WebGL IL2CPP has stopped working. AGAIN.

Hello guys.

I am having the problem - I can not build for WebGL because of the mentioned problem - the IL2CPP grinds the loading bar for a moment, and then crashes EVERY TIME. I have tried googling for solutions, I have installed the latest patch, as they have mentioned it was FIXED there, but it seems it was not. I have found solutions like “disable facebook SDK in the Plugin Inspector” but for some reason I can not find where the plugin inspector is - even the Unity docs only vaguely mention it, but do not tell how to access it.

This is really aggravating and tiring - is there a fix apart from what I’ve already done, so I can build the game for WebGL, or is that feature put in there only to look good?

Well firstly, this is the first time we know of that you’re experiencing this particular problem AGAIN since it’s your first post.

Secondly, I’ll assume you used Unity - Manual: Debug and troubleshoot WebGL builds to fully understand why it’s crashing.

Common reasons for WebGL silently crashing often are down to null refs which can fail silently in other builds without Development Build. Did you make other builds, say a desktop Development Build and are you certain the project is bug free?

From the above link:
You can enable Full exception support which will then emit additional checks in the IL2CPP generated code to catch access to null references and out-of-bounds array elements in your managed code.

Please let us know how you got on. Also, feel free to file a bug report to have actual Unity staff take a look at the project. What I am seeing here is someone angry, nothing more. Help us to help you.

I am sorry if I appeared angry - that is because I am, kind of. I will do as you suggested now, let’s hope a solution can be found - I would hate to not be able to build for the web player.

The project is a tiny game made in 12 hours, I don’t see a lot of places for bugs or null refs, but I will check nevertheless - thank you for the information that those might cause it to silently fail. I have read a lot of “i also have the problem!”, “not fixed!” and “it’s facebook stuff fault”, and got quite a hopeless feeling here.

Alright, fixed whatever I could find in the code [might’ve missed something, did not work with Unity or C# for over two years], still errors.

Enabled the full exeption support. Got logs, really lenghty logs. Could you point me to where and for what should I look?

Failed running D:\Unity 5.6 BETA\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --compile-cpp --libil2cpp-static --platform=“WebGL” --architecture=“EmscriptenJavaScript” --configuration=“Release” --outputpath=“D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Assets /…/Temp/StagingArea/Data\Native\build.bc” --cachedirectory=“D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Assets..\Library/il2cpp_cache” --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_AIModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_AnimationModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_AudioModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ClothModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_CloudWebServicesModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_CoreModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_CrashReportingModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_FacebookModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_IMGUIModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_InputModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_JSONSerializeModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ParticlesLegacyModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_ParticleSystemModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_PerformanceReportingModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_Physics2DModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_PhysicsModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_TerrainModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_TerrainPhysicsModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_TextRenderingModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UIModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UmbraModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UNETModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityAdsModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityAnalyticsModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityConnectModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityWebRequestAudioModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_UnityWebRequestModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_VehiclesModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_VideoModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_VRModule_Dynamic.bc” --additional-libraries=“D:\Unity 5.6 BETA\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules\WebGLSupport_WebModule_Dynamic.bc” --map-file-parser=“D:\Unity 5.6 BETA\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --assembly=“D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll” --assembly=“D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll” --assembly=“D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Temp\StagingArea\Data\Managed\UnityEngine.dll” --generatedcppdir=“D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Temp\StagingArea\Data\il2cppOutput”

stdout:
Building build.bc with EmscriptenToolChain.
Output directory: D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Temp\StagingArea\Data\Native
Cache directory: D:\MY UNITY GAMES\Lord Lanre w Krainie Zanety\Library\il2cpp_cache
il2cpp.exe didn’t catch exception: System.AggregateException: Wyst�pi� przynajmniej jeden b��d. —> System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey12.<>m__0(Object o) --- Koniec �ladu stosu wyj�tk�w wewn�trznych --- w Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[ ] data, Func2 action)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) w Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) w Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics) w il2cpp.Program.DoRun(String[ ] args) w il2cpp.Program.Run(String[ ] args) w il2cpp.Program.Main(String[ ] args) ---> (Wyj�tek wewn�trzny #0) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu 'Unity.IL2CPP.Building.ToolChains.EmscriptenPaths'. ---> System.NotSupportedException: Need Unity source to use node w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable() w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths..cctor() --- Koniec �ladu stosu wyj�tk�w wewn�trznych --- w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python() w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile) w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction) w Unity.IL2CPP.Building.ParallelFor.<RunWithResult>c__AnonStorey12.<>m__0(Object o)<—

—> (Wyj�tek wewn�trzny #1) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Wyj�tek wewn�trzny #2) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Wyj�tek wewn�trzny #3) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Wyj�tek wewn�trzny #4) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Wyj�tek wewn�trzny #5) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Wyj�tek wewn�trzny #6) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

—> (Wyj�tek wewn�trzny #7) System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey1`2.<>m__0(Object o)<—

stderr:

Wyj�tek nieobs�u�ony: System.AggregateException: Wyst�pi� przynajmniej jeden b��d. —> System.TypeInitializationException: Inicjator typ�w zg�osi� wyj�tek dla typu ‘Unity.IL2CPP.Building.ToolChains.EmscriptenPaths’. —> System.NotSupportedException: Need Unity source to use node
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_NodeExecutable()
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths…cctor()
— Koniec �ladu stosu wyj�tk�w wewn�trznych —
w Unity.IL2CPP.Building.ToolChains.EmscriptenPaths.get_Python()
w Unity.IL2CPP.Building.ToolChains.EmscriptenToolChain.CompilerExecutableFor(NPath sourceFile)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildIntermediateObjectFileData(CppCompilationInstruction cppCompilationInstruction)
w Unity.IL2CPP.Building.ParallelFor.c__AnonStorey12.<>m__0(Object o) --- Koniec �ladu stosu wyj�tk�w wewn�trznych --- w Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[ ] data, Func2 action)
w Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
w Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
w Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
w il2cpp.Program.DoRun(String[ ] args)
w il2cpp.Program.Run(String[ ] args)
w il2cpp.Program.Main(String[ ] args)

//////////////////////////////////////

Exception: D:\Unity 5.6 BETA\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:98) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1 arguments, System.Action1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:314) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:305)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:152)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:348)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:878)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186)
UnityEditor.HostView:OnGUI()

Ok, the problem is not in my game at all - I have created a new project, done ZERO changes to it [did not even import any sprites or anything, just an empty project] - tried building it and poff, program stopped. My IL2CPP is broken for whatever reason, any idea where can I get a new one, or how to fix it?

EDIT: I’ll try to uninstall and get a new copy of Unity 5, hopefully that will help

EDIT2: Uninstalling older installs, and doing a complete reinstall seems to have fixed the problem, I broke the IL2CPP myself somehow it seems. Thank you for the replies nevertheless.

FIX: Complete wipe and reinstall of Unity 5.