Getting Android Game Output Error in Unity - c#

I've been constantly searching for the reason, it's not my first game but it's my first android mobile game. I'm trying to output using Android Studio and I got an error like this. Thanks in advance for your help...
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2021.3.9f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2021.3.9f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-6.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"
Environment Variables:
asl.log = Destination=file
ProgramFiles = C:\Program Files
TMP = C:\Users\hotfa\AppData\Local\Temp
CUDA_PATH_V12_0 = C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.0
PROCESSOR_ARCHITECTURE = AMD64
PROCESSOR_REVISION = a505
OneDriveConsumer = C:\Users\hotfa\OneDrive
OS = Windows_NT
CHROME_CRASHPAD_PIPE_NAME = \\.\pipe\crashpad_38012_ZFKWQJMSUUJZOKRS
PROCESSOR_IDENTIFIER = Intel64 Family 6 Model 165 Stepping 5, GenuineIntel
CUDA_PATH = C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.0
ProgramW6432 = C:\Program Files
USERPROFILE = C:\Users\hotfa
CommonProgramFiles = C:\Program Files\Common Files
DriverData = C:\Windows\System32\Drivers\DriverData
ComSpec = C:\WINDOWS\system32\cmd.exe
USERDOMAIN = DESKTOP-O6D6UAU
ANDROID_NDK_ROOT = C:\Program Files\Unity\Hub\Editor\2021.3.9f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
USERNAME = hotfa
PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\WINDOWS\system32\WindowsPowerShell\v1.0\Modules
NUMBER_OF_PROCESSORS = 12
JAVA_TOOL_OPTIONS = -Dfile.encoding=UTF-8
BURST_ANDROID_MIN_API_LEVEL = 22
FPS_BROWSER_APP_PROFILE_STRING = Internet Explorer
TEMP = C:\Users\hotfa\AppData\Local\Temp
Path = C:\Program Files (x86)\Razer\ChromaBroadcast\bin;C:\Program Files\Razer\ChromaBroadcast\bin;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.0\bin;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.0\libnvvp;;C:\Program Files\Eclipse Foundation\jdk-8.0.302.8-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Microsoft SQL Server\130\Tools\Binn\;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\nodejs\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files\NVIDIA Corporation\Nsight Compute 2022.4.0\;C:\Users\hotfa\AppData\Local\Programs\Python\Python35\Scripts\;C:\Users\hotfa\AppData\Local\Programs\Python\Python35\;C:\Users\hotfa\Scripts\;C:\Users\hotfa\;C:\Users\hotfa\AppData\Local\Microsoft\WindowsApps;C:\Users\hotfa\.dotnet\tools;C:\Users\hotfa\AppData\Roaming\npm;C:\Users\hotfa\AppData\Local\Programs\Microsoft VS Code\bin;C:\Users\hotfa\AppData\Local\Programs\Python\Python35\Scripts\;C:\Users\hotfa\AppData\Local\Programs\Python\Python35\;C:\Users\hotfa\Scripts\;C:\Users\hotfa\;C:\Users\hotfa\AppData\Local\Microsoft\WindowsApps;C:\Users\hotfa\.dotnet\tools;C:\Users\hotfa\AppData\Roaming\npm;C:\Users\hotfa\AppData\Local\Programs\Microsoft VS Code\bin
