InternalCallRegistrationWriter.exe did not run properly!

Hello!
I’m trying to build a project on Unity 2020.1.8f1, but I can’t get a App Bundle when I build using IL2CPP.(In Mono it’s fine, but I need ARM64)
Any idea of what I’m doing wrong?

I get the following errors:

Error 1:
Exception: D:\Program Files\Unity Hub Editors\2020.1.8f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe did not run properly!

Failed running “D:\Program Files\Unity Hub Editors\2020.1.8f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe” -output=“D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\UnityICallRegistration.cpp” -summary=“D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\ICallSummary.txt” -assembly=“D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.AndroidJNIModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.AnimationModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.AudioModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.CoreModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.GridModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.IMGUIModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.InputLegacyModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.JSONSerializeModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.ParticleSystemModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.Physics2DModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.PhysicsModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.SharedInternalsModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.SpriteShapeModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.TextRenderingModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.TilemapModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.UIModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.UnityAnalyticsModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.UnityWebRequestModule.dll;D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.dll”

stdout:
stderr:

Excepci�n no controlada: System.UnauthorizedAccessException: Acceso denegado a la ruta de acceso ‘D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\ICallSummary.txt’.
en System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
en System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
en System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
en System.IO.StreamWriter.CreateFile(String path, Boolean append, Boolean checkHost)
en System.IO.StreamWriter…ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize, Boolean checkHost)
en System.IO.File.InternalWriteAllText(String path, String contents, Encoding encoding, Boolean checkHost)
en Unity.InternalCallRegistrationWriter.Runner.DefaultRunner.Run(InternalCallOptions options)
en Unity.InternalCallRegistrationWriter.Runner.DefaultRunner.ParseOptionsAndRun(String[ ] args)
en Unity.InternalCallRegistrationWriter.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.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <9ddd600ae5964fe0b21a870e08c53748>:0) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args) (at <9ddd600ae5964fe0b21a870e08c53748>:0) UnityEditorInternal.AssemblyStripper.GenerateInternalCallSummaryFile (System.String icallSummaryPath, System.String managedAssemblyFolderPath, System.String strippedDLLPath) (at <9ddd600ae5964fe0b21a870e08c53748>:0) UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (UnityEditorInternal.UnityLinkerRunInformation runInformation) (at <9ddd600ae5964fe0b21a870e08c53748>:0) UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.BaseUnityLinkerPlatformProvider unityLinkerPlatformProvider, UnityEditorInternal.IIl2CppPlatformProvider il2cppPlatformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at <9ddd600ae5964fe0b21a870e08c53748>:0) UnityEditorInternal.IL2CPPBuilder.Run () (at <9ddd600ae5964fe0b21a870e08c53748>:0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[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&)

Error 2:
Build completed with a result of ‘Failed’
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Error 3:
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0027c] in <9ddd600ae5964fe0b21a870e08c53748>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <9ddd600ae5964fe0b21a870e08c53748>:0
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

A longshot, but see if you’re running anti-virus (if yes, exclude that folder in the antivirus settings, so it wouldn’t lock files there) or check if that folder doesn’t require elevated privileges.

‘D:\Users\pplot\Documents\Unity\WizardBattles\Temp\StagingArea\assets\bin\Data\Managed\ICallSummary.txt’.

1 Like

You have hit the target. Just tried it again with the antivirus disabled and it worked. Thank you very much!

1 Like

I have also the same error and I don’t have any antivirus installed in my system please help!

Exception: C:\Program Files\Unity\Hub\Editor\2019.4.28f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe did not run properly!

Failed running “C:\Program Files\Unity\Hub\Editor\2019.4.28f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe” -output=“D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\UnityICallRegistration.cpp” -summary=“D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\ICallSummary.txt” -assembly=“D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.AndroidJNIModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.AnimationModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.AudioModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.CoreModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.ImageConversionModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.IMGUIModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.InputLegacyModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.Physics2DModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.PhysicsModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.SharedInternalsModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.TextRenderingModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.UIModule.dll;D:\NEVER MIND ;)\LOOK DEV\GAME DEVLOPMENT\Project 2019\Ads unity\Temp\StagingArea\assets\bin\Data\Managed\tempStrip\UnityEngine.dll”

stdout:
stderr:

Unhandled Exception: System.IO.FileNotFoundException: Could not find file ‘D:\NEVER MIND’.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share)
at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)
at Mono.Cecil.AssemblyDefinition.ReadAssembly(String fileName)
at Unity.InternalCallRegistrationWriter.Collector.InternalCallCollector.AssemblyDefinitionFor(String path)
at Unity.InternalCallRegistrationWriter.Collector.InternalCallCollector.get_AssemblyDefinition()
at Unity.InternalCallRegistrationWriter.Collector.InternalCallCollector.CollectAllInternalCalls()
at Unity.InternalCallRegistrationWriter.Collector.InternalCallCollector.get_InternalCallsByType()
at Unity.InternalCallRegistrationWriter.Runner.DefaultRunner.Run(InternalCallOptions options)
at Unity.InternalCallRegistrationWriter.Runner.DefaultRunner.ParseOptionsAndRun(String[ ] args)
at Unity.InternalCallRegistrationWriter.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 :0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <bd70c40e01f641bdb7d836e1e97755bc>:0) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args) (at <bd70c40e01f641bdb7d836e1e97755bc>:0) UnityEditorInternal.AssemblyStripper.GenerateInternalCallSummaryFile (System.String icallSummaryPath, System.String managedAssemblyFolderPath, System.String strippedDLLPath) (at <bd70c40e01f641bdb7d836e1e97755bc>:0) UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (UnityEditorInternal.UnityLinkerRunInformation runInformation) (at <bd70c40e01f641bdb7d836e1e97755bc>:0) UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.BaseUnityLinkerPlatformProvider unityLinkerPlatformProvider, UnityEditorInternal.IIl2CppPlatformProvider il2cppPlatformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at <bd70c40e01f641bdb7d836e1e97755bc>:0) UnityEditorInternal.IL2CPPBuilder.Run () (at <bd70c40e01f641bdb7d836e1e97755bc>:0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :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 :0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :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 :0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

I think there are weird symbols after ‘D:\NEVER MIND’, that’s your issue.

Please is there another way to solve the error cause I still see the errors after I deactivate my antuvirus