I want to add facebook SDK my project on unity, when I added SDK it given error "build-tools/aapt.exe" I've searched this on google and so many people said that delete inside the build-tools folder, so I delete inside build-tools folder but now given error as follow
Win32Exception: ApplicationName='C:/Users/Muhammet/AppData/Local/Android/Sdk\platform-tools\aapt.exe', CommandLine='package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "C:/Users/Muhammet/AppData/Local/Android/Sdk\platforms\android-27\android.jar" -F bin/resources.ap_ --extra-packages com.facebook.android:com.facebook.applinks:com.facebook.common:com.facebook.core:com.facebook.login:com.facebook.messenger:com.facebook.places:com.facebook.share -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-android-wrapper-7.11.0\res" -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-applinks\res" -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-common\res" -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-core\res" -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-login\res" -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-messenger\res" -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-places\res" -S "C:\Users\Muhammet\Desktop\unity_Projeler\test3d1\test2d\Temp\StagingArea\android-libraries\facebook-share\res"', CurrentDirectory='Temp/StagingArea'
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)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.PostProcessor.Tasks.TasksCommon.Exec (System.String command, System.String args, System.String workingdir, System.String errorMsg)
UnityEditor.Android.PostProcessor.Tasks.BuildResources.CompileResources (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.Tasks.BuildResources.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:263)
UnityEditor.HostView:OnGUI()
What should I do for this issue?
This error can be cause due to many things.
1) Update JDK
2) Check Java Path.
3) Update Android SDK
4) Delete duplicate .jar file in unity asset folder under plugins folder.
5) Check target version in AndroidManifest.xml and Player Settings which should be same.
6) If these doesn’t work. Your error is causing “Android-27”. So go to androidskd > build-tools and remove the folder android-27 folder and build again.
Related
I cannot build my project In mono mode. It works but no Il2cpp please help
1. ERROR
Failed running C: \ Program Files \ Unity 2019.3.0b4 \ Editor \ Data \ il2cpp \ build / UnityLinker.exe -out = C: / shamstest / Temp / StagingArea / assets / bin / Data / Managed / tempStrip -x = C: /shamstest/Temp/StagingArea/assets/bin/Data/Managed/../platform_native_link.xml -x = C: /shamstest/Temp/StagingArea/assets/bin/Data/Managed/TypesInScenes.xml -d = C: / shamstest / Temp / StagingArea / assets / bin / Data / Managed --dotnetruntime = il2cpp --dotnetprofile = unityaot --use-editor-options --include-directory = C: / shamstest / Temp / StagingArea / assets / bin / Data / Managed --rule-set = Conservative --editor-data-file = C: /shamstest/Temp/StagingArea/assets/bin/Data/Managed/EditorToUnityLinkerData.json --platform = Android --enable-engine-module- stripping --engine-stripping-flag = EnableUnityConnect --engine-modules-asset-file = "C: / Program Files / Unity 2019.3.0b4 / Editor / Data / PlaybackEngines / AndroidPlayer / Whitelists /../ modules.asset"
stdout: stderr:
√ 2.0.0.0, Culture = neutral, PublicKeyToken = cc7b13ffcd2ddd51 "���� ���� �� �� ����ᨬ��⥩. �� 㤠 ���� ���� 㪠 ����� 䠩 �. � Unity.Linker.UnityDriver..ctor (String [] args) � Unity.Linker.Program.Main (String [] args)
UnityEngine.Debug: LogError (Object) UnityEditorInternal.Runner: RunProgram (Program, String, String, String, CompilerOutputParserBase) UnityEditorInternal.Runner: RunManagedProgram (String, String, String, CompilerOutputParserBase, Action1) UnityEditorInternal.AssemblyStripper: RunAssemblyLinker (IEnumerable1, String &, String &, String, String) UnityEditorInternal.AssemblyStripper: StripAssembliesTo (String, String &, String &, IEnumerable1, UnityLinkerRunInformation) UnityEditorInternal.AssemblyStripper: RunAssemblyStripper (UnityLinkerRunInformation) UnityEditorInternal.AssemblyStripper: StripAssemblies (String, BaseUnityLinkerPlatformProvider, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) UnityEditorInternal.IL2CPPBuilder: Run () UnityEditorInternal.IL2CPPUtils: RunIl2Cpp (String, String, IIl2CppPlatformProvider, Action1, RuntimeClassRegistry) UnityEngine.GUIUtility: ProcessEvent (Int32, IntPtr)
2.ERROR
