il2cpp.exe did not run properly

Hi!,

After upgrading from Unity2017.3.1f1 to Unity2017.4.27f1, I got the following bug.

“Exception: C:/Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp/build/il2cpp.exe did not run properly.”

The last file “il2cpp.exe” is to get Microsoft Access. I don’t need this Access because I don’t need Microsoft PlayerPrefs. I think Unity player-prefs is enough for my app.

So, can I delete this last file “il2cpp.exe” ? With deleting this file, can I kill this bug?

I need your great help.
Thank you.

1 Like

You don’t want to delete that file, it is necessary to complete the player build process. Please have a look a the Unity Editor log file - it should have more information about the cause of this issue. You can find details about the location of the editor log file here: https://docs.unity3d.com/Manual/LogFiles.html

Thank you for your fastest reply.

I confirmed, https://docs.unity3d.com/Manual/LogFiles.html.

But I could not find my Editor.log file. Mine is Windows10 and the path;

C:\User\username\AppData\Unity\Editor, that is no more. I don’t know if I deleted Editor.log file mistakenly.

I remember deleting some useless files which might include this file. Anyway,
I hope your instruction to fix this problem.

Thank you so much.

Try to reproduce the problem again in the Unity editor. That should cause the Editor.log file to be created. Then you can check for the error message immediately after the problem happens.

Unfortunately I cannot offer any help until I know what the error message is.

Hi,

May I send all the error messages to you?

Reproducing the problem means that I go back to Unity2017.3,1f1 and repeating upgrade?
Thank you.

Yes, you can send the error messages here.

Yes, you’ll need to do whatever you did before to cause this issue.

Mine is 2D android game app, and the error messages are;

  1. Console for IL2CPP;

Failed running C:\Program Files\Unity\Hub\Editor\2017.4.27f1\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=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so” --cachedirectory=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“D:/android-ndk-r13b-windows-x86_64/android-ndk-r13b” --map-file-parser=“C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll” --generatedcppdir=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput” .

This is about a third of total messages. If you need more detailed information, I will send the rest part.

  1. Console for Mono;

UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181
at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr).

Thank you.

Yes, I’ll need more details to understand the cause.

Hi,

The remaining part for IL2CPP is;

stdout:
Building libil2cpp.so with AndroidToolChain.
Output directory: C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: C:\Users\Hung So Park\Documents\The Tumbling Helius\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
il2cpp.exe didn’t catch exception: System.AggregateException: One or more errors occurred. —> System.ComponentModel.Win32Exception: The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey12.<>m__0(Object o) --- End of inner exception stack trace --- at Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[ ] data, Func2 action)
at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[ ] args) at il2cpp.Program.Run(String[ ] args) at il2cpp.Program.Main(String[ ] args) ---> (Inner Exception #0) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller) at Unity.IL2CPP.Building.CompilationInvocation.Execute() at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data) at Unity.IL2CPP.Building.ParallelFor.<RunWithResult>c__AnonStorey12.<>m__0(Object o)<—

—> (Inner Exception #1) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Inner Exception #2) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified

at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Inner Exception #3) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Inner Exception #4) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Inner Exception #6) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Inner Exception #7) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—
stderr:

Unhandled Exception: System.AggregateException: One or more errors occurred. —> System.ComponentModel.Win32Exception: The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey12.<>m__0(Object o) --- End of inner exception stack trace --- at Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[ ] data, Func2 action)
at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[ ] args)
at il2cpp.Program.Run(String[ ] args)
at il2cpp.Program.Main(String[ ] args)

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:336) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:317)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:160)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Exception: C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1 arguments, System.Action1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:336) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:317)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:160)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Thank you.

I add the following for IL2CPP;

—> (Inner Exception #5) System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CompilationInvocation.Execute()
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

Thank you.

This likely means the Android NDK is not found or is installed incorrectly. It looks like Unity cannot locate the Android C++ compiler. Please re-install the NDK and make sure the preferences in the Unity editor point to the proper location of the NDK.

