Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:

Hello, so I was making a game in webgl and I received an error… so I decided to switch to windows (il2cpp) and received the same error. I’m guessing it has something to do with il2cpp but I’m not sure how to fix it? Any ideas?

Bug1 In Console
Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
C:\Program Files\Unity\Hub\Editor\2022.1.18f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/Variations/il2cpp/Managed --search-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --search-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.visualscripting@1.7.8/Runtime/VisualScripting.Flow/Dependencies/NCalc --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32 --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32/Facades --out=Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped --include-link-xml=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-directory=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/Variations/il2cpp/Managed --include-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --include-directory=C:/Users/exodu/Run Capsule, Run/Library/PackageCache/com.unity.visualscripting@1.7.8/Runtime/VisualScripting.Flow/Dependencies/NCalc --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32 --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-win32/Facades --dotnetprofile=unityaot-win32 --dotnetruntime=Il2Cpp --platform=WindowsDesktop --use-editor-options --engine-modules-asset-file=C:/Program Files/Unity/Hub/Editor/2022.1.18f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/modules.asset --editor-data-file=C:/Users/exodu/Run Capsule, Run/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/Assembly-CSharp.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/Unity.TextMeshPro.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/KinoBloom.Runtime.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/CFXRDemo.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/UnityEngine.UI.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/Unity.Polybrush.dll --include-unity-root-assembly=C:/Users/exodu/Run Capsule, Run/Library/Bee/PlayerScriptAssemblies/CFXRRuntime.dll --print-command-line
Fatal error in Unity CIL Linker
System.IO.FileNotFoundException: Could not find file ‘C:\Users\exodu\Run Capsule’.
File name: ‘C:\Users\exodu\Run Capsule’
at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
at System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
at System.Xml.XmlDownloadManager.GetStream(Uri uri, ICredentials credentials, IWebProxy proxy)
at System.Xml.XmlUrlResolver.GetEntity(Uri absoluteUri, String role, Type ofObjectToReturn)
at System.Xml.XmlTextReaderImpl.OpenUrl()
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.XPath.XPathDocument.LoadFromReader(XmlReader reader, XmlSpace space)
at System.Xml.XPath.XPathDocument…ctor(String uri, XmlSpace space)
at Unity.Linker.UnityDriver.ParseArguments(UnityPipeline p, UnityLinkContext context, ArrayList custom_steps, Boolean usingCustomLogger, I18nAssemblies& assemblies)
at Unity.Linker.UnityDriver.UnityRun(Boolean noProfilerAllowed, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger, Boolean noProfilerAllowed)
at Unity.Linker.UnityDriver.RunDriver()
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)


Bug2 In Console
BuildFailedException: Incremental Player build failed!
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <71ee84cdf7fe40d890e92f20d978f6a2>:0)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <71ee84cdf7fe40d890e92f20d978f6a2>:0)
UnityEditor.WindowsStandalone.WinPlayerPostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/PlatformDependent/WinPlayer/Extensions/Managed/WinPlayerPostProcessor.cs:106)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, 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 <71ee84cdf7fe40d890e92f20d978f6a2>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)


Bug3 In Console

UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <71ee84cdf7fe40d890e92f20d978f6a2>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <71ee84cdf7fe40d890e92f20d978f6a2>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Fixed it… I had to remove the “,” in my game path…

4 Likes

Ne yaptığını tam olarak anlamıyorum. yardımcı olursanız çok sevinirim.

They likely mean the build path.

1 Like

THANK YOU DUDE !

I get the same bug, even though there are no “,” or any other symbols or non-english letters in my path. Does Someone know another possible cause for the problem? I work on an Android version

Could be a different issue, perhaps you can attach your editor log after the build fails?

Yes, here are my errors:

Previously i update my project from version 2019.3.7f1 to 2022.1.23f1 and i updated my GoggleMobileAds Plugin and downloaded an sdk Version that supported an API-Level of 31.

Error 1:

