il2cpp.exe error pls help me and solve out my problem

Win32Exception: ApplicationName=‘C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe’, CommandLine='–convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile=“unityaot” --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARMv7” --configuration=“Release” --outputpath=“E:\Project\Unity 2018\Game Zone\Mission Impossible\Mission Impossible\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so” --cachedirectory=“E:\Project\Unity 2018\Game Zone\Mission Impossible\Mission Impossible\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache” --additional-include-directories=“C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“E:/Software/NDK/android-ndk-r16b-windows-x86_64/ndk-bundle” --map-file-parser=“C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --directory=“E:\Project\Unity 2018\Game Zone\Mission Impossible\Mission Impossible\Temp\StagingArea\assets\bin\Data\Managed” --generatedcppdir=“E:\Project\Unity 2018\Game Zone\Mission Impossible\Mission Impossible\Temp\StagingArea\Il2Cpp\il2cppOutput” ', CurrentDirectory=‘E:\Project\Unity 2018\Game Zone\Mission Impossible\Mission Impossible\Temp\StagingArea\assets\bin\Data\Managed’, Native error= The requested operation requires elevation.

System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <3845a180c26b4889bc2d47593a665814>:0)
System.Diagnostics.Process.Start () (at <3845a180c26b4889bc2d47593a665814>:0)
(wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44)
UnityEditor.Utils.Program.Start () (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28)
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:106)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:368) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (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 (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <103137eb219949558cde9ab87892d16a>: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 <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <103137eb219949558cde9ab87892d16a>: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 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

You cannot expect people to solve your problem dropping a stack like that with no explanation at all.

How to reproduce it ???