Unity 2019.2.0f1 dont compile Arm64 Android

0 votes
asked Sep 8, 2019 by jorgeea (140 points)

Hi i try to upload my app to playstore in 64 bits arq, but the result is failed...

see 2 errors: 

Failed running C:\Program Files\Unity\Hub\Editor\2019.2.0f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\Jorge Eduardo\Desktop\ProyectoInteractivo\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so" --cachedirectory="C:\Users\Jorge Eduardo\Desktop\ProyectoInteractivo\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.2.0f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/Users/Jorge Eduardo/Desktop/ProyectoInteractivo/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="C:/Users/Jorge Eduardo/Desktop/ProyectoInteractivo/Temp/StagingArea/Il2Cpp/il2cppOutput" 

stdout:

Building libil2cpp.so with AndroidToolChain

Output directory: C:\Users\Jorge Eduardo\Desktop\ProyectoInteractivo\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a

Cache directory: C:\Users\Jorge Eduardo\Desktop\ProyectoInteractivo\Library\il2cpp_android_arm64-v8a\il2cpp_cache

ObjectFiles: 153 of which compiled: 0

Total compilation time: 155 milliseconds.

il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\Jorge Eduardo\AppData\Local\Temp\tmp1FEE.tmp" -o "C:\Users\Jorge Eduardo\Desktop\ProyectoInteractivo\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_9BA3D14D65A590BC9CE8166EFD89EB0E\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-21\arch-arm64" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64" -target aarch64-none-linux-android -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\arm64-v8a" -lgnustl_static -latomic -llog -rdynamic -fuse-ld=bfd.exe

C:/Users/Jorge Eduardo/Desktop/ProyectoInteractivo/Library/il2cpp_android_arm64-v8a/il2cpp_cache/13C39B8A7B5E828D4431622AA35E7790.o: In function `EngineNativeIOS_ezarRegisterLogFunc_m75428DC503B69CB0AE5FAC25A0CC181D2CEA0223':

C:\Users\Jorge Eduardo\Desktop\ProyectoInteractivo\Temp\StagingArea\Il2Cpp\il2cppOutput/EasyAR.Unity.cpp:26951: undefined reference to `ezarRegisterLogFunc'

the second: 

Exception: C:\Program Files\Unity\Hub\Editor\2019.2.0f1\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, 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] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:502)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:483)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8277255796414cc8b8865316c1676de5>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8277255796414cc8b8865316c1676de5>: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 <8277255796414cc8b8865316c1676de5>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <8277255796414cc8b8865316c1676de5>: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)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr

1 Answer

0 votes
answered Sep 12, 2019 by rlmidiaalvs (2,440 points)
Hello Jorge,

What version of EasyAR do you use?
commented Sep 12, 2019 by jorgeea (140 points)
3.0.1 version.
commented Sep 12, 2019 by rlmidiaalvs (2,440 points)
Try deleting il2cpp_cache folder. Can you create another project (blank) and build it (64bits)? Check if Unity Preferences / ndk is  in correct folder.
Welcome to EasyAR SDK Q&A, where you can ask questions and receive answers from other members of the community.
...