Building Library\Bee\artifacts\Android\ManagedStripped failed with output:
C:\Program Files\Unity\Hub\Editor\2022.1.23f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Managed --search-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --search-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Assets/GoogleMobileAds --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux/Facades --out=Library/Bee/artifacts/Android/ManagedStripped --include-link-xml=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-link-xml=C:\Users\Luca\Desktop\Apps\StoryGenerator\Assets\GoogleMobileAds\link.xml --include-link-xml=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/AndroidNativeLink.xml --include-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Managed --include-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --include-directory=C:/Users/Luca/Desktop/Apps/StoryGenerator/Assets/GoogleMobileAds --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux/Facades --dotnetprofile=unityaot-linux --dotnetruntime=Il2Cpp --platform=Android --use-editor-options --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnableCrashReporting --engine-modules-asset-file=C:/Program Files/Unity/Hub/Editor/2022.1.23f1/Editor/Data/PlaybackEngines/AndroidPlayer/modules.asset --editor-data-file=C:/Users/Luca/Desktop/Apps/StoryGenerator/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json --include-unity-root-assembly=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies/Assembly-CSharp.dll --include-unity-root-assembly=C:/Users/Luca/Desktop/Apps/StoryGenerator/Library/Bee/PlayerScriptAssemblies/UnityEngine.UI.dll --print-command-line
Fatal error in Unity CIL Linker
Mono.Linker.LinkerFatalErrorException: ILLink: error IL1005: GoogleMobileAds.Api.MobileAds.GetClientFactory(): Error processing method ‘GoogleMobileAds.Api.MobileAds.GetClientFactory()’ in assembly ‘GoogleMobileAds.dll’
—> System.InvalidOperationException: No action for the assembly GoogleMobileAds.Unity, Version=7.3.1.0, Culture=neutral, PublicKeyToken=null defined
at Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly)
at Mono.Linker.Steps.MarkStep.MarkCustomAttributes(ICustomAttributeProvider provider, DependencyInfo& reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.MarkTypeVisibleToReflection(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.<>c__DisplayClass20_4.b__7()
at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.HandleCall(MethodBody callingMethodBody, MethodReference calledMethod, Instruction operation, ValueNodeList methodParams, ValueNode& methodReturnValue)
at Mono.Linker.Dataflow.MethodBodyScanner.HandleCall(MethodBody callingMethodBody, Instruction operation, Stack`1 currentStack)
at Mono.Linker.Dataflow.MethodBodyScanner.Scan(MethodBody methodBody)
at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.ScanAndProcessReturnValue(MethodBody methodBody)
at Unity.Linker.Steps.UnityMarkStep.MarkReflectionLikeDependencies(MethodBody body, Boolean requiresReflectionMethodBodyScanner)
at Mono.Linker.Steps.MarkStep.MarkMethodBody(MethodBody body)
at Unity.Linker.Steps.UnityMarkStep.MarkMethodBody(MethodBody body)
at Mono.Linker.Steps.MarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
at Unity.Linker.Steps.UnityMarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
at Mono.Linker.Steps.MarkStep.ProcessQueue()
— End of inner exception stack trace —
at Mono.Linker.Steps.MarkStep.ProcessQueue()
at Mono.Linker.Steps.MarkStep.ProcessPrimaryQueue()
at Mono.Linker.Steps.MarkStep.Process()
at Mono.Linker.Steps.MarkStep.Process(LinkContext context)
at Unity.Linker.Steps.UnityMarkStep.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()
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

Error 2:

BuildFailedException: Incremental Player build failed!
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <4ce403b7cdf744109283ae55cdc24285>:0)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <4ce403b7cdf744109283ae55cdc24285>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <6ba6f58d0f264bb59a4f0a6df92c605b>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, 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 <4ce403b7cdf744109283ae55cdc24285>:0)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

Error 3:

Build completed with a result of ‘Failed’ in 16 seconds (15676 ms)
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

Error 4:

UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <4ce403b7cdf744109283ae55cdc24285>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <4ce403b7cdf744109283ae55cdc24285>:0
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

Yup it’s a completely different issue. Looks like something is wrong with GoogleMobileAds.dll, perhaps it’s missing a dependency. Is this something you added to your project?

Maybe some dll or Some Platform dependent method calling related issue.
For myself, correcting the plugin dll’s which I bring externally, supported Platform (ex: Windows) and fixing Platform dependent method calling fixed the issue for me. (ex: #if UNITY_STANDALONE_WIN, #elif UNITY_WEBGL && !UNITY_EDITOR)

Thought it would help you, guys.

hey @Tautvydas-Zilys

Wb this? Unity 6

Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
H:.Unity\Unity\Hub\Editor\6000.0.0b12\Editor\Data\il2cpp\build\deploy\UnityLinker.exe @Library\Bee\artifacts\rsp\13670902357890879346.rsp
Fatal error in Unity CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: ‘OPS.Obfuscator.Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null’
at Unity.Linker.UnityAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Unity.IL2CPP.Common.AssemblyDependenciesComponent.CollectAssemblyDependencies(AssemblyDefinition assembly, Boolean throwOnUnresolved)
at Unity.IL2CPP.Common.AssemblyDependenciesComponent.GetReferencedAssembliesFor(AssemblyDefinition assembly)
at Unity.Linker.UnityLinkContext.ResolveReferences(AssemblyDefinition assembly)
at Mono.Linker.Steps.LoadReferencesStep.ProcessReferences(AssemblyDefinition assembly)
at Mono.Linker.Steps.BaseStep.Process(LinkContext context)
at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
at Mono.Linker.Pipeline.Process(LinkContext context)
at Unity.Linker.UnityDriver.UnityRun(UnityLinkContext context, UnityPipeline p, LinkRequest linkerOptions, TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
at Unity.Linker.UnityDriver.RunDriver()

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

1 Like

Looks like something (probably precompiled DLL) is trying to reference editor specific DLL, and is marked for inclusion into the build. That is not allowed.