Thank you so much, and I’ll try it.
The results will be reported to you after trying it.

Thank you.

Hi,

  1. The NDK is trying to be reinstalled in the following path for Unity Editor and Android Studio:

C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b

  1. There are another bugs as follows:
  1. for Android NDK;
    “Android NDK location should not contain whitespace, as this can cause problems with NDK tools”, that is, it does not accept the above path.

  2. for Unity Editor;
    It accepts the above mentioned path, but it brought the following Bugs;

Failed running C:\Program Files\Unity\Hub\Editor\2017.4.27f1\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=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so” --cachedirectory=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“C:/Program Files/android-ndk-r13b-windows-x86_64/android-ndk-r13b” --map-file-parser=“C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll” --assembly=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll” --generatedcppdir=“C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput”

stdout:
Building libil2cpp.so with AndroidToolChain.
Output directory: C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: C:\Users\Hung So Park\Documents\The Tumbling Helius\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: In file included from C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput\Il2CppMetadataUsage.cpp:11:
In file included from C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp\codegen/il2cpp-codegen.h:54:
In file included from C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp\codegen/il2cpp-codegen-il2cpp.h:3:
C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp\codegen/il2cpp-codegen-common.h:5:10: fatal error: ‘cassert’ file not found
#include
^
1 error generated.

Invocation was: Executable: “C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++”
Arguments: -DGC_NOT_DLL -DRUNTIME_IL2CPP -DLINUX -DANDROID -DPLATFORM_ANDROID -D__linux__ -D__STDC_FORMAT_MACROS -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include" -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include" -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\external\boehmgc\include" -I"C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput" -I"." -I"C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\include" -I"C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\include\backward" -I"C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a\include" -c -g -DNDEBUG -funwind-tables -fno-limit-debug-info -fPIC -fdata-sections -ffunction-sections -Wa,–noexecstack -fno-rtti -std=c++98 -fno-strict-aliasing -fvisibility=hidden -fvisibility-inlines-hidden -fno-strict-overflow -fPIE -Os --sysroot “C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\platforms\android-16\arch-arm” -gcc-toolchain “C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64” -target armv7-none-linux-androideabi -mfpu=neon -march=armv7-a -mfloat-abi=softfp -mfpu=vfp “C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput\Il2CppMetadataUsage.cpp” -o “C:\Users\Hung So Park\Documents\The Tumbling Helius\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\CF4C88B73FE5D1B6A6D0EF6DC2649275.o”

at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[ ] args)
at il2cpp.Program.Run(String[ ] args)
at il2cpp.Program.Main(String[ ] args)
stderr:

Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: In file included from C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput\Il2CppMetadataUsage.cpp:11:
In file included from C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp\codegen/il2cpp-codegen.h:54:
In file included from C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp\codegen/il2cpp-codegen-il2cpp.h:3:
C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp\codegen/il2cpp-codegen-common.h:5:10: fatal error: ‘cassert’ file not found
#include
^
1 error generated.
Invocation was: Executable: “C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++”
Arguments: -DGC_NOT_DLL -DRUNTIME_IL2CPP -DLINUX -DANDROID -DPLATFORM_ANDROID -D__linux__ -D__STDC_FORMAT_MACROS -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include" -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include" -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp\external\boehmgc\include" -I"C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput" -I"." -I"C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\include" -I"C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\include\backward" -I"C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a\include" -c -g -DNDEBUG -funwind-tables -fno-limit-debug-info -fPIC -fdata-sections -ffunction-sections -Wa,–noexecstack -fno-rtti -std=c++98 -fno-strict-aliasing -fvisibility=hidden -fvisibility-inlines-hidden -fno-strict-overflow -fPIE -Os --sysroot “C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\platforms\android-16\arch-arm” -gcc-toolchain “C:\Program Files\android-ndk-r13b-windows-x86_64\android-ndk-r13b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64” -target armv7-none-linux-androideabi -mfpu=neon -march=armv7-a -mfloat-abi=softfp -mfpu=vfp “C:\Users\Hung So Park\Documents\The Tumbling Helius\Temp\StagingArea\Il2Cpp\il2cppOutput\Il2CppMetadataUsage.cpp” -o “C:\Users\Hung So Park\Documents\The Tumbling Helius\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\CF4C88B73FE5D1B6A6D0EF6DC2649275.o”

at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[ ] args)
at il2cpp.Program.Run(String[ ] args)
at il2cpp.Program.Main(String[ ] args)

