IL2CPP Build crashes in 2020.2 0b12

And in 2020.2 0b11
I’m on Windows 7 64bit.
I also updated Burst

Please help!

Here are the logs:

Invoking UnityLinker with response file. response.rsp contents: -out="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/tempStrip" -x=C:/Users/USER/AppData/Local/Temp/tmp491a119b.tmp -x="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/TypesInScenes.xml" -x="C:/!Works/MatterFlow/Assets/Plugins/Sirenix/Assemblies/link.xml" -d="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed" --include-unity-root-assembly="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" --include-unity-root-assembly="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/Unity.TextMeshPro.dll" --include-unity-root-assembly="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" --include-unity-root-assembly="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/Sirenix.OdinInspector.CompatibilityLayer.dll" --include-unity-root-assembly="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/Unity.Postprocessing.Runtime.dll" --include-unity-root-assembly="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/UniRx.Async.dll" --include-unity-root-assembly="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/Sirenix.Serialization.Config.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed" --rule-set=Experimental --editor-data-file="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json" --platform=WindowsDesktop --engine-modules-asset-file="C:/Program Files/Unity/Hub/Editor/2020.2.0b12/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/modules.asset"
C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\build/deploy/netcoreapp3.1/UnityLinker.exe exited after 14482 ms.
Invoking il2cpp (via bee.exe) with arguments: --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="WindowsDesktop" --architecture="x64" --configuration="Release" --outputpath="C:\!Works\MatterFlow\Library/Il2cppBuildCache/Windows/x64\Native\GameAssembly.dll" --cachedirectory="C:\!Works\MatterFlow\Assets\..\Library/il2cpp_cache" --baselib-directory="C:/Program Files/Unity/Hub/Editor/2020.2.0b12/Editor/Data/PlaybackEngines/WindowsStandaloneSupport\Variations\win64_nondevelopment_il2cpp" --avoid-dynamic-library-copy --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2020.2.0b12/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/!Works/MatterFlow/Temp/StagingArea/Data/Managed" --generatedcppdir="C:/!Works/MatterFlow/Library/Il2cppBuildCache/Windows/x64/il2cppOutput"
C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe exited after 9069 ms.
Unity.IL2CPP.Building.BuilderFailedException: pch-c.c
C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp\il2cpp-config.h(3): fatal error C1083:[B] [WEIRD CHARACTERS HERE, CANT POST ON FORUM][/B]: string.h: No such file or directory,




Invocation was: Executable: "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\bin\HostX64\x64\cl.exe"
Arguments: "C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp\pch\pch-c.c" /nologo /c /bigobj /W3 /Z7 /EHs /GR- /Gy /utf-8 /wd4102 /wd4800 /wd4056 /wd4190 /wd4723 /wd4467 /wd4503 /wd4996 /wd4200 /wd4834 /Ox /Oi /Oy- /GS- /Gw /GF /Zo /MT /D_WIN32 /DWIN32 /DWIN32_THREADS /D_WINDOWS /DWINDOWS /D_UNICODE /DUNICODE /D_CRT_SECURE_NO_WARNINGS /D_SCL_SECURE_NO_WARNINGS /D_WINSOCK_DEPRECATED_NO_WARNINGS /DNOMINMAX /D_NDEBUG /DNDEBUG /DWINDOWS_SDK_BUILD_VERSION=16299 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /DNET_4_0 /DUNITY_AOT /DIL2CPP_MONO_DEBUGGER_DISABLED /DGC_NOT_DLL /DRUNTIME_IL2CPP /DIL2CPP_ENABLE_WRITE_BARRIERS=1 /DIL2CPP_INCREMENTAL_TIME_SLICE=3 /DBASELIB_INLINE_NAMESPACE=il2cpp_baselib /I"C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\ucrt" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\bdwgc\include" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\xxHash" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\baselib\Include" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\baselib\Platforms\Windows\Include" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp\pch" /I"C:\!Works\MatterFlow\Library\Il2cppBuildCache\Windows\x64\il2cppOutput" /Ycpch-c.h /Fp"C:\!Works\MatterFlow\Library\il2cpp_cache\B5ABEA12392EAC6BE25CC4140DDED99D.pch" /Fo"C:\!Works\MatterFlow\Library\il2cpp_cache\B5ABEA12392EAC6BE25CC4140DDED99D.obj" /Fd"C:\!Works\MatterFlow\Library\il2cpp_cache\B5ABEA12392EAC6BE25CC4140DDED99D.pdb"
EnvArg key: PATH value: C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\bin\HostX64\x64

   at Unity.IL2CPP.Building.ToolChains.MsvcToolChain.InvokePchCompilation(IL2CPPOutputBuildDescription programBuildDescription, HeaderFileHashProvider headerHashProvider, NPath workingDirectory, Boolean forceRebuild, Boolean verbose, Boolean includeFileNamesInHashes, NPath sourceFile)
   at Unity.IL2CPP.Building.ToolChains.MsvcToolChain.<>c__DisplayClass53_0.<CompilePch>b__0()
   at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass0_0`1.<Run>b__0(Object o)

