Error: UnusedBytecodeStripper2.exe did not run properly

When building for Android, I get this error. Any ideas how to fix that? Thanks.

Unity Version 5.5.0f3
Scripting Backend: IL2CPP

Exception: C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:98) UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:104)
UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[ ] assemblies, System.String[ ] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, IIl2CppPlatformProvider platformProvider, IEnumerable1 additionalBlacklist, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:97) UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.String stagingAreaData, IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[ ] assembliesToStrip, System.String[ ] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:196) UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:128) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:118) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:32)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
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.BuildPlayerWindow:BuildPlayerAndRun()

Can you provide more information? There should be another log message or two in the Editor.log file with specific details about why the UnusedByteCodeStripper2 tool failed.

Hi Josh. Thank you for answering! Here is more from the log. Please let me know if you need any additional info. I will be happy to provide it.

Failed assemblies stripper: C:/Program Files/Unity/Editor/Data/Mono/bin\mono.exe “C:\Program Files\Unity\Editor\Data\Tools/UnusedBytecodeStripper.exe” -l none -c link -a “Assembly-CSharp-firstpass.dll” -a “Assembly-CSharp.dll” -out output -x “C:\Program Files\Unity\Editor\Data\Tools\link.xml” -d “Temp/StagingArea/Data/Managed” -x “C:\Users\u_1\Desktop\Unity\learning projects\SWB\Assets\link.xml” -x “tmplink.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\AI.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Animation.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Audio.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Cloth.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\CrashReporting.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\IMGUI.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\JSONSerialize.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticlesLegacy.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticleSystem.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics2D.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Terrain.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TerrainPhysics.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TextRendering.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UI.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UNET.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAds.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAnalytics.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityConnect.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequest.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Vehicles.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\VR.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Web.xml” current dir : Temp/StagingArea/Data/Managed
result file exists: False. Timed out: False

stdout:

stderr:

Unhandled Exception: Mono.Linker.ResolutionException: Can not resolve reference: UnityEngine.GUIContent UnityEngine.TextEditor::content

at Mono.Linker.Steps.MarkStep.MarkField (Mono.Cecil.FieldReference reference, System.Object markedby) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction, Mono.Cecil.MethodDefinition markedby) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in :0

at Mono.Linker.Steps.MarkStep.Process () [0x00000] in :0

at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in :0

at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in :0

at UnusedBytecodeStripper.Program.Main (System.String[ ] args) [0x00000] in :0

UnityException: Failed assemblies stripper: C:/Program Files/Unity/Editor/Data/Mono/bin\mono.exe “C:\Program Files\Unity\Editor\Data\Tools/UnusedBytecodeStripper.exe” -l none -c link -a “Assembly-CSharp-firstpass.dll” -a “Assembly-CSharp.dll” -out output -x “C:\Program Files\Unity\Editor\Data\Tools\link.xml” -d “Temp/StagingArea/Data/Managed” -x “C:\Users\u_1\Desktop\Unity\learning projects\SWB\Assets\link.xml” -x “tmplink.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\AI.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Animation.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Audio.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Cloth.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\CrashReporting.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\IMGUI.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\JSONSerialize.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticlesLegacy.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticleSystem.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics2D.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Terrain.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TerrainPhysics.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TextRendering.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UI.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UNET.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAds.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAnalytics.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityConnect.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequest.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Vehicles.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\VR.xml” -x “C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Web.xml” current dir : Temp/StagingArea/Data/Managed
result file exists: False. Timed out: False

stdout:

stderr:

Unhandled Exception: Mono.Linker.ResolutionException: Can not resolve reference: UnityEngine.GUIContent UnityEngine.TextEditor::content

at Mono.Linker.Steps.MarkStep.MarkField (Mono.Cecil.FieldReference reference, System.Object markedby) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction, Mono.Cecil.MethodDefinition markedby) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in :0

at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in :0

at Mono.Linker.Steps.MarkStep.Process () [0x00000] in :0

at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in :0

at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in :0

at UnusedBytecodeStripper.Program.Main (System.String[ ] args) [0x00000] in :0

at UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile) [0x000e2] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\MonoAssemblyStripping.cs:113
at UnityEditor.MonoAssemblyStripping.MonoLink (BuildTarget buildTarget, System.String managedLibrariesDirectory, System.String[ ] input, System.String[ ] allAssemblies, UnityEditor.RuntimeClassRegistry usedClasses) [0x00280] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\MonoAssemblyStripping.cs:406
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:BuildPlayerAndRun() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:298)
(Filename: C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs Line: 113)

