I am trying make my iOS game to build for iOS. I set the scripting backend to IL2CPP (armv7 and arm64) and i am getting the following errors..
I use MobileMoveScript Plugin 2.1.3 and Mobile Social Plugin 6.6. I don't think there is any problem with the plugins as i have tried build to them separately and it worked.
Failed running
/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe
-out "/Users/abeltherock007/Documents/Unity Projects/Talking Superstar 2/Temp/StagingArea/Data/Managed" -l none -c link -x
"/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper/native_link.xml"
-f "/Applications/Unity/Unity.app/Contents/Frameworks/il2cpp/LinkerDescriptors"
-x "/Users/abeltherock007/Documents/Unity Projects/Talking Superstar 2/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x
"/Users/abeltherock007/Documents/Unity Projects/Talking Superstar
2/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x
"/Users/abeltherock007/Documents/Unity Projects/Talking Superstar
2/Assets/link.xml" -d "/Users/abeltherock007/Documents/Unity
Projects/Talking Superstar 2/Temp/StagingArea/Data/Managed" -a
"/Users/abeltherock007/Documents/Unity Projects/Talking Superstar
2/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a
"/Users/abeltherock007/Documents/Unity Projects/Talking Superstar
2/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll"
stdout; Fatal error in Mono CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly:
'U3DXTCore, Culture=neutral, PublicKeyToken=null' at
Mono.Linker.LinkContext.Resolve (IMetadataScope scope) [0x00000] in
:0 at
Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly
(Mono.Linker.LinkContext context, System.String assemblyName)
[0x00000] in :0 at
Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies
(Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator
iterator) [0x00000] in :0 at
Mono.Linker.Steps.ResolveFromXmlStep.Process () [0x00000] in :0 at Mono.Linker.Steps.BaseStep.Process
(Mono.Linker.LinkContext context) [0x00000] in :0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context)
[0x00000] in :0 at Mono.Linker.Driver.Run ()
[0x00000] in :0 at Mono.Linker.Driver.RunDriver
(Mono.Linker.Driver driver) [0x00000] in :0 stderr:
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String,
CompilerOutputParserBase)
UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1,
String&, String&, String, String)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String,
String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String, String, String&,
String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String,
String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable,
String, String[], String[], String)
UnityEditorInternal.IL2CPPBuilder:StripAssemblies(String[], String)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String,
IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEditor.HostView:OnGUI()
I ran into the problem and didn't find anything online but I solved it at last.
The problem here is u3dxt plugin for iOS. it is not 64 bit compatible or atleast the version that I was using was not. So you have to have a work around for it.
I removed the plugin and it was all ok.
also note that even if you have removed the plugin and link file is still there in Asset/ folder, the problem will not be solved. so remove plugin folder and u3dxt link file.
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
After following several guides on launching to ios I still cannot get it working. I have tried an empty project, the ar kit sample and the face ar sample to no avail. This is the error I'm getting:
LogPlayLevel: BUILD COMMAND STARTED LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.581737 LogPlayLevel: Running: mono "/Users/Shared/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe" AR IOS Development -Project=/Users/dondoo/Desktop/AR/AR.uproject /Users/dondoo/Desktop/AR/AR.uproject -NoUBTMakefiles -remoteini="/Users/dondoo/Desktop/AR" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Di sabled -Manifest=/Users/dondoo/Desktop/AR/Intermediate/Build/Manifest.xml -NoHotReload -log="/Users/dondoo/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt" LogPlayLevel: Compiling against OS Version 12.0 [minimum allowed at runtime] LogPlayLevel: Error: ERROR: Unhandled exception: System.FormatException: Input string was not in a correct format. LogPlayLevel: at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in :0 LogPlayLevel: at System.Number.ParseSingle (System.ReadOnlySpan1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00071] in :0 LogPlayLevel: at System.Single.Parse (System.String s) [0x0001a] in :0 LogPlayLevel: at UnrealBuildTool.ReadOnlyIOSTargetRules.get_RuntimeVersion () [0x00010] in :0 LogPlayLevel: at UnrealBuildTool.IOSPlatform.SetUpEnvironment (UnrealBuildTool.ReadOnlyTargetRules Target, UnrealBuildTool.CppCompileEnvironment CompileEnvironment, UnrealBuildTool.LinkEnvironment LinkEnvironment) [0x00226] in :0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.SetupGlobalEnvironment (UnrealBuildTool.UEToolChain ToolChain, UnrealBuildTool.CppCompileEnvironment GlobalCompileEnvironment, UnrealBuildTool.LinkEnvironment GlobalLinkEnvironment) [0x00bc8] in :0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.Build (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, System.Boolean bIsAssemblingBuild, Tools.DotNETCommon.FileReference SingleFileToCompile) [0x00061] in :0 LogPlayLevel: at UnrealBuildTool.BuildMode.CreateMakefile (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.TargetDescriptor TargetDescriptor, UnrealBuildTool.ISourceFileWorkingSet WorkingSet) [0x00141] in :0 LogPlayLevel: at UnrealBuildTool.BuildMode.Build (System.Collections.Generic.List1[T] TargetDescriptors, UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, UnrealBuildTool.BuildOptions Options, Tools.DotNETCommon.FileReference WriteOutdatedActionsFile) [0x0001a] in :0 LogPlayLevel: at UnrealBuildTool.BuildMode.Execute (Tools.DotNETCommon.CommandLineArguments Arguments) [0x002cc] in :0 LogPlayLevel: at UnrealBuildTool.UnrealBuildTool.Main (System.String[] ArgumentsArray) [0x00291] in :0 LogPlayLevel: Took 30,190432s to run mono, ExitCode=5 LogPlayLevel: UnrealBuildTool failed. See log for more details. (/Users/dondoo/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt) LogPlayLevel: AutomationTool exiting with ExitCode=5 (5) LogPlayLevel: Completed Launch On Stage: Build Task, Time: 29.662970 LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults: Error: Launch failed! Unknown Error
I have a valid provisioning profile and certificate and apple developer account, working on a macbook pro trying to launch to an iphone x.