rid = 4314f5d0-5c05-4652-a140-8b9bdb3588dc
COMPUTERNAME = DESKTOP-O6D6UAU
PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
ALLUSERSPROFILE = C:\ProgramData
SystemDrive = C:
windir = C:\WINDOWS
FPS_BROWSER_USER_PROFILE_STRING = Default
HOMEPATH = \Users\hotfa
PUBLIC = C:\Users\Public
CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files
APPDATA = C:\Users\hotfa\AppData\Roaming
OneDrive = C:\Users\hotfa\OneDrive
PROCESSOR_LEVEL = 6
CommonProgramW6432 = C:\Program Files\Common Files
ProgramFiles(x86) = C:\Program Files (x86)
SystemRoot = C:\WINDOWS
SESSIONNAME = Console
LOGONSERVER = \\DESKTOP-O6D6UAU
LOCALAPPDATA = C:\Users\hotfa\AppData\Local
HOMEDRIVE = C:
USERDOMAIN_ROAMINGPROFILE = DESKTOP-O6D6UAU
ProgramData = C:\ProgramData
ORIGINAL_XDG_CURRENT_DESKTOP = undefined
stderr[
FAILURE: Build failed with an exception.
* Where:
Build file 'D:\UnityCalismaProjeler\Matematik Çiftliğim\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build.gradle' line: 1
* What went wrong:
A problem occurred evaluating project ':launcher'.
> Failed to apply plugin [id 'com.android.internal.application']
> Your project path contains non-ASCII characters. This will most likely cause the build to fail on Windows. Please move your project to a different directory. See http://b.android.com/95744 for details. This warning can be disabled by adding the line 'android.overridePathCheck=true' to gradle.properties file in the project directory.
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
* Get more help at https://help.gradle.org
BUİLD FAILED in 825ms
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
]
stdout[
]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1[T] progress, System.String error) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action`1[T] progress) (at <5160fdea082d4c479eac116da4ffc2de>:0)
Rethrow as GradleInvokationException: Gradle build failed
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action`1[T] progress) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5160fdea082d4c479eac116da4ffc2de>:0)
Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput buildProgramOutput) (at <5160fdea082d4c479eac116da4ffc2de>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5160fdea082d4c479eac116da4ffc2de>: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 <0d6ce211ebbc47e1a35a84c3672ff58f>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
I made a game for Android and I'm getting an error on the output of the game. I'm sure there is no problem with the codes or the game. There are files for Google Admob and I'm trying to output using Android Studio.