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:336) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:317)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:160)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Exception: C:\Program Files\Unity\Hub\Editor\2017.4.27f1\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1 arguments, System.Action1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:336) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:317)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:160)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

I am sorry for bothering you.
Thank you.

It looks like there is still some NDK installation issue. Can you search the Android NDK directory for a file named “cassert”? It should exist there. Also, please make sure you have the proper version of the Android NDK for the version of Unity you are using. The Unity editor preferences dialog should tell you the proper version of the NDK.

Thank you.

My Ram will be up to 16gb from the present 8gb.
The results will be reported.

B.Regards,

Hi, Mr. Peterson,

You are right!
I made a APK and OBB files successfully according to your guideline.

The process as follows;

  1. The folders and files such as project folder, gradle file, apk file, and obb file are
    localized in
    C:/Users/User name/….

  2. The path in Unity Editor(Edit->Preferences),
    0 SDK:
    C:/Users/User Name/AppData/Local/Android/Sdk
    0 JDK:
    C:/Users/User Name/Java/jdk/1.8.0_211
    0 NDK:
    C:/Users/User Name/Downloads/android-ndk-r13b-windows-x86_64/android-ndk-r13b

  3. The path of NDK for Android Studio;
    File-> Project Structure → Default NDK

  4. Others
    I referred the following sites.

0 Building a project using IL2CPP (Unity Manual)
0 App Manifest Overview(Descripción general del manifiesto de la app  |  Android Developers

Mr. Peterson,
I don’t know how to express my appreciation for your help and guideline.
Thank you again.

B. Regards,

3 Likes

Hi Mr. Peterson,
would you mind look at this too :

Failed running C:\Program Files\Unity\Hub\Editor\2018.3.5f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile=“legacyunity” --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARMv7” --configuration=“Release” --outputpath=“D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so” --cachedirectory=“D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2018.3.5f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2018.3.5f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“D:/WorkSpace/Android/NDK/android-ndk-r16b” --map-file-parser=“C:\Program Files\Unity\Hub\Editor\2018.3.5f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --directory=“D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\assets\bin\Data\Managed” --generatedcppdir=“D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\Il2Cpp\il2cppOutput”

stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
ObjectFiles: 568 of which compiled: 568
Time Compile: 30478 milliseconds Il2CppAttributes.cpp
Time Compile: 30205 milliseconds Bulk_Assembly-CSharp_4.cpp
Time Compile: 28991 milliseconds Bulk_Unity.TextMeshPro_1.cpp
Time Compile: 19856 milliseconds Bulk_mscorlib_11.cpp
Time Compile: 17932 milliseconds Il2CppInvokerTable.cpp
Time Compile: 17288 milliseconds Il2CppMethodPointerTable.cpp
Time Compile: 17174 milliseconds Il2CppTypeDefinitions.cpp
Time Compile: 16951 milliseconds Il2CppMetadataUsage.cpp
Time Compile: 16143 milliseconds Bulk_Assembly-CSharp_2.cpp
Time Compile: 16009 milliseconds Bulk_Assembly-CSharp_1.cpp
Total compilation time: 152672 milliseconds.
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: D:\WorkSpace\Android\NDK\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @“C:\Users\Alireza\AppData\Local\Temp\tmpF4CE.tmp” -o “D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_51991F4ABB2157D3DB333CB454BE11C0\libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id --sysroot “D:\WorkSpace\Android\NDK\android-ndk-r16b\platforms\android-16\arch-arm” -gcc-toolchain “D:\WorkSpace\Android\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64” -target armv7-none-linux-androideabi -Wl,–wrap,sigaction -L “D:\WorkSpace\Android\NDK\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a” -lgnustl_static -llog -Xlinker -Map=“D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_51991F4ABB2157D3DB333CB454BE11C0\libil2cpp.map” -rdynamic -fuse-ld=gold.exe

