How to fix CommandInvokationFailure: Failed to link 'libunity.so'.? [Editor Version: 2019.1.7f1] when building 64-bit Apk
CommandInvokationFailure: Failed to link 'libunity.so'. C:/Users/Jesal/AppData/Local/Programs/Microsoft VS Code/2019.1.7f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/clang++.exe @"Temp/StagingArea/strip/armeabi-v7a/libunity.rsp"
stderr[ clang++.exe: error: invalid linker name in argument '-fuse-ld=gold.exe' ] stdout[
] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at :0) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at :0) UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, System.String errorMsg) (at :0) UnityEditor.Android.PostProcessor.Tasks.BuildSharedLibrary.Link (UnityEditor.Android.PostProcessor.PostProcessorContext context, UnityEditor.Android.AndroidNDKTools ndk, UnityEditor.Android.AndroidTargetDeviceType deviceType, System.Collections.Generic.IEnumerable`1[T] objects) (at :0) UnityEditor.Android.PostProcessor.Tasks.BuildSharedLibrary.Build (UnityEditor.Android.PostProcessor.PostProcessorContext context, UnityEditor.Android.AndroidNDKTools ndk, UnityEditor.Android.AndroidTargetDeviceType deviceType) (at :0) UnityEditor.Android.PostProcessor.Tasks.BuildSharedLibrary.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :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 :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, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Answer by zhuyilong · Nov 02, 2019 at 08:19 AM
SomeOne told that the solution is Uncheck Strip Engine Code in PlayerSettings It can truly work. But the problem is the Option of Strip Engine Code is a way to simplify the size of apk , Uncheck this will make the size of app or app bigger than before. I have no idea about the second problem
Hola, quiero que sepas que tu comentario salvo mi proyecto, efectivamente ese era mi problema y lo solucione desmarcando la opcion "strip engine code"
muchas gracias
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