Related

Console shows errors in System.Linq.Enumerable and Bee.TundraBackend when build an android app

I have this error when build my android app in Unity. I have remove the build cache folders and Bee folder but the error persists when build again. Can anyone help me? We don't find what we are doing wrong.
Internal build system error. BuildProgram exited with code 3.
System.NullReferenceException: Object reference not set to an instance of an object.
at System.Linq.Enumerable.WhereArrayIterator`1.Select[TResult](Func`2 selector)
at System.Linq.Enumerable.Select[TSource,TResult](IEnumerable`1 source, Func`2 selector)
at Bee.TundraBackend.TundraBackend.AddDependency(NPath from, IEnumerable`1 to, DependencyKind kind)
at Bee.NativeProgramSupport.Lumping.SetupLumps(ArtifactLocationPolicy artifactLocationPolicy, List`1 inputInstructions, Int32 idealFilesPerLump)+MoveNext()
at System.Collections.Generic.LargeArrayBuilder`1.AddRange(IEnumerable`1 items)
at System.Collections.Generic.SparseArrayBuilder`1.AddRange(IEnumerable`1 items)
at System.Collections.Generic.SparseArrayBuilder`1.ReserveOrAdd(IEnumerable`1 items)
at System.Linq.Enumerable.Concat2Iterator`1.ToArray()
at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source)
at Bee.NativeProgramSupport.NativeProgram.ProduceObjectFileProductionInstructions(NativeProgramConfiguration config, ArtifactLocationPolicy artifactLocationPolicy, ObjectFileProducer[] objectFileProducers, NPath[]& additionalObjectFiles, NPath[]& foundHeaders)
at Bee.NativeProgramSupport.NativeProgram.SetupSpecificConfigurationImpl(NativeProgramConfiguration config, NativeProgramFormat format, ObjectFileProducer[] objectFileProducers)
at Bee.NativeProgramSupport.NativeProgram.SetupSpecificConfiguration(NativeProgramConfiguration config, NativeProgramFormat format, ObjectFileProducer[] objectFileProducers)
at Bee.NativeProgramSupport.NativeProgram.SetupLibraryDependencies(NativeProgramConfiguration config, ToolChain toolchain, ObjectFileProducer[] objectFileProducers)
at Bee.NativeProgramSupport.NativeProgram.SetupSpecificConfigurationImpl(NativeProgramConfiguration config, NativeProgramFormat format, ObjectFileProducer[] objectFileProducers)
at Bee.NativeProgramSupport.NativeProgram.SetupSpecificConfiguration(NativeProgramConfiguration config, NativeProgramFormat format, ObjectFileProducer[] objectFileProducers)
at PlayerBuildProgramLibrary.PlayerBuildProgramBase.SetupIl2CppBuild() in /Users/bokken/build/output/unity/unity/Editor/IncrementalBuildPipeline/PlayerBuildProgramLibrary/PlayerBuildProgramBase.cs:line 369
at PlayerBuildProgramLibrary.PlayerBuildProgramBase.SetupPlayerBuild() in /Users/bokken/build/output/unity/unity/Editor/IncrementalBuildPipeline/PlayerBuildProgramLibrary/PlayerBuildProgramBase.cs:line 171
at AndroidPlayerBuildProgram.AndroidPlayerBuildProgram.SetupPlayerBuild()
at PlayerBuildProgramLibrary.PlayerBuildProgramBase.RunBuildProgram() in /Users/bokken/build/output/unity/unity/Editor/IncrementalBuildPipeline/PlayerBuildProgramLibrary/PlayerBuildProgramBase.cs:line 165
at PlayerBuildProgramTypeWrapper.Run(String[] args)
at Program.Main(String[] args)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)
BuildFailedException: Incremental Player build failed!
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/build/output/unity/unity/Editor/Mono/Modules/BeeBuildPostprocessor.cs:604)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/bokken/build/output/unity/unity/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:28)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <51e10b9352934e7f80981b508a072fc6>: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 /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:370)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)

