IL2CPP error on Unity5.6.1

Failed running C:\Program Files\Unity5.6.1\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --map-file-parser=“C:\Program Files\Unity5.6.1\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --assembly=“E:\IOSTest\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll” --assembly=“E:\IOSTest\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll” --assembly=“E:\IOSTest\Temp\StagingArea\Data\Managed\DOTween.dll” --assembly=“E:\IOSTest\Temp\StagingArea\Data\Managed\QISHON_CORE.dll” --assembly=“E:\IOSTest\Temp\StagingArea\Data\Managed\QISHON_CORE_CONTROLLINKAGE.dll” --assembly=“E:\IOSTest\Temp\StagingArea\Data\Managed\UnityEngine.dll” --generatedcppdir=“E:\IOSTest\Temp\il2cppOutput\il2cppOutput”

stdout:
IL2CPP error for type ‘UnityEngine.GameObject’ in /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/GameObjectBindings.gen.cs:390
Additional information: δ�������������õ�������ʵ����
il2cpp.exe didn’t catch exception: System.NullReferenceException: δ�������������õ�������ʵ����
�� Unity.IL2CPP.MethodBodyWriter.GetMethodCallExpression(MethodReference callingMethod, MethodReference methodToCall, MethodReference unresolvedMethodtoCall, TypeResolver typeResolverForMethodToCall, MethodCallType callType, IRuntimeMetadataAccess runtimeMetadataAccess, VTableBuilder vTableBuilder, IEnumerable1 argumentArray, Boolean useArrayBoundsCheck, Func2 addUniqueSuffix)
�� Unity.IL2CPP.MethodBodyWriter.CallExpressionFor(MethodReference callingMethod, MethodReference unresolvedMethodToCall, MethodCallType callType, List1 poppedValues, Func2 addUniqueSuffix, Boolean emitNullCheckForInvocation)
�� Unity.IL2CPP.MethodBodyWriter.ProcessInstruction(Node node, InstructionBlock block, Instruction& ins)
�� Unity.IL2CPP.MethodBodyWriter.GenerateCodeRecursive(Node node)
�� Unity.IL2CPP.MethodBodyWriter.Generate()
�� Unity.IL2CPP.MethodWriter.WriteMethodBody(MethodReference method, CppCodeWriter methodBodyWriter, IRuntimeMetadataAccess metadataAccess)
�� Unity.IL2CPP.MethodWriter.WriteMethodWithMetadataInitialization(CppCodeWriter writer, String methodSignature, String methodFullName, Action3 writeMethodBody, String uniqueIdentifier) �� Unity.IL2CPP.MethodWriter.WriteMethodDefinition(MethodReference method, IMethodCollector methodCollector, IMethodVerifier methodVerifier) �� Unity.IL2CPP.MethodWriter.WriteMethodDefinitions(IMethodCollector methodCollector, IMethodVerifier methodVerifier) �� Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, String fileName, IEnumerable1 typeList, IMethodCollector methodCollector, IMethodVerifier methodVerifier, IInteropDataCollector interopDataCollector, SymbolsCollector symbolsCollector, Boolean writeMarshalingDefinitions)
�� Unity.IL2CPP.SourceWriter.Write(AssemblyDefinition assemblyDefinition, ReadOnlyInflatedCollectionCollector allGenerics, NPath outputDir, TypeDefinition[ ] typeList, AttributeCollection attributeCollection, MethodCollector methodCollector, IMethodVerifier methodVerifier, IInteropDataCollector interopDataCollector, IMetadataCollection metadataCollection, SymbolsCollector symbolsCollector)
�� Unity.IL2CPP.AssemblyConverter.Apply()
�� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(NPath[ ] assemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder)
�� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable1 assemblyDirectories, IEnumerable1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder)
�� il2cpp.Program.DoRun(String[ ] args)
�� il2cpp.Program.Run(String[ ] args)
�� il2cpp.Program.Main(String[ ] args)
stderr:

δ���������쳣: System.NullReferenceException: δ�������������õ�������ʵ����
�� Unity.IL2CPP.MethodBodyWriter.GetMethodCallExpression(MethodReference callingMethod, MethodReference methodToCall, MethodReference unresolvedMethodtoCall, TypeResolver typeResolverForMethodToCall, MethodCallType callType, IRuntimeMetadataAccess runtimeMetadataAccess, VTableBuilder vTableBuilder, IEnumerable1 argumentArray, Boolean useArrayBoundsCheck, Func2 addUniqueSuffix)
�� Unity.IL2CPP.MethodBodyWriter.CallExpressionFor(MethodReference callingMethod, MethodReference unresolvedMethodToCall, MethodCallType callType, List1 poppedValues, Func2 addUniqueSuffix, Boolean emitNullCheckForInvocation)
�� Unity.IL2CPP.MethodBodyWriter.ProcessInstruction(Node node, InstructionBlock block, Instruction& ins)
�� Unity.IL2CPP.MethodBodyWriter.GenerateCodeRecursive(Node node)
�� Unity.IL2CPP.MethodBodyWriter.Generate()
�� Unity.IL2CPP.MethodWriter.WriteMethodBody(MethodReference method, CppCodeWriter methodBodyWriter, IRuntimeMetadataAccess metadataAccess)
�� Unity.IL2CPP.MethodWriter.WriteMethodWithMetadataInitialization(CppCodeWriter writer, String methodSignature, String methodFullName, Action3 writeMethodBody, String uniqueIdentifier) �� Unity.IL2CPP.MethodWriter.WriteMethodDefinition(MethodReference method, IMethodCollector methodCollector, IMethodVerifier methodVerifier) �� Unity.IL2CPP.MethodWriter.WriteMethodDefinitions(IMethodCollector methodCollector, IMethodVerifier methodVerifier) �� Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, String fileName, IEnumerable1 typeList, IMethodCollector methodCollector, IMethodVerifier methodVerifier, IInteropDataCollector interopDataCollector, SymbolsCollector symbolsCollector, Boolean writeMarshalingDefinitions)
�� Unity.IL2CPP.SourceWriter.Write(AssemblyDefinition assemblyDefinition, ReadOnlyInflatedCollectionCollector allGenerics, NPath outputDir, TypeDefinition[ ] typeList, AttributeCollection attributeCollection, MethodCollector methodCollector, IMethodVerifier methodVerifier, IInteropDataCollector interopDataCollector, IMetadataCollection metadataCollection, SymbolsCollector symbolsCollector)
�� Unity.IL2CPP.AssemblyConverter.Apply()
�� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(NPath[ ] assemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder)
�� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable1 assemblyDirectories, IEnumerable1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder)
�� il2cpp.Program.DoRun(String[ ] args)
�� il2cpp.Program.Run(String[ ] args)
�� il2cpp.Program.Main(String[ ] args)

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:96) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:313) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:304)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)

What should I do when I pack my IOS after upgrading my project,help me,please

This might be a bug on the Unity side. Can you submit a bug report and include this project?

@JoshPeterson
Is it going to upload the editor.log file?

@ljayq

By default the editor.log is uploaded with a bug report. I believe the bug reporter allows you to choose what to upload though, so if you don’t want to upload the editor.log file, you can disable it.