Exception: Unity.IL2CPP.Building.BuilderFailedException: pch-cpp.cpp
C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp\il2cpp-config.h(3): fatal error C1083: [B][WEIRD CHARACTERS HERE, CANT POST ON FORUM][/B]: string.h: No such file or directory,




Invocation was: Executable: "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\bin\HostX64\x64\cl.exe"
Arguments: "C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp\pch\pch-cpp.cpp" /nologo /c /bigobj /W3 /Z7 /EHs /GR- /Gy /utf-8 /wd4102 /wd4800 /wd4056 /wd4190 /wd4723 /wd4467 /wd4503 /wd4996 /wd4200 /wd4834 /Ox /Oi /Oy- /GS- /Gw /GF /Zo /MT /D_WIN32 /DWIN32 /DWIN32_THREADS /D_WINDOWS /DWINDOWS /D_UNICODE /DUNICODE /D_CRT_SECURE_NO_WARNINGS /D_SCL_SECURE_NO_WARNINGS /D_WINSOCK_DEPRECATED_NO_WARNINGS /DNOMINMAX /D_NDEBUG /DNDEBUG /DWINDOWS_SDK_BUILD_VERSION=16299 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /DNET_4_0 /DUNITY_AOT /DIL2CPP_MONO_DEBUGGER_DISABLED /DGC_NOT_DLL /DRUNTIME_IL2CPP /DIL2CPP_ENABLE_WRITE_BARRIERS=1 /DIL2CPP_INCREMENTAL_TIME_SLICE=3 /DBASELIB_INLINE_NAMESPACE=il2cpp_baselib /I"C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\ucrt" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\bdwgc\include" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\xxHash" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\baselib\Include" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\external\baselib\Platforms\Windows\Include" /I"C:\Program Files\Unity\Hub\Editor\2020.2.0b12\Editor\Data\il2cpp\libil2cpp\pch" /I"C:\!Works\MatterFlow\Library\Il2cppBuildCache\Windows\x64\il2cppOutput" /Ycpch-cpp.hpp /Fp"C:\!Works\MatterFlow\Library\il2cpp_cache\FC50AE8CEF1C4B7C73AFE5DB8FCC2F83.pch" /Fo"C:\!Works\MatterFlow\Library\il2cpp_cache\FC50AE8CEF1C4B7C73AFE5DB8FCC2F83.obj" /Fd"C:\!Works\MatterFlow\Library\il2cpp_cache\FC50AE8CEF1C4B7C73AFE5DB8FCC2F83.pdb"
EnvArg key: PATH value: C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\bin\HostX64\x64

   at Unity.IL2CPP.Building.ToolChains.MsvcToolChain.InvokePchCompilation(IL2CPPOutputBuildDescription programBuildDescription, HeaderFileHashProvider headerHashProvider, NPath workingDirectory, Boolean forceRebuild, Boolean verbose, Boolean includeFileNamesInHashes, NPath sourceFile)
   at Unity.IL2CPP.Building.ToolChains.MsvcToolChain.<>c__DisplayClass53_0.<CompilePch>b__1()
   at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass0_0`1.<Run>b__0(Object o)
  at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0014f] in <035872db5a94479ab5279e32150d6196>:0
  at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00060] in <035872db5a94479ab5279e32150d6196>:0
  at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) [0x000dc] in <035872db5a94479ab5279e32150d6196>:0
  at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) [0x0039a] in <035872db5a94479ab5279e32150d6196>:0
  at UnityEditorInternal.IL2CPPBuilder.Run () [0x00123] in <035872db5a94479ab5279e32150d6196>:0
  at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <035872db5a94479ab5279e32150d6196>:0
  at DesktopStandalonePostProcessor.RunIL2CPP (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditorInternal.IIl2CppPlatformProvider il2cppPlatformProvider, System.Collections.Generic.List`1[T] cppPlugins) [0x0001c] in <035872db5a94479ab5279e32150d6196>:0
  at DesktopStandalonePostProcessor.SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs args, System.Collections.Generic.HashSet`1[T] filesToNotOverwrite) [0x000a4] in <035872db5a94479ab5279e32150d6196>:0
  at DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x00015] in <035872db5a94479ab5279e32150d6196>:0
Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
  at DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x00070] in <035872db5a94479ab5279e32150d6196>:0
  at UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <035872db5a94479ab5279e32150d6196>:0
  at 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) [0x000dc] in <035872db5a94479ab5279e32150d6196>:0
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, String[], Boolean)
UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun(Boolean)
UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
UnityEditor.BuildPlayerWindow:OnGUI()
UnityEditor.HostView:InvokeOnGUI(Rect, Rect)
UnityEditor.DockArea:smile:rawView(Rect, Rect)
UnityEditor.DockArea:OldOnGUI()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent(EventBase, IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue()
UnityEngine.UIElements.EventDispatcher:OpenGate()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose()
UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch(EventBase, IPanel, DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch(BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr)
UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Unloading 18 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 303.7 MB.
System memory in use after: 303.9 MB.

