Building project for Nintendo Switch on Unity - c#

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 ♡

Related

Getting Android Game Output Error in Unity

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.

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)
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UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)
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UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <51e10b9352934e7f80981b508a072fc6>:0)
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UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)

Entity Framework Core SaveChanges causes error on Mac

I'm currently trying to build an EF core project, but when I call db.SaveChanges() I get the following error:
System.TypeInitializationException: The type initializer for 'Microsoft.Data.SqlClient.InOutOfProcHelper' threw an exception. ---> System.EntryPointNotFoundException: GetModuleHandle assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) Microsoft.Data.Common.SafeNativeMethods.GetModuleHandle(string)
at Microsoft.Data.SqlClient.InOutOfProcHelper..ctor () [0x00006] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at Microsoft.Data.SqlClient.InOutOfProcHelper..cctor () [0x00000] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
--- End of inner exception stack trace ---
at Microsoft.Data.SqlClient.SqlConnectionString..ctor (System.String connectionString) [0x0000d] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at Microsoft.Data.SqlClient.SqlConnectionFactory.CreateConnectionOptions (System.String connectionString, Microsoft.Data.Common.DbConnectionOptions previous) [0x00000] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at Microsoft.Data.ProviderBase.DbConnectionFactory.GetConnectionPoolGroup (Microsoft.Data.Common.DbConnectionPoolKey key, Microsoft.Data.ProviderBase.DbConnectionPoolGroupOptions poolOptions, Microsoft.Data.Common.DbConnectionOptions& userConnectionOptions) [0x0003e] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at Microsoft.Data.SqlClient.SqlConnection.ConnectionString_Set (Microsoft.Data.Common.DbConnectionPoolKey key) [0x00008] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at Microsoft.Data.SqlClient.SqlConnection.set_ConnectionString (System.String value) [0x0006b] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at Microsoft.Data.SqlClient.SqlConnection..ctor (System.String connectionString, Microsoft.Data.SqlClient.SqlCredential credential) [0x00006] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at Microsoft.Data.SqlClient.SqlConnection..ctor (System.String connectionString) [0x00000] in <a1c8e16fd44948ee8c6a463f125e71f0>:0
at (wrapper remoting-invoke-with-check) Microsoft.Data.SqlClient.SqlConnection..ctor(string)
at Microsoft.EntityFrameworkCore.SqlServer.Storage.Internal.SqlServerConnection.CreateDbConnection () [0x00006] in <5c775909c1cf40629fd2452310cf8cc1>:0
at Microsoft.EntityFrameworkCore.Storage.RelationalConnection.get_DbConnection () [0x0000a] in <5314a29febc14288a1bc53bf7b46d725>:0
at Microsoft.EntityFrameworkCore.Storage.RelationalCommand.CreateCommand (Microsoft.EntityFrameworkCore.Storage.RelationalCommandParameterObject parameterObject, System.Guid commandId, Microsoft.EntityFrameworkCore.Diagnostics.DbCommandMethod commandMethod) [0x0005c] in <5314a29febc14288a1bc53bf7b46d725>:0
at Microsoft.EntityFrameworkCore.Storage.RelationalCommand.ExecuteReader (Microsoft.EntityFrameworkCore.Storage.RelationalCommandParameterObject parameterObject) [0x00027] in <5314a29febc14288a1bc53bf7b46d725>:0
at Microsoft.EntityFrameworkCore.Query.Internal.QueryingEnumerable`1+Enumerator[T].InitializeReader (Microsoft.EntityFrameworkCore.DbContext _, System.Boolean result) [0x00050] in <5314a29febc14288a1bc53bf7b46d725>:0
at Microsoft.EntityFrameworkCore.SqlServer.Storage.Internal.SqlServerExecutionStrategy.Execute[TState,TResult] (TState state, System.Func`3[T1,T2,TResult] operation, System.Func`3[T1,T2,TResult] verifySucceeded) [0x00011] in <5c775909c1cf40629fd2452310cf8cc1>:0
at Microsoft.EntityFrameworkCore.Query.Internal.QueryingEnumerable`1+Enumerator[T].MoveNext () [0x00193] in <5314a29febc14288a1bc53bf7b46d725>:0
at System.Linq.Enumerable.SingleOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00041] in /Users/builder/jenkins/workspace/build-package-osx-mono/2019-10/external/bockbuild/builds/mono-x64/external/corefx/src/System.Linq/src/System/Linq/Single.cs:104
at (wrapper dynamic-method) System.Object.lambda_method(System.Runtime.CompilerServices.Closure,Microsoft.EntityFrameworkCore.Query.QueryContext)
at Microsoft.EntityFrameworkCore.Query.Internal.QueryCompiler.Execute[TResult] (System.Linq.Expressions.Expression query) [0x00075] in <a3dbe48366454fdbb51dfeeb0b5c4997>:0
at Microsoft.EntityFrameworkCore.Query.Internal.EntityQueryProvider.Execute[TResult] (System.Linq.Expressions.Expression expression) [0x00000] in <a3dbe48366454fdbb51dfeeb0b5c4997>:0
at System.Linq.Queryable.FirstOrDefault[TSource] (System.Linq.IQueryable`1[T] source) [0x0000e] in /Users/builder/jenkins/workspace/build-package-osx-mono/2019-10/external/bockbuild/builds/mono-x64/external/corefx/src/System.Linq.Queryable/src/System/Linq/Queryable.cs:729
at GenericEFIAPI.RTATenantsDatabaseHelper.convertTenant (System.String tenantId, GenericEFIAPI.configObject config, GenericEFIAPI.models.TenantDatabase db) [0x002d2] in /Users/jft/projects/GenericAPI/GenericEFIAPI/RTATenantsDatabaseHelper.cs:108
at GenericEFIAPI.Program+<>c__DisplayClass1_0.<Main>b__0 (GenericEFIAPI.Program+Options o) [0x000c1] in /Users/jft/projects/GenericAPI/GenericEFIAPI/Program.cs:78
at CommandLine.ParserResultExtensions.WithParsed[T] (CommandLine.ParserResult`1[T] result, System.Action`1[T] action) [0x00011] in <68c69d6559fd42bc897efd2a474dfda9>:0
at GenericEFIAPI.Program.Main (System.String[] args) [0x00013] in /Users/jft/projects/GenericAPI/GenericEFIAPI/Program.cs:38
I've tried looking around on google for some help, but have come up empty so far... Anybody have any ideas? I'm trying to connect to sql server and using DbContextOptionsBuilder().UseSqlServer() for the underlying connection.
I'm currently getting my old windows laptop up and running to see if it is because I'm on a Mac or not, but I thought I would get this question out there in the mean time.
Alright! So I'm not 100% sure why my connection string is failing when passing it directly to the DbContextOptionsBuilder().UseSqlServer(connectionString), but if I create a SqlConnection object before that, and pass that as the parameter to UseSqlServer, it works.
So got a workaround, but not sure why the error happens when just passing the connection string.