Building project for Nintendo Switch on Unity

While I try build my project on Unity for Nintendo Switch I get Error in il2cpp and Exeptions:
Error 1:
Failed running E:\Program Files\Unity 2020.1.0b8\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe --convert-to-cpp --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Program Files/Unity/OwnGames/1111/Assets/../SwitchIL2CPPCache/il2cpp_cache" --linker-flags="-nC:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Application.aarch64.lp64.nmeta" --plugin="E:/Program Files/Unity 2020.1.0b8/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="E:\Program Files\Unity 2020.1.0b8\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="E:\Program Files\Unity 2020.1.0b8\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --baselib-directory="E:\Program Files\Unity 2020.1.0b8\Editor\Data\PlaybackEngines\Switch\Native\release" --avoid-dynamic-library-copy --verbose --enable-stats --stats-output-dir="C:/Program Files/Unity/OwnGames/1111/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --configuration="ReleasePlus" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="E:/Program Files/Unity 2020.1.0b8/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/Program Files/Unity/OwnGames/1111/Temp/StagingArea/Managed" --generatedcppdir="C:/Program Files/Unity/OwnGames/1111/Temp/StagingArea/il2cppOutput"
stdout:
Running il2cpp.exe in server GC mode.
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Native
Cache directory: C:\Program Files\Unity\OwnGames\1111\SwitchIL2CPPCache\il2cpp_cache
ObjectFiles: 181 of which compiled: 36
Time Compile: 2527 milliseconds SocketImpl.cpp
Time Compile: 2266 milliseconds Directory.cpp
Time Compile: 2169 milliseconds LibraryLoader.cpp
Time Compile: 1940 milliseconds Cryptography.cpp
Time Compile: 1746 milliseconds MultiplexIO.cpp
Time Compile: 1680 milliseconds Environment.cpp
Time Compile: 1628 milliseconds File.cpp
Time Compile: 1376 milliseconds SwitchFileUtilities.cpp
Time Compile: 1095 milliseconds DirectoryUtils.cpp
Time Compile: 1086 milliseconds Locale.cpp
Total compilation time: 2732 milliseconds.
C:\Users\sinek\Downloads\Switch\NSDK+NWv9.2.0FIXED\NintendoSDK\Tools\CommandLineTools\MakeNso\MakeNso.exe "C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Native\SwitchPlayer.nss" "C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main" returned true
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\sinek\Downloads\Switch\NSDK+NWv9.2.0FIXED\NintendoSDK\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\Users\sinek\Downloads\Switch\NSDK+NWv9.2.0FIXED\NintendoSDK\Resources\SpecFiles\Application.desc --meta "C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:
Input Desc File: 'C:\Users\sinek\Downloads\Switch\NSDK+NWv9.2.0FIXED\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Application.aarch64.lp64.nmeta'
System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature
at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e)
at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
at MakeMeta.Program.Main(String[] args)
at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 589
at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 563
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[] args)
stderr:
Unhandled exception. Unity.IL2CPP.Building.BuilderFailedException: C:\Users\sinek\Downloads\Switch\NSDK+NWv9.2.0FIXED\NintendoSDK\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\Users\sinek\Downloads\Switch\NSDK+NWv9.2.0FIXED\NintendoSDK\Resources\SpecFiles\Application.desc --meta "C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:
Input Desc File: 'C:\Users\sinek\Downloads\Switch\NSDK+NWv9.2.0FIXED\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Program Files\Unity\OwnGames\1111\Temp\StagingArea\Application.aarch64.lp64.nmeta'
System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature
at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e)
at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
at MakeMeta.Program.Main(String[] args)
at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 589
at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 563
at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions)
at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
UnityEditorInternal.Runner:RunNetCoreProgram(String, String, String, CompilerOutputParserBase, Action`1)
UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Error 2:
E:\Program Files\Unity 2020.1.0b8\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe did not run properly!
at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0012b] in <96ac283d3ed54c8586075d55d7cc2a57>:0
at UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x0005d] in <96ac283d3ed54c8586075d55d7cc2a57>:0
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x0007a] in <96ac283d3ed54c8586075d55d7cc2a57>:0
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x0031a] in <96ac283d3ed54c8586075d55d7cc2a57>:0
at UnityEditorInternal.IL2CPPBuilder.Run () [0x000de] in <96ac283d3ed54c8586075d55d7cc2a57>:0
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <96ac283d3ed54c8586075d55d7cc2a57>:0
at UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x00458] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:237
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Exeption:
Exception: E:\Program Files\Unity 2020.1.0b8\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe did not run properly!
UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/PostProcessSwitch.cs:626)
UnityEditor.Switch.SwitchBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/ExtensionModule.cs:492)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <96ac283d3ed54c8586075d55d7cc2a57>: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 <96ac283d3ed54c8586075d55d7cc2a57>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
I tried reinstall SDK, used other versions Unity, used other version Nintendo SDK, but it didn't solved this problem. Has anyone else encountered such a problem? If so, how did you solve it?
Thank you in advance ♡