Unloading 18 unused Assets to reduce memory usage. Loaded Objects now: 3618.
Total: 30.569836 ms (FindLiveObjects: 0.378072 ms CreateObjectMapping: 0.128756 ms MarkObjects: 30.030905 ms  DeleteObjects: 0.030054 ms)

Unloading 970 Unused Serialized files (Serialized files now loaded: 0)
LightingSettings: switching bake backend from 1 to 0.
Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize:            2437.501 ms
    Integration:            198.204 ms
    Integration of assets:  230.921 ms
    Thread Wait Time:       61.220 ms
    Total Operation Time:   2927.846 ms
System memory in use before: 0.62 GB.
System memory in use after: 0.62 GB.

Unloading 11 unused Assets to reduce memory usage. Loaded Objects now: 44107.
Total: 137.451388 ms (FindLiveObjects: 3.818284 ms CreateObjectMapping: 2.289263 ms MarkObjects: 131.264607 ms  DeleteObjects: 0.077185 ms)

Build completed with a result of 'Failed' in 47 seconds (47369 ms)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun (bool)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect,UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <035872db5a94479ab5279e32150d6196>:0
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <035872db5a94479ab5279e32150d6196>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun (bool)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect,UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

It looks like you might not have the proper Visual Studio components installed. Please install Visual Studio with the C++ workload. This should installed the Windows 10 SDK, which I think you are missing.

1 Like

Thank you!

Please help me: Some errors when I built in Android

Please make sure that you have .NET Framework 4.8 (the latest version) installed. I believe that might correct this error.

Can you help me, pls. I have some errors when I build in Android,
I tried to fix it, followed some instructions but still not fixed, can you help me JoshPeterson.

Camn

I’m not sure what this means. Can you look for additional errors in the editor log file? Maybe the Microsoft compiler is crashing.

7231432--870283--EditorError.JPG [quote=“JoshPeterson, post:7, topic: 818177, username:JoshPeterson”]
I’m not sure what this means. Can you look for additional errors in the editor log file? Maybe the Microsoft compiler is crashing.
[/quote]

I am getting this error while building my project with c++ files in the plugin folder. This only happens if I use functions with IntPtr.
c# side

    [DllImport("__Internal")]
    public static extern IntPtr SimpleTypeReturnFun();

c++ side

extern "C"{
    int* SimpleTypeReturnFun();
    {                      

    }
}

7231432–870289–Editor.txt (670 KB)

Update: found problem’s solution. Either solve by updating windows 10 kit SDK or update registry path to windows 10 kit current version. This particular problem occurs when wrong windows 10 SDK version is being pointed, which is not even installed in your system.

Here is the link from another post, the solution was posted by someone from unity
https://discussions.unity.com/t/757904

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@JoshPeterson : I installed emscripten to do some experiments on boost c++ library and it did not work and I dropped the idea with another workaround. Now problem is that when I build the application on WebGL, it gives me an error, something to do with c++ 11 style coding. This same code builds for Windows Standalone

