What does this unity error message mean?

I was able to troubleshoot the issues I have been having with my current script up until a certain point when I came across this error in unity:

Script updater for Library\Bee\artifacts\1900b0aE.dag\Assembly-CSharp.dll failed to produce updates.txt file

Now, I don’t know if this is specifically my code or if it’s something else but I wanted to double-check here as it occured after I had corrected several lines of my code. What exactly is the issue that is happening? And more importantly, what is the solution and how do I go about it?

I have provided my code bellow in case it is necessary:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class StalkerAI : MonoBehaviour
{
    public GameObject stalkerdest;
    public NavMeshAgent NavMeshAgent;
    public GameObject stalkerEnemy;
    public static bool isStalking;
    public playerinventory playerinventory;

    public float startWaitTime = 4;
    public float timeToRotate = 2;
    public float speedWalk = 6;
    public float speedRun = 9;

    public float viewRadius = 15;
    public float viewAngle = 90;
    public LayerMask playerMask;
    public LayerMask obstacleMask;
    public float meshResolution = 1f;
    public int edgeIterations = 4;
    public float edgeDistance = 0.5f;

    public Transform[] waypoints;
    int m_CurrentWaypointIndex;

    Vector3 playerLastPosition = Vector3.zero;
    Vector3 m_PlayerPosition;

    float m_WaitTime;
    float m_TimeToRotate;
    bool m_PlayerInRange;
    bool m_PlayerNear;
    bool m_IsPatrol;
    bool m_CaughtPlayer;
    void Start()
    {
        m_PlayerPosition = Vector3.zero;
        m_IsPatrol = true;
        m_CaughtPlayer = false;
        m_PlayerInRange = false;
        m_WaitTime = startWaitTime;
        m_TimeToRotate = timeToRotate;

        m_CurrentWaypointIndex = 0;
        NavMeshAgent = GetComponent<NavMeshAgent>();

        NavMeshAgent.isStopped = false;
        NavMeshAgent.speed = speedWalk;
        NavMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position);

    }
    void Update()
    {
        EnviromentView();
        if (!m_IsPatrol)
        {
            Chasing();
        }
        else
        {
            Patroling();
        }
      
    }
    private void Chasing()
    {
        m_PlayerNear = false;
        playerLastPosition = Vector3.zero;

        if (!m_CaughtPlayer)
        {
            Move(speedRun);
            NavMeshAgent.SetDestination(m_PlayerPosition);
        }
        if(NavMeshAgent.remainingDistance <= NavMeshAgent.stoppingDistance){
            if(m_WaitTime <= 0 && !m_CaughtPlayer && Vector3.Distance(transform.position, GameObject.FindGameObjectWithTag("player").transform.position)>= 6f)
            {
                m_IsPatrol = true;
                m_PlayerNear = false;
                Move(speedWalk);
                m_TimeToRotate = timeToRotate;
                m_WaitTime = startWaitTime;
                NavMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position);
            }
            else
            {
                if(Vector3.Distance(transform.position, GameObject.FindGameObjectWithTag("player").transform.position)>= 2.5f)
                {
                    Stop();
                    m_WaitTime -= Time.deltaTime;
                }
            }
        }
    }
    private void Patroling()
    {
        if (m_PlayerNear)
        {
            if(m_TimeToRotate <= 0)
            {
                Move(speedWalk);
                LookingPlayer(playerLastPosition);
            }
            else
            {
                Stop();
                m_TimeToRotate -= Time.deltaTime;
            }
        }
        else
        {
            m_PlayerNear = false;
            playerLastPosition = Vector3.zero;
            NavMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position);
            if(NavMeshAgent.remainingDistance <= NavMeshAgent.stoppingDistance)
            {
                if(m_WaitTime <=0)
                {
                    NextPoint();
                    Move(speedWalk);
                    m_WaitTime = startWaitTime;
                }
                else
                {
                    Stop();
                    m_WaitTime -= Time.deltaTime;
                }
            }
        }
    }
    void Move(float speed)
    {
        NavMeshAgent.isStopped = false;
        NavMeshAgent.speed = speed;
    }
    void Stop()
    {
        NavMeshAgent.isStopped = true;
        NavMeshAgent.speed = 0;
    }
    public void NextPoint()
    {
        m_CurrentWaypointIndex = (m_CurrentWaypointIndex + 1) % waypoints.Length;
        NavMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position);
    }

