting.ResolveFromMonoBehaviours.Process(LinkContext context)
at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
at Mono.Linker.Pipeline.Process(LinkContext context)
at Unity.Linker.UnityDriver.UnityRun(Boolean noProfilerAllowed, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger, Boolean noProfilerAllowed)
at Unity.Linker.UnityDriver.RunDriver()
Update unity and try again.
If it happens on the latest version, does it also happen in a fresh project?
Android build not building:
Recently (circa July 2022) there have been reports of Unity’s installer failing to install the Android Tools.
If it’s not that, then here’s how to troubleshoot:
First, make a blank project with a single blank scene and prove that it builds successfully.
If it does NOT build, then go fix your Unity installation, or your other tools, such as Android SDK, NDK, JDK, etc.
Until you can build a blank project to the target platform, don’t fiddle with anything else.
Once you can build a blank project, now bisect the problem by bringing over parts of your current project and building it one subsystem at a time, perhaps stubbing things out that might trigger compiler errors.
Most often things that prevent building are third-party libraries such as Firebase.
Once you identify the subsystem, go to the documentation for it and make sure you are doing it correctly.
It may also be helpful to work through a tutorial or two for that subsystem.
thanks, i’ll try this