Xamarin Forms Init crashes after adding FormsMaterial Init

I'm attempting to add Xamarin.Forms Material Visual to my app. I'm following the instructions here and after I add the Forms Material init, I get a crash in the Forms init. Here's the code...
public override bool FinishedLaunching(UIApplication app, NSDictionary options)
{
global::Xamarin.Forms.Forms.Init();
global::Xamarin.Forms.FormsMaterial.Init();
LoadApplication(new App());
return base.FinishedLaunching(app, options);
}
Without global::Xamarin.Forms.FormsMaterial.Init();, everything runs fine. When I add it, global::Xamarin.Forms.Forms.Init(); crashes with an exception "System.Reflection.CustomAttributeFormatException has been thrown" and "Could not find a property with name Priority". How does a line added after another cause an exception on the previous line? Anyone know what's going on?
Here's the stacktrace:
System.Reflection.CustomAttributeFormatException: Could not find a property with name Priority
at at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesInternal(System.Reflection.ICustomAttributeProvider,System.Type,bool)
at System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) [0x00013] in /Users/builder/jenkins/workspace/xamarin-macios/xamarin-macios/external/mono/mcs/class/corlib/System/MonoCustomAttrs.cs:128
at System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00037] in /Users/builder/jenkins/workspace/xamarin-macios/xamarin-macios/external/mono/mcs/class/corlib/System/MonoCustomAttrs.cs:163
at System.Reflection.RuntimeAssembly.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) [0x00000] in /Users/builder/jenkins/workspace/xamarin-macios/xamarin-macios/external/mono/mcs/class/corlib/System.Reflection/RuntimeAssembly.cs:520
at Xamarin.Forms.Internals.Registrar.RegisterAll (System.Type[] attrTypes, Xamarin.Forms.ActivationFlags flags) [0x000a1] in D:\a\1\s\Xamarin.Forms.Core\Registrar.cs:331
at Xamarin.Forms.Internals.Registrar.RegisterAll (System.Type[] attrTypes) [0x00000] in D:\a\1\s\Xamarin.Forms.Core\Registrar.cs:298
at Xamarin.Forms.Forms.Init () [0x0009d] in <f0489d3941b24a20a5b9223b572ec7c0>:0
at OSSM.iOS.AppDelegate.FinishedLaunching (UIKit.UIApplication app, Foundation.NSDictionary options) [0x00001] in /Users/rob5408/Work/OSSM/OSSM.iOS/AppDelegate.cs:25
at at (wrapper managed-to-native) UIKit.UIApplication.UIApplicationMain(int,string[],intptr,intptr)
at UIKit.UIApplication.Main (System.String[] args, System.IntPtr principal, System.IntPtr delegate) [0x00005] in /Library/Frameworks/Xamarin.iOS.framework/Versions/13.6.0.12/src/Xamarin.iOS/UIKit/UIApplication.cs:86
at UIKit.UIApplication.Main (System.String[] args, System.String principalClassName, System.String delegateClassName) [0x0000e] in /Library/Frameworks/Xamarin.iOS.framework/Versions/13.6.0.12/src/Xamarin.iOS/UIKit/UIApplication.cs:65
at OSSM.iOS.Application.Main (System.String[] args) [0x00001] in /Users/rob5408/Work/OSSM/OSSM.iOS/Main.cs:18

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()

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