Hello everyone,
Im just starting with Unity and doing the rollaball tutorial for the final step im trying to make a windows standalone build but i am getting the following error messages on the build
I started using unity2019.4.3f1 and then tryed with the newest version 2020.1.0f1 but on both cases i get these errors when trying to make the build
error1
Failed running C:\Program Files\Unity\Hub\Editor\2020.1.0f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile=âunityaotâ --compile-cpp --libil2cpp-static --platform=âWindowsDesktopâ --architecture=âx64â --configuration=âReleaseâ --outputpath=âC:\Users\Christian\Documents\Proyectos Unity\Rollaball\New Unity Project\Temp/StagingArea/Data\Native\GameAssembly.dllâ --cachedirectory=âC:\Users\Christian\Documents\Proyectos Unity\Rollaball\New Unity Project\Assets..\Library/il2cpp_cacheâ --baselib-directory=âC:/Program Files/Unity/Hub/Editor/2020.1.0f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport\Variations\win64_nondevelopment_il2cppâ --avoid-dynamic-library-copy --profiler-report --map-file-parser=âC:/Program Files/Unity/Hub/Editor/2020.1.0f1/Editor/Data/Tools/MapFileParser/MapFileParser.exeâ --directory=âC:/Users/Christian/Documents/Proyectos Unity/Rollaball/New Unity Project/Temp/StagingArea/Data/Managedâ --generatedcppdir=âC:/Users/Christian/Documents/Proyectos Unity/Rollaball/New Unity Project/Temp/StagingArea/Data/il2cppOutputâ
stdout:
Running il2cpp.exe in server GC mode.
il2cpp.exe didnât catch exception: System.InvalidOperationException: C++ code builder is unable to build C++ code. In order to build C++ code for Windows Desktop, you must have one of these installed:
Visual Studio 2015 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2015 installation is found by looking at âSOFTWARE\Microsoft\VisualStudio\14.0_Config\InstallDirâ in the registry
Windows 10 SDK is found by looking at âSOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolderâ in the registry
Visual Studio 2017 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2017 installation is found using Microsoft.VisualStudio.Setup.Configuration COM APIs
Windows 10 SDK is found by looking at âSOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolderâ in the registry
at Unity.IL2CPP.Building.CppProgramBuilder.ThrowIfCannotBuildInCurrentEnvironment()
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.DoRun(String[ ] args, RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.Run(String[ ] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[ ] args)
stderr:
Unhandled exception. System.InvalidOperationException: C++ code builder is unable to build C++ code. In order to build C++ code for Windows Desktop, you must have one of these installed:
Visual Studio 2015 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2015 installation is found by looking at âSOFTWARE\Microsoft\VisualStudio\14.0_Config\InstallDirâ in the registry
Windows 10 SDK is found by looking at âSOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolderâ in the registry
Visual Studio 2017 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2017 installation is found using Microsoft.VisualStudio.Setup.Configuration COM APIs
Windows 10 SDK is found by looking at âSOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolderâ in the registry
at Unity.IL2CPP.Building.CppProgramBuilder.ThrowIfCannotBuildInCurrentEnvironment()
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.DoRun(String[ ] args, RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.Run(String[ ] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[ ] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
UnityEditorInternal.Runner:RunNetCoreProgram(String, String, String, CompilerOutputParserBase, Action1) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List
1, Action1, String) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean) UnityEditorInternal.IL2CPPBuilder:Run() UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action
1, RuntimeClassRegistry)
DesktopStandalonePostProcessor:SetupStagingArea(BuildPostProcessArgs, HashSet`1)
DesktopStandalonePostProcessor:postProcess(BuildPostProcessArgs)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
error 2
Exception: C:\Program Files\Unity\Hub\Editor\2020.1.0f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at :0)
UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <b17f35b08b864a3ca09a7032b437596e>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List
1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at <b17f35b08b864a3ca09a7032b437596e>:0) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <b17f35b08b864a3ca09a7032b437596e>:0) UnityEditorInternal.IL2CPPBuilder.Run () (at <b17f35b08b864a3ca09a7032b437596e>:0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action
1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0)
DesktopStandalonePostProcessor.SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs args, System.Collections.Generic.HashSet`1[T] filesToNotOverwrite) (at :0)
DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at :0)
Rethrow as BuildFailedException: Exception of type âUnityEditor.Build.BuildFailedExceptionâ was thrown.
DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at :0)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
Does someone have any idea how to solve this? If have looked around on google and all have to do with andriod build but mine is a windows standalone.
Any help is appreciated, thanks in advance