The cause of error is in converting ios version from string to float disregarding language locale. "11.0" dot(".") is the problem
ue4_23_0\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\UEBuildIOS.cs
...
//line 143
public float RuntimeVersion
{
get { return float.Parse(Inner.ProjectSettings.RuntimeVersion); }
}
...
//line 368
public virtual string RuntimeVersion
{
get
{
switch (MinimumIOSVersion)
{
case "IOS_11":
return "11.0";
case "IOS_12":
return "12.0";
default:
return "11.0";
}
}
}
...
Solution (not best) add locale to parse
...
//line 10
using Microsoft.Win32;
using System.Globalization; // <- Add this
...
//line 143
public float RuntimeVersion
{
get { return float.Parse(Inner.ProjectSettings.RuntimeVersion, CultureInfo.InvariantCulture.NumberFormat); }
}
...
Or setup locale of system to use dot(".") as decimal separator
I have the below issue connecting to Mongo Atlas when I set android:targetSDKVersion="28" in my android manifest.
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: Error resolving name servers ---> System.ArgumentNullException: Value cannot be null.
Parameter name: source
at System.Linq.Enumerable.Where[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x0000d] in <715c2ff6913942e6aa8535593b3ef35a>:0
at DnsClient.NameServer.QueryNetworkInterfaces (System.Boolean skipIPv6SiteLocal) [0x00047] in <93b57b4b99c64a96a2c065ea9ae1fc1f>:0
at DnsClient.NameServer.ResolveNameServers (System.Boolean skipIPv6SiteLocal, System.Boolean fallbackToGooglePublicDns) [0x0000d] in <93b57b4b99c64a96a2c065ea9ae1fc1f>:0
--- End of inner exception stack trace ---
at DnsClient.NameServer.ResolveNameServers (System.Boolean skipIPv6SiteLocal, System.Boolean fallbackToGooglePublicDns) [0x0005e] in <93b57b4b99c64a96a2c065ea9ae1fc1f>:0
at DnsClient.LookupClient..ctor () [0x00000] in <93b57b4b99c64a96a2c065ea9ae1fc1f>:0
at MongoDB.Driver.Core.Configuration.ConnectionString.Resolve (System.Boolean resolveHosts) [0x00011] in <861d33dc90734b91874371b41764f591>:0
at MongoDB.Driver.MongoUrl.Resolve (System.Boolean resolveHosts) [0x00015] in :0
at MongoDB.Driver.MongoClientSettings.FromUrl (MongoDB.Driver.MongoUrl url) [0x0001b] in :0
at MongoDB.Driver.MongoClientSettings.FromConnectionString (System.String connectionString) [0x00006] in :0
at MongoDB.Driver.MongoClient..ctor (System.String connectionString) [0x00000] in :0
If I remove the android:targetSDKVersion="28", the app connects without the issue but google play requires that I set the targetVersion before I can upload to play store.
I am using MongoDB Driver 2.91
Can you please help with possibly the solution.
Thanks.
I found out that from Android 8 (Oreo), access to net.dns has been removed. I was connecting to the server with SRV lookup according to the connection string from MongoDB 2.9 Driver. The DNSClient was Performing a DNS lookup on the domain name on the connection string. The below issue from DNSClient.net library shows more.
https://github.com/MichaCo/DnsClient.NET/issues/17
However, I had to do a custom implementation to get DNS Servers using the below code:
public List<IPEndPoint> GetDnsServers()
{
var context = Android.App.Application.Context;
List<IPEndPoint> endPoints = new List<IPEndPoint>();
ConnectivityManager connectivityManager =
(ConnectivityManager)context.GetSystemService(MainActivity.ConnectivityService);
Network activeConnection = connectivityManager.ActiveNetwork;
var linkProperties = connectivityManager.GetLinkProperties(activeConnection);
foreach (InetAddress currentAddress in linkProperties.DnsServers)
{
IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse(currentAddress.HostAddress), 53);
endPoints.Add(endPoint);
}
return endPoints;
}
The issue is gone.
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?
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.