Exception: C: \ Program Files \ Unity 2019.3.0b4 \ Editor \ Data \ il2cpp \ build / UnityLinker.exe did not run properly! UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <5f8e991dd2b8dbbddbbdbbd441) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1 [T] setupStartInfo) (at <5f8e8d7a2d2e2a2d2e1d2e2a2d2e1d2a2d2e2d1d2a2d1d2a2d1d2a2d1d2a2d1d2a2d1d2a2d1d2d1d2a7d2d2a7e2d1d2a7d2a) UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable1 [T] args, System.String & out, System.String & err, System.String linkerPath, System.String workingDirectory) (at 0a8a8a8a8aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String outputFolder, System.String & output, System.String & error, System.Collections.Generic.IEnumerable1 [T] linkXmlFiles, UnityEditorInternal.UnityLinkerRa88dd1e8ad8ad1a8ad1a8bd1d1a8bd1d8ad1e8ad1a8bd1d1a_db8d1_8bd1_db1d1_fd2_db_db_db_db_db_db_db_file_function_files UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (UnityEditorInternal.UnityLinkerRunInformation runInformation) (at : 0) UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.BaseUnityLinkerPlatformProvider unityLinkerPlatformProvider, UnityEditorInternal.IIl2CppPlatformProvider il2cppPlatformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at : 0) UnityEditorInternal.IL2CPPBuilder.Run () (at : 0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1 [T] modifyityutfd8e8dre1drreg1dreme8dreg1dre1dremelass_megregor UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at : 0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at : 0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEptions, Unitityptor
Install Net Framework 4.
https://dotnet.microsoft.com/download/dotnet-framework/thank-you/net472-developer-pack-offline-installer
It worked for me
I am trying to create APK file of the my project. I will put it to Google Play and I need to use IL2CPP to use 64 bit. But this gives an error.
Here are my preferences:
The error codes:
Failed running C:\Program Files\Unity\Editor\Data\il2cpp\build/UnityLinker.exe -out="D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed\tempStrip" -x="C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed\..\platform_native_link.xml" -x "C:\Users\CBSLAB~1\AppData\Local\Temp\tmp675cc254.tmp" -x "C:\Users\CBSLAB~1\AppData\Local\Temp\tmp1814eb62.tmp" -x "D:\Unity Projects\mapImport\mapbox_try\Assets\Mapbox\link.xml" -x "D:\Unity Projects\mapImport\mapbox_try\Assets\Mapbox\Core\Plugins\link.xml" -x "D:\Unity Projects\mapImport\mapbox_try\Assets\MapboxAR\link.xml" -d "D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed" --include-unity-root-assembly="D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --include-unity-root-assembly="D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory="D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed" --rule-set=Conservative
stdout:
Unknown arguments :
--include-unity-root-assembly=D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll
--include-unity-root-assembly=D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll
--include-directory=D:\Unity Projects\mapImport\mapbox_try\Temp\StagingArea\assets\bin\Data\Managed
stderr:
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:192)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:124)
UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:323)
UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:216)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Also,
Exception: C:\Program Files\Unity\Editor\Data\il2cpp\build/UnityLinker.exe did not run properly!
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:130)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:192)
UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Collections.Generic.IEnumerable`1[T] additionalBlacklist, UnityEditor.BuildTargetGroup buildTargetGroup, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:124)
UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.Collections.IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:323)
UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:216)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <e1c3953b4cf040ddb1400046b1c34897>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <e1c3953b4cf040ddb1400046b1c34897>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <e1c3953b4cf040ddb1400046b1c34897>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <e1c3953b4cf040ddb1400046b1c34897>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, 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 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
How can I fix this?