D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_4.cpp:41791: error: undefined reference to ‘_zu_initialize’
D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_4.cpp:41791: error: undefined reference to ‘_zu_initialize’
D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_4.cpp:41813: error: undefined reference to ‘_zu_startPurchaseFlow’
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.Program.DoRun(String[ ] args)
at il2cpp.Program.Run(String[ ] args)
at il2cpp.Program.Main(String[ ] args)
stderr:

Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: D:\WorkSpace\Android\NDK\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @“C:\Users\Alireza\AppData\Local\Temp\tmpF4CE.tmp” -o “D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_51991F4ABB2157D3DB333CB454BE11C0\libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id --sysroot “D:\WorkSpace\Android\NDK\android-ndk-r16b\platforms\android-16\arch-arm” -gcc-toolchain “D:\WorkSpace\Android\NDK\android-ndk-r16b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64” -target armv7-none-linux-androideabi -Wl,–wrap,sigaction -L “D:\WorkSpace\Android\NDK\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a” -lgnustl_static -llog -Xlinker -Map=“D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_51991F4ABB2157D3DB333CB454BE11C0\libil2cpp.map” -rdynamic -fuse-ld=gold.exe

D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_4.cpp:41791: error: undefined reference to ‘_zu_initialize’
D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_4.cpp:41791: error: undefined reference to ‘_zu_initialize’
D:\WorkSpace\Unity\Projects\Scoop\Github\Scoop\Source\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_4.cpp:41813: error: undefined reference to ‘_zu_startPurchaseFlow’
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.Program.DoRun(String[ ] args)
at il2cpp.Program.Run(String[ ] args)
at il2cpp.Program.Main(String[ ] args)

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:368) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:349) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:211) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

I use Unity 2018.3.5f1 , gradle and proguard to build. i have no problem with mono

This error means there is an extern method defined in C# code in your project named zu_initialize. This method must have a native implementation in a static library that is compiled with the project. It looks like that native library cannot be found. Should that method be compiled for Android? If not, you can use #if statements to remove it. See https://docs.unity3d.com/Manual/PlatformDependentCompilation.html for more details.

Hi I have this same error. My project is complete and working fine with mono but not IL2CPP. And as per the new google play console rule as from August 1 all app should have a 64 bit version. So please help me with this issue.
Here is the error i am facing.

Failed running /Applications/Unity/Hub/Editor/2019.2.0b3/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“x86” --configuration=“Release” --outputpath=“/Users/kartikeshgupta/Documents/Mad Driver/Temp/StagingArea/assets/bin/Data/Native/x86/libil2cpp.so” --cachedirectory=“/Users/kartikeshgupta/Documents/Mad Driver/Assets/…/Library/il2cpp_android_x86/il2cpp_cache” --additional-include-directories=“/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/Tools/bdwgc/include” --additional-include-directories=“/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/Tools/libil2cpp/include” --tool-chain-path=“/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK” --map-file-parser=“/Applications/Unity/Hub/Editor/2019.2.0b3/Unity.app/Contents/Tools/MapFileParser/MapFileParser” --generatedcppdir=“/Users/kartikeshgupta/Documents/Mad Driver/Temp/StagingArea/Il2Cpp/il2cppOutput” --dotnetprofile=“unityaot”

stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: /Users/kartikeshgupta/Documents/Mad Driver/Temp/StagingArea/assets/bin/Data/Native/x86
Cache directory: /Users/kartikeshgupta/Documents/Mad Driver/Library/il2cpp_android_x86/il2cpp_cache
ObjectFiles: 177 of which compiled: 0
Total compilation time: 399 milliseconds.
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: /Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @“/var/folders/0p/cjvc_b4s7hv8v23qkkn2c3kr0000gn/T/tmpyHVmgC.tmp” -o “/Users/kartikeshgupta/Documents/Mad Driver/Library/il2cpp_android_x86/il2cpp_cache/linkresult_41F47CFA985ED7F24D25CFA849603719/libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id --sysroot “/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/platforms/android-16/arch-x86” -gcc-toolchain “/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/toolchains/x86-4.9/prebuilt/darwin-x86_64” -target i686-none-linux-android -Wl,–wrap,sigaction -L “/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/libs/x86” -lgnustl_static -llog -rdynamic -fuse-ld=gold

