IL2CPP error when i make Android build,Error during building native library with il2cpp

I am Getting this error shown below while building android build of my project. Any Help will be appreciated

Exception: C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe did not run properly!

Failed running "C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe" --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\unityBackUP\XproV1BackUp\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\unityBackUP\XproV1BackUp\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a" --avoid-dynamic-library-copy --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=D:/unityBackUP/XproV1BackUp/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/unityBackUP/XproV1BackUp/Temp/StagingArea/Il2Cpp/il2cppOutput  

stdout:
Running il2cpp.exe in server GC mode.
Building libil2cpp.so with AndroidToolChain
	Output directory: D:\unityBackUP\XproV1BackUp\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
	Cache directory: D:\unityBackUP\XproV1BackUp\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
ObjectFiles: 260 of which compiled: 0
Total compilation time: 327 milliseconds.
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK	oolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\GreenApex\AppData\Local\Temp	mp52BB.tmp" -o "D:\unityBackUP\XproV1BackUp\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_DF45FC8352DDE9497DA04A3DFE7E30B2\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe

D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:17472: error: undefined reference to 'openWindow'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)

   at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
   at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
   at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
   at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
   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\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK	oolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\GreenApex\AppData\Local\Temp	mp52BB.tmp" -o "D:\unityBackUP\XproV1BackUp\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_DF45FC8352DDE9497DA04A3DFE7E30B2\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe

D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:17472: error: undefined reference to 'openWindow'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)

   at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
   at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
   at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
   at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
   at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
   at il2cpp.Program.Main(String[] args)

UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPBuilder.Run () (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5f8140421e7d41ada100b629c3033aa7>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5f8140421e7d41ada100b629c3033aa7>: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 <5f8140421e7d41ada100b629c3033aa7>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5f8140421e7d41ada100b629c3033aa7>: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 <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
,I am Getting this error shown below while building android build of my project. Any Help will be appreciated

Exception: C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe did not run properly!

Failed running "C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe" --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\unityBackUP\XproV1BackUp\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\unityBackUP\XproV1BackUp\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --baselib-directory="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a" --avoid-dynamic-library-copy --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2020.1.8f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=D:/unityBackUP/XproV1BackUp/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/unityBackUP/XproV1BackUp/Temp/StagingArea/Il2Cpp/il2cppOutput  

stdout:
Running il2cpp.exe in server GC mode.
Building libil2cpp.so with AndroidToolChain
	Output directory: D:\unityBackUP\XproV1BackUp\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
	Cache directory: D:\unityBackUP\XproV1BackUp\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
ObjectFiles: 260 of which compiled: 0
Total compilation time: 327 milliseconds.
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK	oolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\GreenApex\AppData\Local\Temp	mp52BB.tmp" -o "D:\unityBackUP\XproV1BackUp\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_DF45FC8352DDE9497DA04A3DFE7E30B2\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe

D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:17472: error: undefined reference to 'openWindow'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)

   at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
   at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
   at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
   at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
   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\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK	oolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\GreenApex\AppData\Local\Temp	mp52BB.tmp" -o "D:\unityBackUP\XproV1BackUp\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_DF45FC8352DDE9497DA04A3DFE7E30B2\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id -stdlib=libc++ -static-libstdc++ -target armv7-linux-androideabi19 -Wl,--wrap,sigaction "C:\Program Files\Unity\Hub\Editor\2020.1.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a\baselib.a" -llog -rdynamic -fuse-ld=gold.exe

D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:17472: error: undefined reference to 'openWindow'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
D:\unityBackUP\XproV1BackUp\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp.cpp:18583: error: undefined reference to 'ShowWebinar'
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)

   at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet`1 objectFiles, CppToolChainContext toolChainContext)
   at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
   at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
   at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
   at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
   at il2cpp.Program.Main(String[] args)

UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPBuilder.Run () (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5f8140421e7d41ada100b629c3033aa7>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5f8140421e7d41ada100b629c3033aa7>: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 <5f8140421e7d41ada100b629c3033aa7>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5f8140421e7d41ada100b629c3033aa7>: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 <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

This failure occurs because the code in the project has extern methods in C#. Methods marked as extern with a the [Dllimport(“__Internal”)] attribute must be present in a native library that is linked with the Unity player when building with the IL2CPP scripting backend.

