UnusedByecodeStripper2.exe did not run properly

Hey guys -

I upgraded one of my projects to 5.2 but I had to downgrade because of this error below when trying to build out to iOS (it happened with 5.2.0 as well):

Has anyone else been seeing a similar error?

Derek

@deekpyro

There should be a more detailed call stack from UnusedByteCodeStripper2 in the Editor.log file and in the console. It might help track down the cause of the problem. Can you post it here?

@JoshPeterson Here’s the full output (with the error 3/4 of the way down)

@deekpyro

Great, thanks for providing the error message. Please have a look at the similar thread here:

http://forum.unity3d.com/threads/5-2-error-building-ios.349732/#post-2287024

It looks like this fix may correct your error as well. I think that we have corrected this problem in the latest 5.2 patch release though. I want to confirm, which version of Unity are you using? Thanks.

I can confirm that the workaround mentioned in that thread does indeed work. I do remember having to do this same technique with a previous version of Unity though because the UI had changed I had figured I would not need to do that again (since the UI controls are hidden). Thanks Josh.

I have to say, this is one of a handful of issues that I have had with Unity lately that has caused me a headache. I love Unity and for you guys at Unity this is a difficult time of year supporting iOS Devs with OS X upgrades that are required to use the latest Xcode which is need to release on the latest iOS, etc. On top of that juggling between different major versions of Unity.

The feeling though is that the latest Unity builds have been rougher than they should have been.

Upgrading my project from 5.1.0f3 to 5.2.1p1 – Got the UnusedBytecodeStripper2.exe error today when trying to build the Xcode project.

Resolved by changing the Scripting Backend to Mono2x, and the Stripping Level to Strip Byte Code as suggested in the other thread. Game compiles to iOS fine now.

@deekpyro

I’m glad this worked. I do think there is still a bug here somewhere. I’ll investigate a bit more to try to track it down.

@chris

Thanks for reporting this. Do you recall what the Stripping Level value was with the Mono2x scripting backend before you changed it? I’m trying to track down the steps necessary to reproduce this problem. Thanks!

@JoshPeterson I’m pretty sure I had it set to “Use micro mscorlib”.

Initially when trying to build with IL2CPP before I discovered the workaround, I had tried unticking “Strip Engine Code” and it still gave me an UnusedBytecodeStripper2 error.

@chris

Excellent, thanks for the information. I’ll have look a this locally to see if we still have a bug here.