/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/include/bits/atomic_base.h:503: error: undefined reference to ‘__atomic_load_8’
/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/include/bits/atomic_base.h:427: error: undefined reference to ‘__atomic_fetch_add_8’
/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/include/bits/atomic_base.h:411: error: undefined reference to ‘__atomic_fetch_add_8’
clang++: 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.Program.DoRun(String[ ] args)
at il2cpp.Program.Run(String[ ] args)
at il2cpp.Program.Main(String[ ] args)
stderr:

Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: /Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/clang++ @“/var/folders/0p/cjvc_b4s7hv8v23qkkn2c3kr0000gn/T/tmpyHVmgC.tmp” -o “/Users/kartikeshgupta/Documents/Mad Driver/Library/il2cpp_android_x86/il2cpp_cache/linkresult_41F47CFA985ED7F24D25CFA849603719/libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id --sysroot “/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/platforms/android-16/arch-x86” -gcc-toolchain “/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/toolchains/x86-4.9/prebuilt/darwin-x86_64” -target i686-none-linux-android -Wl,–wrap,sigaction -L “/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/libs/x86” -lgnustl_static -llog -rdynamic -fuse-ld=gold

/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/include/bits/atomic_base.h:503: error: undefined reference to ‘__atomic_load_8’
/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/include/bits/atomic_base.h:427: error: undefined reference to ‘__atomic_fetch_add_8’
/Applications/Unity/Hub/Editor/2019.2.0b3/PlaybackEngines/AndroidPlayer/NDK/sources/cxx-stl/gnu-libstdc++/4.9/include/bits/atomic_base.h:411: error: undefined reference to ‘__atomic_fetch_add_8’
clang++: 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.Program.DoRun(String[ ] args)
at il2cpp.Program.Run(String[ ] args)
at il2cpp.Program.Main(String[ ] args)
at Program.Main(String[ ] args) in /Users/builduser/buildslave/unity/build/External/il2cpp/il2cpp/il2cppcore/Program.cs:line 24

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:126)
UnityEditorInternal.Runner:RunNetCoreProgram(String, String, String, CompilerOutputParserBase, Action1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:77) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:500) UnityEditorInternal.IL2CPPBuilder:RunCompileAndLink() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:370) UnityEditorInternal.IL2CPPUtils:RunCompileAndLink(String, String, IIl2CppPlatformProvider, Action1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:77)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

*ERROR : 2

Exception: /Applications/Unity/Hub/Editor/2019.2.0b3/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:77) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:500) UnityEditorInternal.IL2CPPBuilder.RunCompileAndLink () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:370) UnityEditorInternal.IL2CPPUtils.RunCompileAndLink (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:77)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <7f7e395e378e4fff8ce354dcaa928a21>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <7f7e395e378e4fff8ce354dcaa928a21>: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 <7f7e395e378e4fff8ce354dcaa928a21>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <7f7e395e378e4fff8ce354dcaa928a21>: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 /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

i have tried changing the ndk file location but the error came :
NDK 20.0.5594570 detected. Unity requires NDK r16b (64-bit) (16.1.4479499).

please please please help… my game is in production but because of this i cant do any thing.

This error can occur for a few reasons. First, make sure that the x86 architecture is not selected in the Player Settings for the Android Player. You should only have armv7 and/or arm64 selected.

If unselecting x86 does not correct this issue, please make sure the proper version of the Android NDK is installed and used by Unity. You can check the Preferences dialog in the Unity Editor to determine which NDK version should be installed and see where Unity is looking for that NDK version.

1 Like