I try to build a game for google play and when i use IL2CPP to build for 32 and 64 bit i get this error:
Failed running C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Unity\Test\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Unity\Test\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.1.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.1.1f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=D:/Unity/Test/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=D:/Unity/Test/Temp/StagingArea/Il2Cpp/il2cppOutput
stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: D:\Unity\Test\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: D:\Unity\Test\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: In file included from D:\Unity\Test\Temp\StagingArea\Il2Cpp\il2cppOutput\lumpedcpp\Lump_libil2cpp_os.cpp:72:
In file included from C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity\AtomicQueue.cpp:6:
In file included from C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps.h:121:
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:622:17: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:653:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:690:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:724:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:755:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r0", "r1", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:793:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:833:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:875:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:917:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
9 errors generated.
Invocation was: Executable: "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++"
Arguments: -DNET_4_0 -DUNITY_AOT -DGC_NOT_DLL -DRUNTIME_IL2CPP -DLINUX -DANDROID -DPLATFORM_ANDROID -D__linux__ -D__STDC_FORMAT_MACROS -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\external\bdwgc\include" -I"." -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\llvm-libc++\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\llvm-libc++abi\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\android\support\include" -c -g -DNDEBUG -fexceptions -fno-limit-debug-info -fdata-sections -ffunction-sections -Wa,--noexecstack -fno-rtti -std=c++98 -fno-strict-aliasing -fvisibility=hidden -fvisibility-inlines-hidden -fno-strict-overflow -fPIC -Os --sysroot "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sysroot" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -isystem "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sysroot\usr\include\arm-linux-androideabi" -D__ANDROID_API__=16 -march=armv7-a -mfloat-abi=softfp -mfpu=neon-fp16 -Wno-unused-value "D:\Unity\Test\Temp\StagingArea\Il2Cpp\il2cppOutput\lumpedcpp\Lump_libil2cpp_os.cpp" -o "D:/Unity/Test/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/3D9E94D82FD7A3405B7E78EF705BF052.o"
at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args)
at il2cpp.Program.Run(String[] args)
at il2cpp.Program.Main(String[] args)
stderr:
Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: In file included from D:\Unity\Test\Temp\StagingArea\Il2Cpp\il2cppOutput\lumpedcpp\Lump_libil2cpp_os.cpp:72:
In file included from C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity\AtomicQueue.cpp:6:
In file included from C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps.h:121:
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:622:17: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:653:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:690:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:724:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:755:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r0", "r1", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:793:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:833:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:875:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp\os\Unity/ExtendedAtomicOps-arm.h:917:27: error: asm-specifier for input or output variable conflicts with asm clobber list
: "cc", "memory", "r2", "r3"
^
9 errors generated.
Invocation was: Executable: "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++"
Arguments: -DNET_4_0 -DUNITY_AOT -DGC_NOT_DLL -DRUNTIME_IL2CPP -DLINUX -DANDROID -DPLATFORM_ANDROID -D__linux__ -D__STDC_FORMAT_MACROS -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\bdwgc\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\libil2cpp\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\libil2cpp" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp\external\bdwgc\include" -I"." -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\llvm-libc++\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\llvm-libc++abi\include" -I"C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\android\support\include" -c -g -DNDEBUG -fexceptions -fno-limit-debug-info -fdata-sections -ffunction-sections -Wa,--noexecstack -fno-rtti -std=c++98 -fno-strict-aliasing -fvisibility=hidden -fvisibility-inlines-hidden -fno-strict-overflow -fPIC -Os --sysroot "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sysroot" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -isystem "C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sysroot\usr\include\arm-linux-androideabi" -D__ANDROID_API__=16 -march=armv7-a -mfloat-abi=softfp -mfpu=neon-fp16 -Wno-unused-value "D:\Unity\Test\Temp\StagingArea\Il2Cpp\il2cppOutput\lumpedcpp\Lump_libil2cpp_os.cpp" -o "D:/Unity/Test/Library/il2cpp_android_armeabi-v7a/il2cpp_cache/libil2cpp/3D9E94D82FD7A3405B7E78EF705BF052.o"
at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Program.DoRun(String[] args)
at il2cpp.Program.Run(String[] args)
at il2cpp.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:496)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Exception: C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
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:130)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:496)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <177bc8179be6497489c4b5b319f290d7>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <177bc8179be6497489c4b5b319f290d7>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <177bc8179be6497489c4b5b319f290d7>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <177bc8179be6497489c4b5b319f290d7>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, 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 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
UNITY 2019.1.1f1 also i tried all 2019 versions and a lil bit of 2018, same error
http://prntscr.com/oefr11
Also i tried to change android sdk, ndk and jdk, i tried different settings in unity and same result.
