[Solved] Android Build Error

Edit: What you got to do is to delete Il2cppBuildCache folder in Library folder.
I’m trying to build my android game but I’m keep getting error.
This is the error I’m getting.

Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.2.3f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

stdout:
[             ] Require frontend run.  artifacts	undra.dag.json does not exist yet
[        0s] Executed build program. Created build graph with 2 nodes.
error: Cannot parse path because it's ..'ing beyond the root: C:/UnityProjects/Bottle Flip Simulator/Library/Il2cppBuildCache/Android/armeabi-v7a/../../../../../../../../../../../.repoconfig (System.ArgumentException)
  at NiceIO.NPath.CollapseDoubleDots
  at NiceIO.NPath.MakeCompletelyWellFormatted
  at NiceIO.NPath..ctor
  at NiceIO.NPath.Combine
  at NiceIO.NPath.RelativeTo
  at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].MoveNext
  at Bee.TundraBackend.TundraBackend.AddFileSignature
  at Bee.TundraBackend.TundraBackend.AddFileAndGlobSignaturesFromOtherTundraFile
  at Bee.StandaloneBeeDriver.CreateBuildGraph
  at Bee.StandaloneBeeDriver.InvokeTundra
  at Bee.StandaloneBeeDriver.BuildMain
  at Bee.StandaloneBeeDriver.Main
stderr:

UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <a936841cea2147a2a55ea27843fa46ae>:0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at <a936841cea2147a2a55ea27843fa46ae>:0)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at <a936841cea2147a2a55ea27843fa46ae>:0)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at <a936841cea2147a2a55ea27843fa46ae>:0)
UnityEditorInternal.IL2CPPBuilder.Run () (at <a936841cea2147a2a55ea27843fa46ae>:0)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <a936841cea2147a2a55ea27843fa46ae>:0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <a5c628e5460b4ef8b30249ded44d2921>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <a5c628e5460b4ef8b30249ded44d2921>: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 <a5c628e5460b4ef8b30249ded44d2921>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <a5c628e5460b4ef8b30249ded44d2921>: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 <a936841cea2147a2a55ea27843fa46ae>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Does anyone know how to fix this?

Problem fixed here : IL2CPP Build Fail - YouTube

Hello I am a Korean developer.
I also had a headache for 3 days because of this problem.
However, it resolved.
I build on PC successfully, but the error came out on my laptop.
The problem is the library folder within your project.
EX) C:/UnityProjects/Bottle Flip Simulator/Library/…

I compared the folder C:/UnityProjects/Bottle Flip Simulator/Library on my PC with C:/UnityProjects/Bottle Flip Simulator/Library on my laptop and found that there were no ‘Il2cpp’ related folders inside.
So I copied the Library folder on the PC, deleted the Library folder on the laptop, and then pasted it.

Paste the library folder in the project that builds successfully.

@dctunity
I’m making new game and I’m getting the same error as above. (I gave up building Bottle Flip Simulator) So, I checked Library folder and there is three folders related to ‘Il2cpp’ .

  1. il2cpp_android_arm64-v8a,

  2. il2cpp_android_armeabi-v7a

  3. Il2cppBuildCache
    Weird thing is that I succeeded building 3 times.
    I even tried reinstalling Unity but I get an error.
    This is the error I’m getting. (I think this is same as error above)

    Exception: Failed running C:\Program Files\Unity\Hub\Editor\2020.3.2f1\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --useprebuiltbuildprogram --no-colors

    stdout:
    [ ] Require frontend run. artifacts undra.dag.json does not exist yet
    [ 0s] Executed build program. Created build graph with 2 nodes.
    error: Cannot parse path because it’s …'ing beyond the root: C:/UnityProjects/DuckFlight/Library/Il2cppBuildCache/Android/armeabi-v7a/…/…/…/…/…/…/…/…/…/…/…/.repoconfig (System.ArgumentException)
    at NiceIO.NPath.CollapseDoubleDots
    at NiceIO.NPath.MakeCompletelyWellFormatted
    at NiceIO.NPath…ctor
    at NiceIO.NPath.Combine
    at NiceIO.NPath.RelativeTo
    at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].MoveNext
    at Bee.TundraBackend.TundraBackend.AddFileSignature
    at Bee.TundraBackend.TundraBackend.AddFileAndGlobSignaturesFromOtherTundraFile
    at Bee.StandaloneBeeDriver.CreateBuildGraph
    at Bee.StandaloneBeeDriver.InvokeTundra
    at Bee.StandaloneBeeDriver.BuildMain
    at Bee.StandaloneBeeDriver.Main
    stderr:

    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 <d6a6a4b561b9431dbfe2c61f7bf0d405>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0) UnityEditorInternal.IL2CPPBuilder.Run () (at <d6a6a4b561b9431dbfe2c61f7bf0d405>: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 <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>: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 <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>: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, Boolean&)

The soludion with deleting cache only works until the next build attempt.
I was trying different Unity versions, clearing all possible Temp/AppData folders, with no luck.
This error is a sticky shit, can’t get it working.