I can't build tutorial game. First time making something

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Hello, it is my first time making a game using Unity and when I try to build it, it fails and gives me these two error codes. Any help would be greatly appreciated.

Bug 1
Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
B:\Animation Tools\Unity\Unity\Hub\Editor\6000.0.26f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe @Library\Bee\artifacts\rsp\3582482776846418107.rsp
Fatal error in Unity CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: ‘B:\Testing testing 1, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’
at Unity.Linker.UnityAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Mono.Linker.LinkContext.Resolve(IMetadataScope scope)
at Unity.Linker.Steps.SetupAndRegisterUnityRootsSteps.ResolvePath(UnityLinkContext context, NPath assemblyPath)
at Unity.Linker.Steps.CopyModeStep.SetupAssemblies()
at Unity.Linker.Steps.CopyModeStep.Process()
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()

UnityEditor.GenericMenu:CatchMenu (object,string,int)

Bug 2
Build completed with a result of ‘Failed’ in 22 seconds (21576 ms)
Building Library\Bee\artifacts\WinPlayerBuildProgram\ManagedStripped failed with output:
B:\Animation Tools\Unity\Unity\Hub\Editor\6000.0.26f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe @Library\Bee\artifacts\rsp\3582482776846418107.rsp
Fatal error in Unity CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: ‘B:\Testing testing 1, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’
at Unity.Linker.UnityAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Mono.Linker.LinkContext.Resolve(IMetadataScope scope)
at Unity.Linker.Steps.SetupAndRegisterUnityRootsSteps.ResolvePath(UnityLinkContext context, NPath assemblyPath)
at Unity.Linker.Steps.CopyModeStep.SetupAssemblies()
at Unity.Linker.Steps.CopyModeStep.Process()
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()

UnityEditor.GenericMenu:CatchMenu (object,string,int)

How to troubleshoot build failures:

Obviously, if there is actionable data, clues or information within any of the errors, fix those problems. Each error entry may have more information than can fit in the console log so select each error and read the expanded view below it.

If that gives you nothing worthwhile (look to Google! You’re never the first one!), then…

First, make a blank project with a single blank scene and prove that it builds successfully.

If the blank project does NOT build, go fix your Unity installation or your other tools, such as Android SDK, NDK, JDK, etc. It may even be necessary to change to a different version of Unity3D. It is generally best to stay with LTS versions of Unity3D.

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 whatever subsystem is making the build fail.

Android build not building:

Circa July 2022 here have been reports of Unity’s installer failing to install the Android Tools.

Here was how I brought up Unity2020.3.41 and the Android SDK 31 on October 30, 2022 (edited on August 23, 2023 to include Android SDK 33…) (and again for SDK34):

Android Gradle errors and other related stuff:

Thank you! I will start the troubleshooting process.