For example, this in this project one function which causes this issue is named: openWindow

You have two options:

  1. Build a native library with all of the methods marked as extern with the [Dllimport(“__Internal”)] attribute for the target platform and architecture of the player. See this documentation for details about native plugins: Unity - Manual: Native plug-ins

  2. Remove the C# code which defines this extern method. You can do that with platform dependent compilation: Unity - Manual: Conditional Compilation

Thank you. This is exactly my case.

In a scene, that is NOT included in the “Scenes In Build” list in the “Build Settings”.
In that scene, I have [Dllimport("__Internal")] code in a script.
It’s a js test helper class that gets the js function to print “Hello world”, in my project.
Apparently just having it in my code base was problematic.

:heart:

I added the #if UNITY_WEBGL tags in and it built fine.

Hi i am getting this error , please help me

C:\Program Files\Unity 2021.3.25f1\Editor\Data\il2cpp\build\deploy\il2cpp.exe --convert-to-cpp --assembly=Library/Bee/artifacts/Android/ManagedStripped/Assembly-CSharp.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Cinemachine.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Mono.Security.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/mscorlib.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/System.Configuration.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/System.Core.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/System.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/System.Xml.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.Animation.Rigging.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.Burst.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.Burst.Unsafe.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.InputSystem.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.Mathematics.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.RenderPipeline.Universal.ShaderLibrary.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.RenderPipelines.Core.Runtime.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.RenderPipelines.Universal.Runtime.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.TextMeshPro.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/Unity.Timeline.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.AIModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.AndroidJNIModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.AnimationModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.AudioModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.CoreModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.DirectorModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.GridModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.IMGUIModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.InputLegacyModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.InputModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.JSONSerializeModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.ParticleSystemModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.Physics2DModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.PhysicsModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.SharedInternalsModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.SpriteShapeModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.SubsystemsModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.TerrainModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.TerrainPhysicsModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.TextCoreFontEngineModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.TextCoreTextEngineModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.TextRenderingModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.TilemapModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.UI.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.UIElementsModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.UIElementsNativeModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.UIModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.VRModule.dll --assembly=Library/Bee/artifacts/Android/ManagedStripped/UnityEngine.XRModule.dll --data-folder=C:/Users/DELL/Desktop/Game1Backup/Library/Bee/artifacts/Android/il2cppOutput/data --generatedcppdir=C:/Users/DELL/Desktop/Game1Backup/Library/Bee/artifacts/Android/il2cppOutput/cpp --enable-analytics --emit-null-checks --enable-array-bounds-check --dotnetprofile=unityaot-linux --profiler-report --profiler-output-file=C:/Users/DELL/Desktop/Game1Backup/Library/Bee/artifacts/il2cpp_conv_yaeo.traceevents --print-command-line
Fatal error. Internal CLR error. (0x80131506)
   at Unity.IL2CPP.DataModel.BuildLogic.Populaters.DefinitionPopulater.PopulateMethodDebugInformation(Unity.IL2CPP.DataModel.MethodDefinition, Mono.Cecil.MethodDefinition)
