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il2cpp unity build error
i'm trying to build on android with il2cpp, I tried 4 versions of unity ,every time the build fails using windows 8.1, and the editor path all in english. any help please . error :
"Exception: Failed running F:\un\2021.1.0b5\Editor\Data\il2cpp/build/BeeSettings/offline/bee.exe --no-colors --prebuiltbuildprogram=F:\un\2021.1.0b5\Editor\Data\il2cpp/build/BeeSettings/offline/artifacts/buildprogram/buildprogram.exe stdout: C:/buildslave/unity/build/Tools/Bee/Bee.Core/DynamicLoader.cs(55): warning: Failed to load types from F:\un\2021.1.0b5\Editor\Data\il2cpp\build\BeeSettings\offline\Newtonsoft.Json.dll: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified. [ ] Require frontend run. artifacts\tundra.dag.json does not exist yet error: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified. (System.IO.FileNotFoundException) at Unity.IL2CPP.BeeSettings.BeeSettingsIl2Cpp.DeserializeString at Unity.IL2CPP.BeeSettings.BeeSettingsIl2Cpp.Deserialize at Build.Main at System.RuntimeMethodHandle.InvokeMethod at Bee.StandaloneBeeDriver.CreateBuildGraph at Bee.StandaloneBeeDriver.InvokeTundra at Bee.StandaloneBeeDriver.BuildMain at Bee.StandaloneBeeDriver.Main stderr: UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at :0) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action
1[T] setupStartInfo) (at :0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String generatedCppOutputDirectory) (at :0) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.Boolean platformSupportsManagedDebugging) (at :0) UnityEditorInternal.IL2CPPBuilder.Run () (at :0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0) 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, 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 :0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)`
$$anonymous$$ake sure that you have the latest version of .NET Framework installed on this computer. It should be .NET Framework 4.8.1. The Unity installer should handle that, but maybe something went wrong.
Answer by ClovyGames · Feb 09, 2021 at 04:43 AM
Having same error have you fixed it?
no but some say it is because .NET framework installations