Output log

stdout:
stderr:In file included from E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:2:E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:56:17: error: expected ‘(’ for function-style cast or type construction return Point{ p.xm.a + p.ym.c + m.e, ~~~~~^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:61:17: error: expected ‘(’ for function-style cast or type construction return Point{ p.x * d, p.y * d }; ~~~~~^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:65:17: error: expected ‘(’ for function-style cast or type construction return Point{ p.x * d, p.y * d }; ~~~~~^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:69:17: error: expected ‘(’ for function-style cast or type construction return Point{ p.x + q.x, p.y * q.y }; ~~~~~^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:103:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto r = a - floor(a / b) * b; ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:120:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto i = utoidx(pattern, u1, o); ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:121:11: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] const auto &pi = pattern.dash; ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:126:9: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for(auto u = u1; u < u2;) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:127:15: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] const auto &pi = pattern.dash; ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:155:56: warning: rvalue references are a C++11 extension [-Wc++11-extensions]void uvspans(const Dash &pattern, std::vector && segments, Cb cb, std::vector &uu, Wr wr) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:158:9: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for(auto &s : segments) ysort(s);// “ysort” a segment so that its first component has the lower y-value ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:158:17: warning: range-based for loop is a C++11 extension [-Wc++11-extensions] for(auto &s : segments) ysort(s);// “ysort” a segment so that its first component has the lower y-value ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:160:9: error: expected expression [ ](const Segment &a, const Segment &b) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:167:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto heapcmp = [ ](const Segment &a, const Segment &b) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:167:20: error: expected expression auto heapcmp = [ ](const Segment &a, const Segment &b) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:171:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto segments_begin = segments.begin(); ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:175:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto vstart = intfloor(segments.front().p.y); ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:176:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto vend = intceil(std::max_element(segments.begin(), segments.end(), ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:177:17: error: expected expression [ ](const Segment &a, const Segment &b) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:185:9: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for(auto v = vstart; v != vend; v++) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:194:19: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] const auto &s = segments_begin; ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:201:21: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for ( const auto &s : make_iterator_pair ( heap_begin,heap_end )) ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:201:29: warning: range-based for loop is a C++11 extension [-Wc++11-extensions] for ( const auto &s : make_iterator_pair ( heap_begin,heap_end )) ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:203:13: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto du = s.q.x - s.p.x; ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:204:13: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto dv = s.q.y - s.p.y; ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:207:33: error: expected ‘(’ for function-style cast or type construction Intersection{s.p.x + du * (v - s.p.y) / dv,s.swapped}); ~~~~~~~~~~~~^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:231:19: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for(const auto &isect : uu) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:231:31: warning: range-based for loop is a C++11 extension [-Wc++11-extensions] for(const auto &isect : uu) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:240:57: error: expected expression s.erase(s.begin(), std::find_if(s.begin(), s.end(), [ ](unsigned char ch) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:247:48: error: expected expression s.erase(std::find_if(s.rbegin(), s.rend(), [ ](unsigned char ch) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:264:13: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto i = line.find(“;”); ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:288:9: error: expected expression [&](const Segment &s) ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:291:45: error: expected expression uvspans(pattern, std::move(uvsegments), [&](double v, double u1, double u2) { ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:304:15: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for(const auto &i : pattern.d) xyhatch(i, start, end, cb, uvsegments, uu, wr); ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch/dashing.h:304:23: warning: range-based for loop is a C++11 extension [-Wc++11-extensions] for(const auto &i : pattern.d) xyhatch(i, start, end, cb, uvsegments, uu, wr); ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:17:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto i = 1. / determinant(); ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:18:20: error: expected ‘(’ for function-style cast or type construction return PSMatrix{di, -bi, -ci, ai, i(cf-ed), i*(be-af)}; ~~~~~~~~^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:22:15: error: expected ‘;’ at end of declaration PSMatrix r{1.,0.,0.,1.,x,y}; ^ ;E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:28:15: error: expected ‘;’ at end of declaration PSMatrix r{c,s,-s,c,0.,0.}; ^ ;E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:33:15: error: expected ‘;’ at end of declaration PSMatrix r{1.,0.,xk,1.,0.,0.}; ^ ;E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:38:15: error: expected ‘;’ at end of declaration PSMatrix r{1.,0.,0.,ys,0.,0.}; ^ ;E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:43:15: error: expected ‘;’ at end of declaration PSMatrix r{ ^ ;E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:58:5: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] auto s = 0.; ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:59:9: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for(auto d : dash) { sum.push_back(s); s += fabs(d); } ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:59:16: warning: range-based for loop is a C++11 extension [-Wc++11-extensions] for(auto d : dash) { sum.push_back(s); s += fabs(d); } ^E:\Unity experiment\learning\CPPTesting\New Unity Project\Assets\Plugins\Hatch\dashing.cpp:70:9: warning: ‘auto’ type specifier is a C++11 extension [-Wc++11-extensions] for(auto i = words.begin() + 1; i != words.end(); i++) *i *= scale; ^28 warnings and 18 errors generated.ERROR:root:compiler frontend failed to generate LLVM bitcode, halting

Do you expect this file dashing.cpp to be compiled with the Unity project?

@JoshPeterson : Yes its a plugin made by me. Correct me if I am wrong

i replaced -std=c++03 to -std=c++11 and half the errors are gone. Now i get error related to

I guess this error is because __declspec is not required when building with c++ source files directly.

Yes, that was the issue, finally the code builds for all platforms.

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Hey. Do you add __declspec to your C++, then build DLL and then remove the __declspec each time you want to test changes made in C++? This is so annoying