   at Unity.IL2CPP.DataModel.BuildLogic.Populaters.DefinitionPopulater.PopulateMethodDefs(Unity.IL2CPP.DataModel.BuildLogic.CecilSourcedAssemblyData, Unity.IL2CPP.DataModel.TypeDefinition)
   at Unity.IL2CPP.DataModel.BuildLogic.Populaters.DefinitionPopulater.PopulateTypeDef(Unity.IL2CPP.DataModel.TypeContext, Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<Unity.IL2CPP.DataModel.TypeDefinition,Mono.Cecil.TypeDefinition>)
   at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.<PopulateCecilSourcedDefinitions>b__13_1(Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<Unity.IL2CPP.DataModel.TypeDefinition,Mono.Cecil.TypeDefinition>)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass44_0`2[[Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2[[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]], Unity.IL2CPP.DataModel, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].<PartitionerForEachWorker>b__1(System.Collections.IEnumerator ByRef, Int32, Boolean ByRef)
   at System.Threading.Tasks.TaskReplicator+Replica`1[[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ExecuteAction(Boolean ByRef)
   at System.Threading.Tasks.TaskReplicator+Replica.Execute()
   at System.Threading.Tasks.TaskReplicator+Replica+<>c.<.ctor>b__4_0(System.Object)
   at System.Threading.Tasks.Task.InnerInvoke()
   at System.Threading.Tasks.Task+<>c.<.cctor>b__277_0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef, System.Threading.Thread)
   at System.Threading.Tasks.Task.ExecuteEntryUnsafe(System.Threading.Thread)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Task.RunSynchronously(System.Threading.Tasks.TaskScheduler)
   at System.Threading.Tasks.TaskReplicator.Run[[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](ReplicatableUserAction`1<System.__Canon>, System.Threading.Tasks.ParallelOptions, Boolean)
   at System.Threading.Tasks.Parallel.PartitionerForEachWorker[[Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2[[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]], Unity.IL2CPP.DataModel, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.Collections.Concurrent.Partitioner`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>, System.Threading.Tasks.ParallelOptions, System.Action`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>, System.Action`2<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState>, System.Action`3<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.ForEachWorker[[Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2[[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]], Unity.IL2CPP.DataModel, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.Collections.Generic.IEnumerable`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>, System.Threading.Tasks.ParallelOptions, System.Action`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>, System.Action`2<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState>, System.Action`3<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.ForEach[[Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2[[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]], Unity.IL2CPP.DataModel, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>, System.Action`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>)
   at Unity.IL2CPP.DataModel.BuildLogic.Utils.ParallelHelpers.ForEach[[Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2[[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.__Canon, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]], Unity.IL2CPP.DataModel, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>, System.Action`1<Unity.IL2CPP.DataModel.BuildLogic.UnderConstructionMember`2<System.__Canon,System.__Canon>>, Boolean)
   at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.PopulateCecilSourcedDefinitions(System.Collections.ObjectModel.ReadOnlyCollection`1<Unity.IL2CPP.DataModel.BuildLogic.CecilSourcedAssemblyData>)
   at Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder.Build()
   at Unity.IL2CPP.Contexts.Components.DataModelComponent.Load(Unity.IL2CPP.DataModel.BuildLogic.LoadSettings, Boolean, Boolean, Unity.IL2CPP.DataModel.BuildLogic.DataModelBuilder ByRef)
   at Unity.IL2CPP.AssemblyConversion.Phases.InitializePhase.Run(Unity.IL2CPP.Contexts.AssemblyConversionContext)
   at Unity.IL2CPP.AssemblyConversion.Classic.ClassicConverter.Run(Unity.IL2CPP.Contexts.AssemblyConversionContext)
   at Unity.IL2CPP.AssemblyConversion.AssemblyConverter.ConvertAssemblies(Unity.IL2CPP.AssemblyConversion.AssemblyConversionInputData, Unity.IL2CPP.AssemblyConversion.AssemblyConversionParameters, Unity.IL2CPP.AssemblyConversion.AssemblyConversionInputDataForTopLevelAccess)
   at il2cpp.Program.DoRun(System.String[], Unity.IL2CPP.Common.RuntimePlatform, Unity.IL2CPP.Api.Il2CppCommandLineArguments, Unity.IL2CPP.Building.BuildingOptions, Boolean)
   at il2cpp.Program.Run(System.String[], Boolean, Boolean)
   at il2cpp.Program.Main(System.String[])
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)