Compressed texture icon_1024x1024 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
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:BuildPlayerAndRun() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:298)

[C:\buildslave\unity\build\Editor/Src/Commands/IconUtility.cpp line 824]
(Filename: C:/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs Line: 464)

Compressed texture icon_1024x1024 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
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:BuildPlayerAndRun() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:298)

[C:\buildslave\unity\build\Editor/Src/Commands/IconUtility.cpp line 824]
(Filename: C:/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs Line: 464)

Compressed texture icon_1024x1024 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
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:BuildPlayerAndRun() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:298)

[C:\buildslave\unity\build\Editor/Src/Commands/IconUtility.cpp line 824]
(Filename: C:/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs Line: 464)

Compressed texture icon_1024x1024 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
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:BuildPlayerAndRun() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:298)

[C:\buildslave\unity\build\Editor/Src/Commands/IconUtility.cpp line 824]
(Filename: C:/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs Line: 464)

Compressed texture icon_1024x1024 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
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:BuildPlayerAndRun() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:298)

[C:\buildslave\unity\build\Editor/Src/Commands/IconUtility.cpp line 824]
(Filename: C:/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs Line: 464)

Compressed texture icon_1024x1024 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
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:BuildPlayerAndRun() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:298)

[C:\buildslave\unity\build\Editor/Src/Commands/IconUtility.cpp line 824]
(Filename: C:/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs Line: 464)

Refresh: detecting if any assets need to be imported or removed … Refresh: elapses 0.025615 seconds (Nothing changed)
Unloading 99 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 440.9 MB.
System memory in use after: 441.1 MB.

Unloading 26 unused Assets to reduce memory usage. Loaded Objects now: 5696.
Total: 12.583529 ms (FindLiveObjects: 0.381148 ms CreateObjectMapping: 0.052254 ms MarkObjects: 11.700844 ms DeleteObjects: 0.448002 ms)

Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Standalone/UnityEngine.Networking.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/Runtime/UnityEngine.HoloLens.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Runtime/UnityEngine.VR.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Standalone/UnityEngine.Networking.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/Runtime/UnityEngine.HoloLens.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll’ because we’re compiling for Editor
Ignoring ‘C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Runtime/UnityEngine.VR.dll’ because we’re compiling for Editor

  • starting compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll, for buildtarget 13
    Load scene ‘Temp/__Backupscenes/0.backup’ time: 0.008196 ms
    Unloading 8 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 433.0 MB.
    System memory in use after: 420.6 MB.

Unloading 501 unused Assets to reduce memory usage. Loaded Objects now: 3364.
Total: 12.243109 ms (FindLiveObjects: 0.234119 ms CreateObjectMapping: 0.037141 ms MarkObjects: 10.443925 ms DeleteObjects: 1.527154 ms)

*** Cancelled ‘Build.Player.AndroidPlayer’ in 30 seconds (29727 ms)

This is not something I’ve seen before. It looks like a bug on the Unity side though. Can you submit a bug report and include this project? We will have a look at it then.

Sorry, the project is under an NDA with a client.

I don’t see this problem with other projects on the same computer. Could it be something in my code? Also, does code stripping affect the app performance, or is it used only to reduce the .apk size?

I am getting a similar error, at least with Net 2.0 (Subset) set… Just got into the office will post more information soon

Sounds great :slight_smile:

Testing now. size difference between Net 2.0 build and Net Subset is 74mb/154mb respectively.
Just did a build with Net 2.0 and didn’t get the error.
With Net Subset error was as follows.

