I have the following error when trying to compile in Il2cpp...

I have the following error when trying to compile in Il2cpp

Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARMv7” --configuration=“Release” --outputpath=“D:\Client runk\RGame\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so” --cachedirectory=“D:\Client runk\RGame\Assets…\Library\il2cpp_android_armeabi-v7a/il2cpp_cache” --additional-include-directories=“C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“C:/Users/Developer-GameBear/AppData/Local/Android/sdk-unity/ndk-bundle” --map-file-parser=“C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-UnityScript.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\DOTween.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.Settings.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UI_SpriteAsset.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.Android.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.IOS.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Firebase.App.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Mono.Security.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\mscorlib.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Stores.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\System.Core.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\System.dll” --assembly=“D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Purchasing.dll” --generatedcppdir=“D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput”

stdout:
Building libil2cpp.so with AndroidToolChain.
Output directory: D:\Client runk\RGame\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
ObjectFiles: 612 of which compiled: 0
Total compilation time: 680 milliseconds.
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity
dk-bundle oolchains\llvm-3.6\prebuilt\windows-x86_64\bin\clang++ @“C:\Users\Developer-GameBear\AppData\Local\Temp mpF06.tmp” -o “D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_06C30BE19AE5890DD354C27780632DA1\libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id --sysroot “C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity
dk-bundle\platforms\android-16\arch-arm” -gcc-toolchain “C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity
dk-bundle oolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64” -target armv7-none-linux-androideabi -Wl,–wrap,sigaction -L “C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity
dk-bundle\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a” -lgnustl_static -Xlinker -Map=“D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_06C30BE19AE5890DD354C27780632DA1\libil2cpp.map” -fuse-ld=bfd

D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_init_m632610565’: D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6567: undefined reference to init’
D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logout_m1517745172’: D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6595: undefined reference to logout’
D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_activateApp_m486839488’: D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6605: undefined reference to activateApp’
D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logPurchase_m2381031734’: D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6629: undefined reference to logPurchase’
D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_ui_m3813026227’: D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6659: undefined reference to ui’
D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_initScreenPosition_m2309792883’: D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6681: undefined reference to initScreenPosition’
D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6681: undefined reference to initScreenPosition’ D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logout_m1517745172’:
D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6595: undefined reference to logout’ D:\Client runk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_activateApp_m486839488’:
D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6605: undefined reference to `activateApp’
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)

I’m not sure if I remember correctly but I think I downloaded another Ndk (remove the path in Unity to ndk and during build select the option to find the right version on the Internet itself)

It looks like the relevant error message is:

In function CanvasFacebook_init_m632610565’: D:\Client runk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6567: undefined reference to init’

This usually indicates there is managed code (C#) in the project in an assembly named Facebook.Unity.dll which has a extern method named init in a class named CanvasFacebook. This extern method must have a native method of the same name (“init”) available in the build process. It looks like this method is not available. Should there be a corresponding native library in the build?