Need help on this error, everytime I apply the facebook login feature to my project it won’t fully build
UnityException: Failed assemblies stripper: C:/Program Files/Unity4/Editor/Data/Mono/bin\mono.exe “C:\Program Files\Unity4\Editor\Data\Tools/UnusedBytecodeStripper.exe” -l none -c link -a “Assembly-CSharp-firstpass.dll” -a “Assembly-CSharp.dll” -out output -x “C:\Program Files\Unity4\Editor\Data\Tools\link.xml” -d “Temp/StagingArea/Data/Managed” -x “C:\Users\ZPC01\Documents\7-11 - Chicken Tsunami(UbeShake)\7-5 - Chicken Tsunami\Assets\FacebookSDK\link.xml” -x “tmplink.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\AI.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Animation.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Audio.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Cloth.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\CrashReporting.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\IMGUI.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\JSONSerialize.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticlesLegacy.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\ParticleSystem.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Physics2D.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Terrain.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TerrainPhysics.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TextRendering.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UI.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UNET.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAds.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAnalytics.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityConnect.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequest.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Vehicles.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\VR.xml” -x “C:\Program Files\Unity4\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Web.xml” current dir : Temp/StagingArea/Data/Managed
result file exists: False. Timed out: False
stdout:
stderr:
Unhandled Exception: System.IO.FileNotFoundException: Could not resolve: Facebook.Unity.Android, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
at Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) [0x00000] in :0
at Mono.Linker.AssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) [0x00000] in :0
at Mono.Linker.LinkContext.Resolve (IMetadataScope scope) [0x00000] in :0
at Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly (Mono.Linker.LinkContext context, System.String assemblyName) [0x00000] in :0
at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00000] in :0
at Mono.Linker.Steps.ResolveFromXmlStep.Process (Mono.Linker.LinkContext context) [0x00000] in :0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in :0
at UnusedBytecodeStripper.Program.Main (System.String[ ] args) [0x00000] in :0
UnityEditor.MonoProcessUtility.RunMonoProcess (System.Diagnostics.Process process, System.String name, System.String resultingFile) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:113)
UnityEditor.MonoAssemblyStripping.MonoLink (BuildTarget buildTarget, System.String managedLibrariesDirectory, System.String[ ] input, System.String[ ] allAssemblies, UnityEditor.RuntimeClassRegistry usedClasses) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:406)
UnityEditor.HostView:OnGUI()