il2cpp build failed (android)

We have been working on a project for a couple of months and we did not have any problems, but for the past few days we have not been able to get output from the project under il2cpp. Although we did not make any significant changes to the code, I get the il2cpp error constantly. I even reverted the project to a few versions before within the Collaborate to see if the problem lays within codes but unity still shows this error. This problem occurs on all the previous projects that we’ve made a build from (new projects do not face this problem).

Editor version 2020.2.0f1.
Build for android with il2cpp (.net standard 2) (c++ compiler config is release), for both armv7 and arm64.

here is the error message:

I’m not sure about the cause of this issue, but I’ll check with others who might know.

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Thank you.
One more thing I was using plasticSCM and then remove that and continue using Collaborate, all these problems occurred after removing plasticSCM package from project. I don’t know if it’s related or not.

I suspect that is not related to this issue, but I’m not certain.

Thank you @JoshPeterson . just some update:

Try to rollback collaborate to where it works fine : (not working with same error)
Try to upgrade editor version to 2020.2.3 : (not working with same error)

base on this post that he has some what similar error. I check all project for possibility of using non-ASCII for path names I don’t found anything. also I check the “tundra.dag.json” and it’s not existed (low chance for lack permission).

Another update:
I just used Unity Could Build and it’s successful but in client I’m still have a problem.

It looks like the error message is changed:

Try to delete that Il2cppBuildCache directory. I wonder if it is corrupt somehow. It should be automatically recreated if it does not exist.

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Actually I done that before but I try it again and post the result.

sorry it take a little time.
I remove the il2cpp cache and problem gone but only the error is gone, for the first time it built the project but after that I try to rebuild the project it was stuck at “Build native binary with il2cpp” and never continue I think it has some problem with Arm v7a because some time it failed and cause of it again is Arm v7a.

I try to clear the cache again but no luck it stuck in there again some times it success but mostly it will stuck.
I even can’t stop building process, force closing unity don’t close il2cpp.exe and if I don’t restart my system I can’t build project because unity say it use by some other application “or something like that”.

Note: I use CloudBuild and it work fine.

Can you submit a bug report and include this project? Details about how to submit a bug report can be found here: https://unity3d.com/unity/qa/bug-reporting

1 Like

Thank you so much! It worked!

i got this same problem and i can’t build my aab file:

Exception: Failed running I:\Unities\2020.2.1f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

stdout:
Require frontend run. tundra.dag no longer valid. FileSignature timestamp changed: bee.exe
[ 0s] Executed build program. Created build graph with 1 nodes.
error: Cannot parse path because it’s …'ing beyond the root: I:/documentos/Mostroscopy/Library/Il2cppBuildCache/Android/armeabi-v7a/…/…/…/…/…/…/…/…/.repoconfig (System.ArgumentException)
at NiceIO.NPath.CollapseDoubleDots
at NiceIO.NPath.MakeCompletelyWellFormatted
at NiceIO.NPath…ctor
at NiceIO.NPath.Combine
at NiceIO.NPath.RelativeTo
at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].MoveNext
at Bee.TundraBackend.TundraBackend.AddFileSignature
at Bee.TundraBackend.TundraBackend.AddFileAndGlobSignaturesFromOtherTundraFile
at Bee.StandaloneBeeDriver.CreateBuildGraph
at Bee.StandaloneBeeDriver.InvokeTundra
at Bee.StandaloneBeeDriver.BuildMain
at Bee.StandaloneBeeDriver.Main
stderr:

UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0) UnityEditorInternal.IL2CPPBuilder.Run () (at <1e441e8684a14fe4b8f8a926d91afc3a>:0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5cf84f2cc5134566935b135856517214>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5cf84f2cc5134566935b135856517214>: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 <5cf84f2cc5134566935b135856517214>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5cf84f2cc5134566935b135856517214>: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 <1e441e8684a14fe4b8f8a926d91afc3a>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

It looks like they fix the issue in 2021.1.15. I don’t get that problem with that version but the thing is I build project with my laptop that has intel CPU (I got problem in my PC AMD ryzen CPU), in that time I suggest that the problem could because of CPU.

Also I couldn’t send a bug report because it stuck at sending and never send the data.

