Problems Building Android Bundle

I’m trying to build my first app for the Google Play Store but I’m having trouble with my build. Any help?

Failed running C:\Program Files\Unity\Hub\Editor\2019.3.0f1\Editor\Data\il2cpp\build/deploy/net471/UnityLinker.exe -out=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/tempStrip” -x=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/…/platform_native_link.xml” -x=C:/Users/user-1/AppData/Local/Temp/tmp4f4dd8e1.tmp -x=C:/Users/user-1/AppData/Local/Temp/tmp1833af0e.tmp -x=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml” -d=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed” --include-unity-root-assembly=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/Assembly-CSharp.dll” --include-unity-root-assembly=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/UnityEngine.UI.dll” --include-unity-root-assembly=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/Unity.TextMeshPro.dll” --include-unity-root-assembly=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/com.unity.multiplayer-hlapi.Runtime.dll” --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed” --rule-set=Conservative --editor-data-file=“C:/Users/user-1/Desktop/Unity/Police Ticket Calculator2/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json” --platform=Android --enable-engine-module-stripping --engine-stripping-flag=EnableUnityConnect --engine-stripping-flag=EnablePerformanceReporting --engine-stripping-flag=EnableAnalytics --engine-modules-asset-file=“C:/Program Files/Unity/Hub/Editor/2019.3.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Whitelists/…/modules.asset”

stdout:

stderr:

Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly ‘netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51’ or one of its dependencies. The system cannot find the file specified.

at Unity.Linker.UnityDriver…ctor(String[ ] args)

at Unity.Linker.Program.Main(String[ ] args)

UnityEngine.Debug:LogError(Object)

UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)

UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1)

UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String)

UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String&, String&, IEnumerable`1, UnityLinkerRunInformation)

UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(UnityLinkerRunInformation)

UnityEditorInternal.AssemblyStripper:StripAssemblies(String, BaseUnityLinkerPlatformProvider, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel)

UnityEditorInternal.IL2CPPBuilder:Run()

UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Exception: C:\Program Files\Unity\Hub\Editor\2019.3.0f1\Editor\Data\il2cpp\build/deploy/net471/UnityLinker.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 <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String outputFolder, System.String& output, System.String& error, System.Collections.Generic.IEnumerable`1[T] linkXmlFiles, UnityEditorInternal.UnityLinkerRunInformation runInformation) (at <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (UnityEditorInternal.UnityLinkerRunInformation runInformation) (at <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.BaseUnityLinkerPlatformProvider unityLinkerPlatformProvider, UnityEditorInternal.IIl2CppPlatformProvider il2cppPlatformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditorInternal.IL2CPPBuilder.Run () (at <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <3b74787e58694cdda2c241162159b3b7>:0)

UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5b6dae0b592a492ba620e07746542d5c>:0)

UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5b6dae0b592a492ba620e07746542d5c>: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 <5b6dae0b592a492ba620e07746542d5c>:0)

UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5b6dae0b592a492ba620e07746542d5c>: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 <3b74787e58694cdda2c241162159b3b7>:0)

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Build completed with a result of ‘Failed’

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors

at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00275] in <3b74787e58694cdda2c241162159b3b7>:0

at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <3b74787e58694cdda2c241162159b3b7>:0

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

I thought it might be the computer I’m using but after switching to another computer this other issue came up.

Win32Exception: ApplicationName=‘C:\Program Files\Unity\Hub\Editor\2019.2.14f1\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=“C:\Users\User\androidtest\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so” --cachedirectory=“C:\Users\User\androidtest\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache” --additional-include-directories=“C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/ndk-bundle” --profiler-report --map-file-parser=“C:/Program Files/Unity/Hub/Editor/2019.2.14f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe” --directory=C:/Users/User/androidtest/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=C:/Users/User/androidtest/Temp/StagingArea/Il2Cpp/il2cppOutput ', CurrentDirectory=‘C:\Users\User\androidtest\Temp\StagingArea\assets\bin\Data\Managed’, Native error= The requested operation requires elevation.

System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at :0)

System.Diagnostics.Process.Start () (at :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:104)

UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71)

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:503)

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:484)

UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)

UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)

UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>:0)

UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>: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 <21da158cd428404389e0b5a08ba9ea0a>:0)

UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <21da158cd428404389e0b5a08ba9ea0a>: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:281)

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Build completed with a result of ‘Failed’

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors

at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190

at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Any help would be truly appreciated.

I’m not having the issue and I’m an absolute beginner with Unity but it seems like the problem is coming from one particular file: “Police Ticket”. have you tried reimporting it (to recreate the .meta files)? And is the file in the assets folder? If not, try to place it inside the asset and retry it may be that.

i think we have similar error, but i build WebGL from tutorial. any leads?

at Unity.Linker.UnityDriver..ctor(String[ ] args)
at Unity.Linker.Program.Main(String[ ] args)```

EDIT: i think below is the reason

![6021275--649391--2.PNG|523x122](upload://fxwz9lrGozaV9G9QL8ZjjWBqrb6.png)