System.IO.FileNotFoundException when using CSharpScript in Blazor wasm

I'm trying to use CSharpScript in a Blazor wasm application, testing with a simple EvaluateAsync:
var result = await CSharpScript.EvaluateAsync<int>("1 + 1");
Throws: System.IO.FileNotFoundException: Could not find file "/mscorlib.dll"
I'm using Blazor wasm 3.2.0-preview3.20168.3
Edit:
Here's the full code in index.razor:
#code{
protected override async Task OnInitializedAsync()
{
await base.OnInitializedAsync();
Console.WriteLine("Initializing...");
var result = await CSharpScript.EvaluateAsync<int>("1 + 1");
}
}
And here's the console output:
Initializing...
blazor.webassembly.js:1 crit: Microsoft.AspNetCore.Components.WebAssembly.Rendering.WebAssemblyRenderer[100]
Unhandled exception rendering component: Could not find file "/mscorlib.dll"
System.IO.FileNotFoundException: Could not find file "/mscorlib.dll"
File name: '/mscorlib.dll'
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) <0x3ba83f8 + 0x002b4> in <filename unknown>:0
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) <0x3b987a0 + 0x0001c> in <filename unknown>:0
at System.IO.File.OpenRead (System.String path) <0x3b986d0 + 0x0000a> in <filename unknown>:0
at Roslyn.Utilities.FileUtilities.OpenFileStream (System.String path) [0x0001c] in /_/src/Compilers/Core/Portable/FileSystem/FileUtilities.cs:416
at Microsoft.CodeAnalysis.MetadataReference.CreateFromAssemblyInternal (System.Reflection.Assembly assembly, Microsoft.CodeAnalysis.MetadataReferenceProperties properties, Microsoft.CodeAnalysis.DocumentationProvider documentation) [0x0005a] in /_/src/Compilers/Core/Portable/MetadataReference/MetadataReference.cs:329
at Microsoft.CodeAnalysis.MetadataReference.CreateFromAssemblyInternal (System.Reflection.Assembly assembly) [0x00000] in /_/src/Compilers/Core/Portable/MetadataReference/MetadataReference.cs:271
at Microsoft.CodeAnalysis.Scripting.Script.GetReferencesForCompilation (Microsoft.CodeAnalysis.CommonMessageProvider messageProvider, Microsoft.CodeAnalysis.DiagnosticBag diagnostics, Microsoft.CodeAnalysis.MetadataReference languageRuntimeReferenceOpt) [0x0001a] in /_/src/Scripting/Core/Script.cs:252
at Microsoft.CodeAnalysis.CSharp.Scripting.CSharpScriptCompiler.CreateSubmission (Microsoft.CodeAnalysis.Scripting.Script script) [0x00021] in /_/src/Scripting/CSharp/CSharpScriptCompiler.cs:40
at Microsoft.CodeAnalysis.Scripting.Script.GetCompilation () [0x00008] in /_/src/Scripting/Core/Script.cs:144
at Microsoft.CodeAnalysis.Scripting.Script`1[T].GetExecutor (System.Threading.CancellationToken cancellationToken) [0x00008] in /_/src/Scripting/Core/Script.cs:361
at Microsoft.CodeAnalysis.Scripting.Script`1[T].RunAsync (System.Object globals, System.Func`2[T,TResult] catchException, System.Threading.CancellationToken cancellationToken) [0x0001b] in /_/src/Scripting/Core/Script.cs:465
at Microsoft.CodeAnalysis.Scripting.Script`1[T].RunAsync (System.Object globals, System.Threading.CancellationToken cancellationToken) [0x00000] in /_/src/Scripting/Core/Script.cs:439
at Microsoft.CodeAnalysis.CSharp.Scripting.CSharpScript.RunAsync[T] (System.String code, Microsoft.CodeAnalysis.Scripting.ScriptOptions options, System.Object globals, System.Type globalsType, System.Threading.CancellationToken cancellationToken) [0x00000] in /_/src/Scripting/CSharp/CSharpScript.cs:93
at Microsoft.CodeAnalysis.CSharp.Scripting.CSharpScript.EvaluateAsync[T] (System.String code, Microsoft.CodeAnalysis.Scripting.ScriptOptions options, System.Object globals, System.Type globalsType, System.Threading.CancellationToken cancellationToken) [0x00000] in /_/src/Scripting/CSharp/CSharpScript.cs:123