So cant use obfuscator in unity 6 yet

You never could include editor specific code into the game build, and you never will.

That said you seem to be describing some kind of editor tooling that affects the output of your build. For that, you don’t need to include those libraries into the build itself.

I too am unable to do a UWP build with the IL2CPP error.
Unity 2023.2.17.f1

C:\Program Files\Unity\Hub\Editor\2023.2.17f1\Editor\Data\il2cpp\build\deploy\il2cpp.exe @Library\Bee\artifacts\rsp\3756153388366045599.rsp
Error: IL2CPP error (no further information about what managed code was being converted is available)
System.AggregateException: One or more errors occurred. (Value cannot be null. (Parameter 'document'))
---> System.ArgumentNullException: Value cannot be null. (Parameter 'document')
   at Mono.Cecil.Cil.SequencePoint..ctor(Int32, Document) + 0x7e
   at Mono.Cecil.SignatureReader.ReadSequencePoints(Document) + 0x1b4
   at Mono.Cecil.MetadataReader.ReadSequencePoints(MethodDefinition) + 0x1b8
   at Mono.Cecil.Cil.PortablePdbReader.Read(MethodDefinition) + 0x3d
   at Mono.Cecil.Cil.CodeReader.ReadMethodBody() + 0xa7
   at Mono.Cecil.Cil.CodeReader.ReadMethodBody(MethodDefinition) + 0x4a
   at Mono.Cecil.ModuleDefinition.Read[TItem, TRet](TRet&, TItem, Func`3) + 0x5d
   at Mono.Cecil.MethodDefinition.get_Body() + 0xe4
   at Unity.IL2CPP.DataModel.BuildLogic.CecilLoading.CecilAssemblyLoader.ImmediateRead(UnderConstruction`2) + 0x129
   at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.<>c__DisplayClass18_0.<BuildCecilSourcedData>b__0(UnderConstruction`2 asm) + 0x2ed
   at Unity.IL2CPP.DataModel.BuildLogic.Utils.ParallelHelpers.<>c__DisplayClass6_0`2.<MapParallel>b__0(ValueTuple`2 item) + 0x25
   at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion) + 0x279
--- End of stack trace from previous location ---
   at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() + 0x20
   at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw(Exception) + 0x13
   at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion) + 0x630
   at System.Threading.Tasks.TaskReplicator.Replica.Execute() + 0x3a
   --- End of inner exception stack trace ---
   at System.Threading.Tasks.TaskReplicator.Run[TState](TaskReplicator.ReplicatableUserAction`1, ParallelOptions, Boolean) + 0x15d
   at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource, TLocal](Partitioner`1, ParallelOptions, Action`1, Action`2, Action`3, Func`4, Func`5, Func`1, Action`1) + 0x23f
--- End of stack trace from previous location ---
   at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() + 0x20
   at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection, CancellationToken, Exception) + 0x31
   at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource, TLocal](Partitioner`1, ParallelOptions, Action`1, Action`2, Action`3, Func`4, Func`5, Func`1, Action`1) + 0x3e0
   at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.BuildCecilSourcedData(ReadOnlyCollection`1, ReadOnlyCollection`1&) + 0x2c3
   at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.Build() + 0x62
   at Unity.IL2CPP.AssemblyConversion.Phases.InitializePhase.Run(AssemblyConversionContext) + 0x319
   at Unity.IL2CPP.AssemblyConversion.Classic.ClassicConverter.Run(AssemblyConversionContext) + 0x11
   at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(AssemblyConversionContext, ConversionMode) + 0x24
   at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(TinyProfiler2, AssemblyConversionInputData, AssemblyConversionParameters, AssemblyConversionInputDataForTopLevelAccess) + 0x17f

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

That sounds like you have a mismatching .mdb or .pdb file next to one of your managed .dll files in the project. Look for .mdb or .pdb files that have timestamps that don’t match the .dll file and delete them.

Thank you.
I was able to delete the .mdb and .pdb files and build.