    void CaughtPlayer()
    {
        m_CaughtPlayer = true;
    }
    void LookingPlayer(Vector3 player)
    {
        NavMeshAgent.SetDestination(player);
        if(Vector3.Distance(transform.position, player)<= 0.3)
        {
            if(m_WaitTime <= 0)
            {
                m_PlayerNear = false;
                Move(speedWalk);
                UnityEngine.AI.NavMeshAgent.setDestination(waypoints[m_CurrentWaypointIndex].position);
                m_WaitTime = startWaitTime;
                m_TimeToRotate = timeToRotate;
            }
            else
            {
                Stop();
                m_WaitTime -= Time.deltaTime;
            }
        }

    }

    void EnviromentView()
    {
        Collider[] playerInRange = Physics.OverlapSphere(transform.position, viewRadius, playerMask);

        for (int i = 0; i < playerInRange.Length; i++)
        {
            Transform player = playerInRange[i].transform;
            Vector3 dirToPlayer = (player.position - transform.position).normalized;
            if (Vector3.Angle(transform.forward, dirToPlayer) < viewAngle / 2)
            {
                float dstToPlayer = Vector3.Distance(transform.position, player.position);
                if (!Physics.Raycast(transform.position, dirToPlayer, dstToPlayer, obstacleMask))
                {
                    m_PlayerInRange = true;
                    m_IsPatrol = false;
                }
                else
                {
                    m_PlayerInRange = false;
                }
            }
            if (Vector3.Distance(transform.position, player.position) > viewRadius)
            {
                m_PlayerInRange = false;
            }
            if (m_PlayerInRange)
            {
                m_PlayerPosition = player.transform.position;
            }
        }
    }

}

I don’t think this is a script compile error. You may want to close Unity, delete the Library folder, and after that re-open the project to see if that fixes it.

I built a VR application for android and it worked fine. But when I tried to rebuild it, the build failed and it said this following error. I can’t find which component is failing the build. Can I get a solution for this issue? Need fix for this. Thanks in advance!

Error:
Building Library\Bee\artifacts\Android\d8kzr\libil2cpp.so failed with output:
Library/Bee/artifacts/Android/d8kzr/32df_-firstpass.o: In function Email_SendMail_m7AF3E11545508E5F01942AE4C5514864B2D00957': D:/Unity Files/MetaCasinoVR/Library/Bee/artifacts/Android/il2cppOutput/cpp/Assembly-CSharp-firstpass.cpp:8728: undefined reference to SendMail’
Library/Bee/artifacts/Android/d8kzr/32df_-firstpass.o: In function Email_SendMailToken_m1252CE2FD7FEC6EFD60E5576D6E3FD829D786417': D:/Unity Files/MetaCasinoVR/Library/Bee/artifacts/Android/il2cppOutput/cpp/Assembly-CSharp-firstpass.cpp:8785: undefined reference to SendMailToken’
Library/Bee/artifacts/Android/d8kzr/32df_-firstpass.o: In function Email_SendMailTokenWithAttachment_mD936227111E3DB7A7C5D71F2F84F0EBB9D3F8752': D:/Unity Files/MetaCasinoVR/Library/Bee/artifacts/Android/il2cppOutput/cpp/Assembly-CSharp-firstpass.cpp:8838: undefined reference to SendMailTokenWithAttachment’
clang++: error: linker command failed with exit code 1 (use -v to see invocation)

BuildFailedException: Incremental Player build failed!
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <11d97693183d4a6bb35c29ae7882c66b>:0)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <11d97693183d4a6bb35c29ae7882c66b>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <62de111f18d242d586f9a078a33b1ba2>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, 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 <11d97693183d4a6bb35c29ae7882c66b>:0)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

Build completed with a result of ‘Failed’ in 90 seconds (89584 ms)
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <11d97693183d4a6bb35c29ae7882c66b>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <11d97693183d4a6bb35c29ae7882c66b>:0
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

9322466--1305032--image_2023-09-15_155718450.png

@Tomas1856 Can you please guide me with a solution! I’m unable to find what is causing the error!

You’re trying to call SendMail function on Android, but don’t provide the implementation, either don’t call that function by ifdefing’out the code, for #if !UNITY_ANDROID… #endif

or provide SendMail implementation

Thanks for the help! It helped me build the application. Hope it runs perfectly.