at ScriptPlayground.Pages.Index.OnInitializedAsync () [0x0008a] in C:\Users\sarma\source\repos\ScriptPlayground\Pages\Index.razor:17
at Microsoft.AspNetCore.Components.ComponentBase.RunInitAndSetParametersAsync () <0x36de968 + 0x0013a> in <filename unknown>:0
Edit 2:
After digging deeper into the issue, we traced it down to these lines in Script.cs:
/// <summary>
/// Gets the references that need to be assigned to the compilation.
/// This can be different than the list of references defined by the <see cref="ScriptOptions"/> instance.
/// </summary>
internal ImmutableArray<MetadataReference> GetReferencesForCompilation(
CommonMessageProvider messageProvider,
DiagnosticBag diagnostics,
MetadataReference languageRuntimeReferenceOpt = null)
{
var resolver = Options.MetadataResolver;
var references = ArrayBuilder<MetadataReference>.GetInstance();
try
{
if (Previous == null)
{
var corLib = MetadataReference.CreateFromAssemblyInternal(typeof(object).GetTypeInfo().Assembly);
references.Add(corLib);
No matter what options we pass, this will always be called on compilation, MetadataReference.CreateFromAssemblyInternal tries to load a file from disk. So it appears that loading assemblies from disk is hardcoded into the process. We're looking for a clean way of overriding this.
We were already successful in loading assemblies from streams using HttpClient:
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
var name = assembly.GetName().Name + ".dll";
references.Add(
MetadataReference.CreateFromStream(
await this.HttpClient.GetStreamAsync("/_framework/_bin/" + name)));
}
But this doesn't matter as long as CSharpScript is loading another set of assemblies during compilation from disk
The CsharpScript API unfortunately has been built with a dependency on looking up assemblies on the local filesystem. If you dig deep enough in the MetadataReference.CreateFromStream source, you will see the culprit being a call to File.OpenRead()
I spent some time myself looking into any possible extensibility of the API where one could supply an alternative assembly resolution strategy. There is a path via the supply of a custom MetaDataReferenceResolver in the ScriptOptions however the baking in of the line you discovered
var corLib = MetadataReference.CreateFromAssemblyInternal(typeof(object).GetTypeInfo().Assembly);
effectively creates the hard dependency on the file system which kills the idea.
The resolution of mscorlib is done this way above, but then all other asemblies use the Options.MetaDataReferences list. Why I have no idea....
As a pure hack I even had a crack at capturing the call to File.OpenRead() and returing my own stream from HttpClient. The injection works in a desktop process, but something was going wrong in wasm. In the end I gave up too in favour of rolling an alternative such as this approach or this one.
Here was the trial hack for anyone who is interested.
//Using the Pose library https://github.com/tonerdo/pose
var client = new HttpClient() { BaseAddress = new Uri(navigationManager.BaseUri) };
Shim fileShim = Shim.Replace(() => System.IO.File.OpenRead(Is.A<string>())).With(delegate (string assembly)
{
var fs = new System.IO.FileStream(assembly, System.IO.FileMode.Open);
client.GetStreamAsync($"_framework/_bin/{assembly}").Result.CopyTo(fs);
return fs;
});
PoseContext.Isolate(() => Text = CSharpScript.EvaluateAsync<string>("hello").Result, fileShim);
HTH

