由于IL2CPP问题,Unity无法构建Unity 2019.2.17f1

时间:2020-01-23 13:26:20

标签: c# android unity3d android-ndk armv7

我无法建立我的统一项目。

Win32Exception:ApplicationName ='C:\ Program Files \ Unity \ Hub \ Editor \ 2019.2.17f1 \ Editor \ Data \ il2cpp / build / il2cpp.exe',CommandLine ='-转换为cpp --emit -null-checks --enable-array-bounds-check --dotnetprofile =“ unityaot” --compile-cpp --libil2cpp-static --platform =“ Android” --architecture =“ ARMv7” --configuration =“ Release “ --outputpath =“ D:\ unity \ BubbleBee \ Temp \ StagingArea \ assets \ bin \ Data \ Native \ armeabi-v7a \ libil2cpp.so”---cachedirectory =“ D:\ unity \ BubbleBee \ Assets .. \ Library \ il2cpp_android_armeabi-v7a / il2cpp_cache“ --additional-include-directories =” C:/ Program Files / Unity / Hub / Editor / 2019.2.17f1 / Editor / Data / PlaybackEngines / AndroidPlayer / Tools \ bdwgc / include“ --additional- include-directories =“ C:/ Program Files / Unity / Hub / Editor / 2019.2.17f1 / Editor / Data / PlaybackEngines / AndroidPlayer / Tools \ libil2cpp / include” --tool-chain-path =“ C:/ Program Files / Unity / Hub / Editor / 2019.2.17f1 / Editor / Data / PlaybackEngines / AndroidPlayer / NDK / android-ndk-r16b“ --profiler-report --map-file-parser =” C:/ Program Files / Unity / Hub / Editor / 2019.2.17f1 / Editor / Data / Tools / MapFileParser / MapFileParser.exe“ --directory = D:/ unity / BubbleBee / Temp / StagingArea / assets / bin / Data / Managed --generatedcppdir = D:/ unity / BubbleBee / Temp / StagingArea / Il2Cpp / il2cppOutput',CurrentDirectory ='D:\ unity \ BubbleBee \ Temp \ StagingArea \ assets \ bin \ Data \ Managed',本地错误=İstenenişlemiçinyükseltmegerekiyor。

System.Diagnostics.Process.StartWithCreateProcess(System.Diagnostics.ProcessStartInfo startInfo)(在:0) System.Diagnostics.Process.Start()(在:0处) (包装器远程调用检查)System.Diagnostics.Process.Start() UnityEditor.Utils.Program.Start(System.EventHandler exitCallback)(在C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44) UnityEditor.Utils.Program.Start()(在C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28) UnityEditorInternal.Runner.RunProgram(UnityEditor.Utils.Program p,System.String exe,System.String args,System.String workingDirectory,UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser)(在C:/ buildslave / unity / build / Editor / Mono / BuildPipeline / BuildUtils.cs:104) UnityEditorInternal.Runner.RunManagedProgram(System.String exe,System.String args,System.String workingDirectory,UnityEditor.Scripting.Compilers.CompilerOutputParserBase解析器,System.Action 1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List 1 [T]参数,System.Action {{1 }} 1 [T] ModifyOutputBeforeCompile,UnityEditor.RuntimeClassRegistry runtimeClassRegistry)(在C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute(UnityEditor.Android.PostProcessor.PostProcessorContext上下文)(位于<502f1b7df2d7430696af84c6f02852ed>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTask​​s(UnityEditor.Android.PostProcessor.PostProcessorContext上下文)(位于<502f1b7df2d7430696af84c6f02852ed>:0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess(UnityEditor.BuildTarget目标,System.String stagingAreaData,System.String stagingArea,System.String playerPackage,System.String installPath,System.String companyName,System.String productName,UnityEditor.BuildOptions选项,UnityEditor。 RuntimeClassRegistry usedClassRegistry,UnityEditor.Build.Reporting.BuildReport报告)(位于<502f1b7df2d7430696af84c6f02852ed>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess(UnityEditor.Modules.BuildPostProcessArgs args,UnityEditor.BuildProperties&outProperties)(位于<502f1b7df2d7430696af84c6f02852ed>:0) UnityEditor.PostprocessBuildPlayer.Postprocess(UnityEditor.BuildTargetGroup targetGroup,UnityEditor.BuildTarget目标,System.String installPath,System.String companyName,System.String productName,System.Int32宽度,System.Int32高度,UnityEditor.BuildOptions选项,UnityEditor.RuntimeClassRegistry usedClassRegistry ,UnityEditor.Build.Reporting.BuildReport报告)(位于C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281) UnityEngine.GUIUtility:ProcessEvent(Int32,IntPtr)(在C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

4 个答案:

答案 0 :(得分:1)

PlayerSetting -> Configurations中,将Target Architecture更改为ARM64

答案 1 :(得分:0)

安装此(“ NDP471-DevPack-ENU”)软件或

答案 2 :(得分:0)

C:\ Program Files \ Unity \ Editor \ Data \ il2cpp / build / il2cpp.exe路径,右键单击il2cpp.exe->属性->兼容性->选择以管理员身份运行该程序并将此设置更改为all用户->应用->确定

答案 3 :(得分:0)

您必须通过其安装程序重新安装 Unity,然后在安装过程中选择“Windows Build”