UnityException: Failed assemblies stripper: E:/Program Files/Unity 5.5.0f3/Editor/Data/Mono/bin\mono.exe "E:\Program Files\Unity 5.5.0f3\Editor\Data\Tools/UnusedBytecodeStripper.exe" -l none -c link -a "Assembly-CSharp-firstpass.dll" -a "Assembly-CSharp.dll" -a "Assembly-UnityScript-firstpass.dll" -out output -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\Tools\link.xml" -d "Temp/StagingArea/Data/Managed" -x "E:\SpaceJunkie-5.5\Assets\FacebookSDK\link.xml" -x "E:\SpaceJunkie-5.5\Assets\Photon Unity Networking\link.xml" -x "tmplink.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\AI.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Animation.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Audio.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Cloth.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\CrashReporting.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\IMGUI.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\JSONSerialize.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticlesLegacy.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticleSystem.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics2D.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Terrain.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TerrainPhysics.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TextRendering.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UI.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UNET.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAds.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAnalytics.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityConnect.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequest.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Vehicles.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\VR.xml" -x "E:\Program Files\Unity 5.5.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Web.xml" current dir : Temp/StagingArea/Data/Managed
 result file exists: False. Timed out: False

stdout:

stderr:

Unhandled Exception: Mono.Linker.ResolutionException: Can not resolve reference: System.Configuration.IConfigurationSectionHandler

  at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference, System.Object markedby) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.MarkField (Mono.Cecil.FieldReference reference, System.Object markedby) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.MarkFields (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0 

  at UnusedBytecodeStripper.VerboseMarkStep.ApplyPreserveInfo (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference, System.Object markedby) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference, System.Object markedby) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.InitializeType (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0 

  at UnusedBytecodeStripper.VerboseMarkStep.InitializeType (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.InitializeAssembly (Mono.Cecil.AssemblyDefinition assembly) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.Initialize () [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0 

  at UnusedBytecodeStripper.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0 


UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:113)
UnityEditor.MonoAssemblyStripping.MonoLink (BuildTarget buildTarget, System.String managedLibrariesDirectory, System.String[] input, System.String[] allAssemblies, UnityEditor.RuntimeClassRegistry usedClasses) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:406)
UnityEditor.HostView:OnGUI()

I assume the error is because I’m using one of the system libraries not available in the Net 2.0 Subset.

Also using the Mono Compiler, testing with IL2CPP in a few minutes when the 64bit ndk has decompressed

:slight_smile: Found this thread from a few months back ( had a few months off work )

Thanks. Tried full .NET 2.0, but still getting the error. Also, switched to IL2CPP, but that didn’t help either :slight_smile:

Unity Version: 5.5.0f3
Scripting Backend: IL2CPP
OSX Version: 10.11.4
Target: iOS

Ive also recently started to get:
Error: UnusedBytecodeStripper2.exe did not run properly
Ive tried switching between scripting backends, stripping options, etc… all fails. Other projects work fine. I then tried to build an older version of the project to see if it was something I added recently that run into problems with the update, but even that fails. This is the whole editor log output:

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@username132323232

I understand that is fine if you cannot provide the project. There must be something with the code in this project that is causing the issue, although I’m not sure what. It may indeed be a bug on the Unity side as well.

Stripping generally does not impact performance, but it does impact the final .apk size.

Looking closer at the error message, I can see that you are referencing the UnityEngine.TextEditor::content field. It seems that field is obsolete now. You can use the “text” field instead. Maybe that will help in this case.

@image28_1

Yes, this makes sense for the error message you are seeing.

@rasto61

It looks like your error may be subtly different from that of @username132323232 . The key error message I see in the log you provided is:

Mono.Cecil.ResolutionException: Failed to resolve UnityEngine.LightmapData

I’m not sure why this would occur, as that type should be present in the UnityEngine.dll assembly. Can you submit a bug report with a project that causes this issue?

Ill try to see if I can get it to build somehow. If not I will submit a report.

That was it! Thank you Josh! After updating one of the Asset Store assets, the build works. Lesson learned :slight_smile:

BTW, an Android build with IL2CPP takes 10 minutes on my i7 machine. Does that sound normal?

Yes, that might be normal. The Android build for IL2CPP is longer than the Mono build, because Mono JIT compiles the code on the device, so it has less work to do on the build machine. However, subsequent Android builds should be faster, because Unity caches the results of the build of the generated C++ code in the Library directory of the project. So small changes to the code in Unity should build much faster.

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Thank you Josh for a great explanation!