Exception: C:\Program Files\Unity\Hub\Editor\2019.2.12f1\Editor\Data\il2cpp\build/UnityLinker.exe did not run properly!

Hello I am a Unity fresh developer.
When I try to register my game to Google Play for testing and select il2cpp for 64bit replacement, I get the following error.

There are three major errors


Failed running C:\Program Files\Unity\Hub\Editor\2019.2.12f1\Editor\Data\il2cpp\build/UnityLinker.exe -out=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/tempStrip -x=“C:/Program Files/Unity/Hub/Editor/2019.2.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/Whitelists/Core.xml” -x=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/…/platform_native_link.xml -x=C:/Users/admin/AppData/Local/Temp/tmp673e4a77.tmp -x=C:/Users/admin/AppData/Local/Temp/tmpa242d8a.tmp -x=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml -d=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/DOTween.Modules.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/Unity.Postprocessing.Runtime.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/XiaomiSupport.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/Unity.TextMeshPro.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/DOTween.dll --include-unity-root-assembly=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/PlayMaker.dll --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed --rule-set=Conservative --editor-data-file=C:/advanture/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json --disable-engine-module-support --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnableCrashReporting --engine-modules-asset-file=“C:/Program Files/Unity/Hub/Editor/2019.2.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/Whitelists/…/modules.asset”

stdout:
Fatal error in Unity CIL Linker
System.InvalidOperationException: No action for the assembly ClassLibrary1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null defined
��ġ: Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly)
��ġ: Mono.Linker.Steps.MarkStep.IsFullyPreserved(TypeDefinition type)
��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)
��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)
��ġ: Mono.Linker.Steps.MarkStep.MarkGenericArguments(IGenericInstance instance)
��ġ: Mono.Linker.Steps.MarkStep.GetOriginalType(TypeReference type)
��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)
��ġ: Mono.Linker.Steps.MarkStep.MarkField(FieldReference reference)
��ġ: Unity.Linker.Steps.Marking.MonoBehaviourMarking.MarkNeededFields(TypeDefinition type)
��ġ: Unity.Linker.Steps.Marking.MonoBehaviourMarking.DoAdditionalTypeProcessing(TypeDefinition type)
��ġ: Unity.Linker.Steps.UnityMarkStep.DoAdditionalTypeProcessing(TypeDefinition type)
��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)
��ġ: Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)
��ġ: Mono.Linker.Steps.MarkStep.InitializeType(TypeDefinition type)
��ġ: Mono.Linker.Steps.MarkStep.InitializeType(TypeDefinition type)
��ġ: Mono.Linker.Steps.MarkStep.InitializeAssembly(AssemblyDefinition assembly)
��ġ: Mono.Linker.Steps.MarkStep.Initialize()
��ġ: Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context)
��ġ: Mono.Linker.Pipeline.ProcessStep(LinkContext context, IStep step)
��ġ: Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
��ġ: Mono.Linker.Pipeline.Process(LinkContext context)
��ġ: Unity.Linker.UnityDriver.Run()
��ġ: Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
��ġ: Unity.Linker.UnityDriver.RunDriver()
stderr:

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:126)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71) UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:222)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable1, BuildTargetGroup, ManagedStrippingLevel, Boolean, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:158) UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:358) UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:246) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:326) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Build completed with a result of ‘Failed’
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

I searched the forums for similar issues and ran them all, and I could not solve them.

I’ve tried:

1.Rebuild after deleting library folder

2.Clear il2cpp Cache

3.Replace with .NET Standard 2.0

4.x86 uncheck

5.sdk path after android-ndk-r16b-windows-x86_64 download

6.Project path and Unity language are both English

Does anyone know of this solution?

Do you have a DLL named ClassLibrary1.dll in your project? The error message indicates that something is trying to use it, but it cannot be found.