Sorry it took some time to get back; I was busy. Okay, so for the building problem, these are the errors that I get (4 in total):
Error 1:
Failed running C:\Program Files\Unity\2019.4.1f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARM64” --configuration=“Release” --outputpath=“C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so” --cachedirectory=“C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Assets..\Library\il2cpp_android_arm64-v8a/il2cpp_cache” --additional-include-directories=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK” --map-file-parser=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe” --generatedcppdir=“C:/Users/agaug/OneDrive/Documents/Unity Program Files/New Unity Project (2)/Temp/StagingArea/Il2Cpp/il2cppOutput” --dotnetprofile=“unityaot”
stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a
Cache directory: C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Library\il2cpp_android_arm64-v8a\il2cpp_cache
ObjectFiles: 178 of which compiled: 0
Total compilation time: 261 milliseconds.
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\2019.4.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @“C:\Users\agaug\AppData\Local\Temp\tmp9E2F.tmp” -o “C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_1AD9836FB58A6E1F1333B329305A2196\libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id -stdlib=libc++ -static-libstdc++ -target aarch64-linux-android21 -Wl,–wrap,sigaction -llog -rdynamic -fuse-ld=bfd.exe
C:/Users/agaug/OneDrive/Documents/Unity Program Files/New Unity Project (2)/Library/il2cpp_android_arm64-v8a/il2cpp_cache/2B23B24D1F5E3DC530616767492FCABC.o: file not recognized: File format not recognized
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[ ] args, List
1 foundAssemblies)
at il2cpp.Program.Run(String[ ] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[ ] args)
stderr:
Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\2019.4.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @“C:\Users\agaug\AppData\Local\Temp\tmp9E2F.tmp” -o “C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_1AD9836FB58A6E1F1333B329305A2196\libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id -stdlib=libc++ -static-libstdc++ -target aarch64-linux-android21 -Wl,–wrap,sigaction -llog -rdynamic -fuse-ld=bfd.exe
C:/Users/agaug/OneDrive/Documents/Unity Program Files/New Unity Project (2)/Library/il2cpp_android_arm64-v8a/il2cpp_cache/2B23B24D1F5E3DC530616767492FCABC.o: file not recognized: File format not recognized
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[ ] args, List
1 foundAssemblies)
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:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List
1, Action1, String) UnityEditorInternal.IL2CPPBuilder:RunCompileAndLink() UnityEditorInternal.IL2CPPUtils:RunCompileAndLink(String, String, IIl2CppPlatformProvider, Action
1, RuntimeClassRegistry)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Error 2:
Exception: C:\Program Files\Unity\2019.4.1f1\Editor\Data\il2cpp/build/deploy/net471/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.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <fd8fd784002f49beab0500d3a24213b9>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List
1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at <fd8fd784002f49beab0500d3a24213b9>:0) UnityEditorInternal.IL2CPPBuilder.RunCompileAndLink () (at <fd8fd784002f49beab0500d3a24213b9>:0) UnityEditorInternal.IL2CPPUtils.RunCompileAndLink (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action
1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEditor.Android.AndroidBuildPostprocessor.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)
Error 3:
Build completed with a result of ‘Failed’ in 69 seconds (69133 ms)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
and Error 4:
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002bb] in :0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)