Win32Exception Error (IL2CPP)

Hi!,
I’ve been getting this error for a long time. What do you think is the reason?
I need your great help.
Thank you.
Win32Exception: ApplicationName=‘C:\Program Files\Unity\Hub\Editor\2017.4.34f1\Editor\Data\il2cpp/build/il2cpp.exe’, CommandLine='–convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARM64” --configuration=“Release” --outputpath=“C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Temp/StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so” --cachedirectory=“C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Assets..\Library\il2cpp_android_arm64-v8a/il2cpp_cache” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2017.4.34f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:\Program Files\Unity\Hub\Editor\2017.4.34f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“C:/android-ndk-r13b” --map-file-parser=“C:\Program Files\Unity\Hub\Editor\2017.4.34f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --assembly=“C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll” --assembly=“C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll” --assembly=“C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll” --assembly=“C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll” --generatedcppdir=“C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Temp\StagingArea\Il2Cpp\il2cppOutput” ', CurrentDirectory=‘C:\Users\muham\OneDrive\Masaüstü\Cross Street1\Temp\StagingArea\assets\bin\Data\Managed’
System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
System.Diagnostics.Process.Start ()
(wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()
UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44)
UnityEditor.Utils.Program.Start () (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28)
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:106)
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:73)* *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:336)* *UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:317)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:160)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, 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:34)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

There should be another error message after this, can you provide it as well?

1 Like

There is only this

Build completed with a result of ‘Succeeded’
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Maybe check the editor log file itself. It could be possible that the error is not showing up in the console properly.

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Bunların hepsi, konsolda yazılı hata kodları ve uyarılardır.

Bu hata dışında başka bir hata alamıyorum. Başka bir çözümünüz var mı?

@JoshPeterson I need help you…