I tried with a new project too! same result
EDIT: i tried to install unity to D, same shit
I can not build with gradle in unity. I have unity 2018.2.10.
When I build my project with gradle in unity, the following error is shown in the console.
My jdk: "C:/Program Files/Java/jdk1.8.0_191"
CommandInvokationFailure: Gradle build failed.
C:/Program Files/Java/jdk1.8.0_191\bin\java.exe -classpath "D:\Unity2018_setup\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.2.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"
stderr[
FAILURE: Build failed with an exception.
* Where:
Build file 'C:\Users\proj\Temp\gradleOut\build.gradle' line: 5
* What went wrong:
A problem occurred evaluating root project 'gradleOut'.
> Could not find method mavenCenter() for arguments [] on repository container of type org.gradle.api.internal.artifacts.dsl.DefaultRepositoryHandler.
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
* Get more help at https://help.gradle.org
BUILD FAILED in 0s
]
stdout[
]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error)
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress)
Rethrow as GradleInvokationException: Gradle build failed
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress)
UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
I have used mavenCenteral as well. Can I need to access to the Internet to build?
My main template is like below:
// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN
buildscript {
repositories {
jcenter()
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:4.2.1'
}
}
allprojects {
repositories {
flatDir {
dirs 'libs'
}
}
}
apply plugin: 'com.android.application'
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
**DEPS**}
android {
compileSdkVersion **APIVERSION**
buildToolsVersion '**BUILDTOOLS**'
defaultConfig {
minSdkVersion **MINSDKVERSION**
targetSdkVersion **TARGETSDKVERSION**
applicationId '**APPLICATIONID**'
ndk {
abiFilters **ABIFILTERS**
}
versionCode **VERSIONCODE**
versionName '**VERSIONNAME**'
}
lintOptions {
abortOnError false
}
aaptOptions {
noCompress '.unity3d', '.ress', '.resource', '.obb'**STREAMING_ASSETS**
}**SIGN**
buildTypes {
debug {
minifyEnabled **MINIFY_DEBUG**
useProguard **PROGUARD_DEBUG**
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt'**USER_PROGUARD**
jniDebuggable true
}
release {
minifyEnabled **MINIFY_RELEASE**
useProguard **PROGUARD_RELEASE**
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt'**USER_PROGUARD****SIGNCONFIG**
}
}**PACKAGING_OPTIONS****SPLITS**
**BUILT_APK_LOCATION**
}**SPLITS_VERSION_CODE****SOURCE_BUILD_SETUP**
This solved my problem,
file-> build setting-> player setting -> publishing setting -> build system set to internal
good luck
I am building a unity project but it gives me below errors :
UriFormatException: Absolute URI is too short
System.Uri.Parse (UriKind kind, System.String uriString)
System.Uri.ParseUri (UriKind kind)
System.Uri..ctor (System.String uriString, Boolean dontEscape)
System.Uri..ctor (System.String uriString)
System.Net.WebRequest.Create (System.String requestUriString)
UnityEditor.CrashReporting.CrashReporting.GetUsymUploadAuthToken () (at C:/buildslave/unity/build/Editor/Src/CloudServicesSettings/CrashReporting/Managed/CrashReporting.cs:95)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Error building Player: UriFormatException: Absolute URI is too short
Build completed with a result of 'Failed'
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x00207] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:172
at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00050] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:83
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Can anyone help me to resolve this?