IOException: Failed to Move File / Directory from 'Temp/StagingArea/Data' to 'Temp/StagingArea/assets/bin/Data'

I have problem using unity on mac when i want to build apk.. i've searched in many forums but coudnt get any solution. Anyone know what to do?
Here are the errors:
IOException: Failed to Move File / Directory from 'Temp/StagingArea/Data' to 'Temp/StagingArea/assets/bin/Data'.
UnityEditor.Android.PostProcessor.Tasks.PrepareUnityResources.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.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
UnityEditor.PostprocessBuildPlayer.Postprocess (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 /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186)
UnityEditor.HostView:OnGUI()

Access to path denied (Xamarin/Android)

I am running Windows 10, Visual Studio 2015, and Xamarin. I am rather new to Xamarin (just to set the ground level). I am currently having an issue after I updated recently. My application was working before the update. All my files were read-only, and I had no issues prior the update. Along with that, I have rebuilt the project and I the "clean and rebuild" for the project as well. I have tried it with multiple apps I have, and the other applications do not have this issue. The issue I am getting the following error below.
06-26 13:51:55.108 I/MonoDroid( 6985): UNHANDLED EXCEPTION:
06-26 13:51:55.142 I/MonoDroid( 6985): System.UnauthorizedAccessException: Access to the path "/storage/emulated/0/defaultDirectory/users.ini" is denied.
06-26 13:51:55.142 I/MonoDroid( 6985): at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x001f1] in <3fd174ff54b146228c505f23cf75ce71>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in <3fd174ff54b146228c505f23cf75ce71>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
06-26 13:51:55.142 I/MonoDroid( 6985): at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize, System.Boolean checkHost) [0x00067] in <3fd174ff54b146228c505f23cf75ce71>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize) [0x00000] in <3fd174ff54b146228c505f23cf75ce71>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at System.IO.StreamReader..ctor (System.String path, System.Boolean detectEncodingFromByteOrderMarks) [0x0000d] in <3fd174ff54b146228c505f23cf75ce71>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at System.IO.StreamReader..ctor (System.String path) [0x00000] in <3fd174ff54b146228c505f23cf75ce71>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at (wrapper remoting-invoke-with-check) System.IO.StreamReader:.ctor (string)
06-26 13:51:55.142 I/MonoDroid( 6985): at System.IO.File.OpenText (System.String path) [0x00000] in <3fd174ff54b146228c505f23cf75ce71>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at QykAndroidApp.AdminLoginActivity.decryptUsers () [0x00033] in <65a7af1659a443738d96e6c2b7534ab2>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at QykAndroidApp.AdminLoginActivity.OnCreate (Android.OS.Bundle savedInstanceState) [0x0008a] in <65a7af1659a443738d96e6c2b7534ab2>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at Android.App.Activity.n_OnCreate_Landroid_os_Bundle_ (System.IntPtr jnienv, System.IntPtr native__this, System.IntPtr native_savedInstanceState) [0x0000f] in <d855bac285f44dda8a0d8510b679b1e2>:0
06-26 13:51:55.142 I/MonoDroid( 6985): at (wrapper dynamic-method) System.Object:28564880-3429-412d-9c61-4f5bb9fc103e (intptr,intptr,intptr)
06-26 13:51:55.153 W/art ( 6985): JNI RegisterNativeMethods: attempt to register 0 native methods for android.runtime.JavaProxyThrowable
An unhandled exception occured.
I've read few articles such as (I posted the Google search for the 3rd item because I read almost everything in the top results). I've tried running the program as an administrator and the directory has open access to anyone.
Why is access to the path denied?
System.UnauthorizedAccessException: Access to the path "..." is denied
https://www.google.com/search?q=RegisterNativeMethods%3A+attempt+to+register+0+native+methods+for+android.runtime.JavaProxyThrowable&oq=RegisterNativeMethods%3A+attempt+to+register+0+native+methods+for+android.runtime.JavaProxyThrowable&aqs=chrome..69i57j69i58.572j0j7&sourceid=chrome&ie=UTF-8
For anyone curious on the code of how I am accessing my file, it is below.
private List<string> readUsers()
{
adminUsers = new List<string>();
try
{
StreamReader readerForFile;
//create checks for making sure the card is mounted, the directory is found, and the file is found.
var filePath = Path.Combine(Android.OS.Environment.ExternalStorageDirectory.Path, "defaultDirectory/users.ini");
File.SetAttributes(filePath, FileAttributes.Normal);
if (File.Exists(filePath))
{
//Reads enttire document
//var fillContent = File.ReadAllText(filePath);
readerForFile = File.OpenText(filePath);
if (readerForFile == null) { return null; }
else
{
string line = "";
int counter = 0;
while ((line = readerForFile.ReadLine()) != null)
{
adminUsers.Add(line);
counter++;
}
}
}
}
catch (IOException e)
{
//You'll need to add proper error handling here
alert.SetMessage("File was not found. " + e).SetNeutralButton("Okay", delegate { QuestionActivity.exit(); }).Create().Show();
}
return adminUsers;
}
You should enable READ_EXTERNAL_STORAGE and WRITE_EXTERNAL_STORAGE permissions in Android.
You can follow this blog to enable the permission in runtime
https://devblogs.microsoft.com/xamarin/requesting-runtime-permissions-in-android-marshmallow/

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