Hi, I am stuck here please help me and i get this build error with unity version 2022.1.5f1

Building Library\Bee\artifacts\Android\ManagedStripped failed with output:
C:\Program Files\Unity\Hub\Editor\2022.1.5f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Library/Bee/PlayerScriptAssemblies --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Managed --search-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --search-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Assets/GoogleMobileAds --search-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Library/PackageCache/com.unity.visualscripting@1.7.8/Runtime/VisualScripting.Flow/Dependencies/NCalc --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux --search-directory=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux/Facades --out=Library/Bee/artifacts/Android/ManagedStripped --include-link-xml=D:/WORK/My Projects After Big Bang/Admobbbb/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=D:/WORK/My Projects After Big Bang/Admobbbb/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=D:/WORK/My Projects After Big Bang/Admobbbb/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-link-xml=D:\WORK\My Projects After Big Bang\Admobbbb\Assets\GoogleMobileAds\link.xml --include-link-xml=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/AndroidNativeLink.xml --include-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Library/Bee/PlayerScriptAssemblies --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Managed --include-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/AOT --include-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Assets/GoogleMobileAds --include-directory=D:/WORK/My Projects After Big Bang/Admobbbb/Library/PackageCache/com.unity.visualscripting@1.7.8/Runtime/VisualScripting.Flow/Dependencies/NCalc --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux --include-directory=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/MonoBleedingEdge/lib/mono/unityaot-linux/Facades --dotnetprofile=unityaot-linux --dotnetruntime=Il2Cpp --platform=Android --use-editor-options --enable-engine-module-stripping --engine-modules-asset-file=C:/Program Files/Unity/Hub/Editor/2022.1.5f1/Editor/Data/PlaybackEngines/AndroidPlayer/modules.asset --editor-data-file=D:/WORK/My Projects After Big Bang/Admobbbb/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json --include-unity-root-assembly=D:/WORK/My Projects After Big Bang/Admobbbb/Library/Bee/PlayerScriptAssemblies/Assembly-CSharp.dll --include-unity-root-assembly=D:/WORK/My Projects After Big Bang/Admobbbb/Library/Bee/PlayerScriptAssemblies/UnityEngine.UI.dll --print-command-line
Fatal error in Unity CIL Linker
Mono.Linker.LinkerFatalErrorException: ILLink: error IL1005: GoogleMobileAds.Api.MobileAds.GetClientFactory(): Error processing method ‘GoogleMobileAds.Api.MobileAds.GetClientFactory()’ in assembly ‘GoogleMobileAds.dll’
—> System.InvalidOperationException: No action for the assembly GoogleMobileAds.Unity, Version=7.1.0.0, Culture=neutral, PublicKeyToken=null defined
at Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly)
at Mono.Linker.Steps.MarkStep.MarkCustomAttributes(ICustomAttributeProvider provider, DependencyInfo& reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Steps.MarkStep.MarkTypeVisibleToReflection(TypeReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember)
at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.<>c__DisplayClass20_4.b__7()
at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.HandleCall(MethodBody callingMethodBody, MethodReference calledMethod, Instruction operation, ValueNodeList methodParams, ValueNode& methodReturnValue)
at Mono.Linker.Dataflow.MethodBodyScanner.HandleCall(MethodBody callingMethodBody, Instruction operation, Stack`1 currentStack)
at Mono.Linker.Dataflow.MethodBodyScanner.Scan(MethodBody methodBody)
at Mono.Linker.Dataflow.ReflectionMethodBodyScanner.ScanAndProcessReturnValue(MethodBody methodBody)
at Unity.Linker.Steps.UnityMarkStep.MarkReflectionLikeDependencies(MethodBody body, Boolean requiresReflectionMethodBodyScanner)
at Mono.Linker.Steps.MarkStep.MarkMethodBody(MethodBody body)
at Unity.Linker.Steps.UnityMarkStep.MarkMethodBody(MethodBody body)
at Mono.Linker.Steps.MarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
at Unity.Linker.Steps.UnityMarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason)
at Mono.Linker.Steps.MarkStep.ProcessQueue()
— End of inner exception stack trace —
at Mono.Linker.Steps.MarkStep.ProcessQueue()
at Mono.Linker.Steps.MarkStep.ProcessPrimaryQueue()
at Mono.Linker.Steps.MarkStep.Process()
at Mono.Linker.Steps.MarkStep.Process(LinkContext context)
at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context)
at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step)
at Mono.Linker.Pipeline.Process(LinkContext context)
at Unity.Linker.UnityDriver.UnityRun(Boolean noProfilerAllowed, ILogger customLogger)
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger, Boolean noProfilerAllowed)
at Unity.Linker.UnityDriver.RunDriver()
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

I have a vague recollection that this is a known issue with some Google AdMob versions. Can you try to update your Google Ad Mob to the latest?

Yes i updated Ads plugin my build successfully created but now my application apk keep crashing. Any fix??

Can you provide more details about the crash? Is there anything about it in the player log?