Building Library\Bee\artifacts\Android\ManagedStripped failed with output:
C:\Program Files\Unity\Hub\Editor\2023.2.18f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe @Library\Bee\artifacts\rsp\3806029852383503544.rsp
Fatal error in Unity CIL Linker
System.Xml.XmlException: Root element is missing.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ThrowWithoutLineInfo(String res)
at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
at System.Xml.XPath.XPathDocument.LoadFromReader(XmlReader reader, XmlSpace space)
at System.Xml.XPath.XPathDocument…ctor(String uri, XmlSpace space)
at Unity.Linker.UnityDriver.ParseArgumentsNormalMode(LinkRequest linkerOptions, UnityPipeline p, UnityLinkContext context, ArrayList custom_steps, Boolean usingCustomLogger, I18nAssemblies& assemblies)
at Unity.Linker.UnityDriver.UnityRun(UnityLinkContext context, UnityPipeline p, LinkRequest linkerOptions, TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
at Unity.Linker.UnityDriver.RunDriver()

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) is there a fix for this?

It sounds like one of the link.xml files does not start with a element. Check all of the *.xml files listed in the Library\Bee\artifacts\rsp\3806029852383503544.rsp file. Make sure they are all formatted correctly. Here are the docs with examples of valid link.xml elements.

I have also issues please:

Bug 1:

Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
C:\Program Files\Unity\Hub\Editor\6000.0.8f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe @Library\Bee\artifacts\rsp\7711853973129098390.rsp
Fatal error in Unity CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: ‘Mono.Posix, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null’
at Unity.IL2CPP.Common.MissingMethodStubber.GetTypeModule(TypeReference type, IEnumerable`1 assemblies)
at Unity.Linker.Steps.AddUnresolvedStubsStep.MarkAssemblyOfType(UnityLinkContext context, TypeReference type)
at Unity.Linker.Steps.Marking.UnresolvedStubMarking.HandleUnresolvedType(TypeReference reference)
at Unity.Linker.Steps.UnityMarkStep.HandleUnresolvedType(TypeReference reference)
at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field, DependencyInfo& reason)
at Mono.Linker.Steps.MarkStep.MarkFields(TypeDefinition type, Boolean includeStatic, DependencyInfo& reason, Boolean markBackingFieldsOnlyIfPropertyMarked)
at Mono.Linker.Steps.MarkStep.ApplyPreserveInfo(TypeDefinition type)
at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.InitializeType(TypeDefinition type)
at Mono.Linker.Steps.MarkStep.InitializeAssembly(AssemblyDefinition assembly)
at Unity.Linker.Steps.UnityMarkStep.InitializeAssembly(AssemblyDefinition assembly)
at Mono.Linker.Steps.MarkStep.Initialize()
at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context)
at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
at Mono.Linker.Pipeline.Process(LinkContext context)
at Unity.Linker.UnityDriver.UnityRun(UnityLinkContext context, UnityPipeline p, LinkRequest linkerOptions, TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
at Unity.Linker.UnityDriver.RunDriver()

Bug 2:

Build completed with a result of ‘Failed’ in 135 seconds (135176 ms)
Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
C:\Program Files\Unity\Hub\Editor\6000.0.8f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe @Library\Bee\artifacts\rsp\7711853973129098390.rsp
Fatal error in Unity CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: ‘Mono.Posix, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null’
at Unity.IL2CPP.Common.MissingMethodStubber.GetTypeModule(TypeReference type, IEnumerable`1 assemblies)
at Unity.Linker.Steps.AddUnresolvedStubsStep.MarkAssemblyOfType(UnityLinkContext context, TypeReference type)
at Unity.Linker.Steps.Marking.UnresolvedStubMarking.HandleUnresolvedType(TypeReference reference)
at Unity.Linker.Steps.UnityMarkStep.HandleUnresolvedType(TypeReference reference)
at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field, DependencyInfo& reason)
at Mono.Linker.Steps.MarkStep.MarkFields(TypeDefinition type, Boolean includeStatic, DependencyInfo& reason, Boolean markBackingFieldsOnlyIfPropertyMarked)
at Mono.Linker.Steps.MarkStep.ApplyPreserveInfo(TypeDefinition type)
at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.InitializeType(TypeDefinition type)
at Mono.Linker.Steps.MarkStep.InitializeAssembly(AssemblyDefinition assembly)
at Unity.Linker.Steps.UnityMarkStep.InitializeAssembly(AssemblyDefinition assembly)
at Mono.Linker.Steps.MarkStep.Initialize()
at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context)
at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
at Mono.Linker.Pipeline.Process(LinkContext context)
at Unity.Linker.UnityDriver.UnityRun(UnityLinkContext context, UnityPipeline p, LinkRequest linkerOptions, TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(TinyProfiler2 tinyProfiler, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
at Unity.Linker.UnityDriver.RunDriver()

I tried to follow AI and added Mono.Posix.dll, but then I just had follow-up errors and I wonder, if it really can be needed to add this dll by hand. Likely not, likely I miss something else?

THANK YOU!