Reputation: 27
I want to build my project for IOS. I choose folder and build my project. at the end of the build, my folder is empty. Why? Can you help me?
There is an error on console:
Failed running /Applications/Unity/Unity.app/Contents/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe --api NET_2_0_Subset -out "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/tempStrip" -l none -c link -b False -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -f "/Applications/Unity/Unity.app/Contents/il2cpp/LinkerDescriptors" -x "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/preserved_derived_types.xml" -x "/Users/arifsanat/Desktop/CityCars/Assets/link.xml" -d "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed" -a "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll"
stdout:
SweepReport:
System.MonoType => Mono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinition
Mono.Cecil.MethodDefinition => System.Void .ctor()System.Void .ctor(System.String)System.String get_Comment()System.Void .ctor()System.Boolean get_CanTransformMultipleBlocks()
Mono.Cecil.FieldDefinition => System.String commentSystem.Func3<System.Int32,System.Int32,System.Int32> <>f__am$cache0System.Func
3 <>f__am$cache1System.Func3<System.Double,System.Double,System.Double> <>f__am$cache2System.Func
3 <>f__am$cache3
Fatal error in Mono CIL Linker
Mono.Cecil.ResolutionException: Failed to resolve UnityEngine.RenderTexture
at UnusedBytecodeStripper2.AddUnresolvedStubsStep.Process () <0x10afdf960 + 0x002fd> in :0
at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) <0x1096e9ed0 + 0x0006b> in :0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) <0x1096e8f90 + 0x000e6> in :0
at Mono.Linker.Driver.Run (IEqualityComparer1 typeComparer, IEqualityComparer
1 methodComparer) <0x108606520 + 0x00be7> in :0
at Mono.Linker.Driver.RunDriverWithErrorHandling (Mono.Linker.Driver driver, IEqualityComparer1 typeComparer, IEqualityComparer
1 methodComparer) <0x1086064d0 + 0x00026> in :0
at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver, IEqualityComparer1 typeComparer, IEqualityComparer
1 methodComparer) <0x1086063e0 + 0x0003b> in :0
Upvotes: 1
Views: 3637
Reputation: 1
It may be because you are building it into the Assets folder? Try saving it to a folder outside the Unity project.
Upvotes: 0
Reputation: 411
I got the same error. I resolved it by checking the third party plugin. Mainly this error is because of link.xml.
Upvotes: 0
Reputation: 2329
We have tracked down the cause of this issue. It is a bug in the UnusedBytecodeStripper2, and we should have a fix in the 5.5.1p1 patch release if all goes well.
It might be possible to work around the issue though. Some assembly in the project uses the UnityEngine.RenderTexture::generateMips property, which was renamed to autoGenerateMips in Unity 5.5. The API Updater will correctly make this change to the assembly, but in the bug report, the API Updater did not run on this assembly for an unknown reason. The assembly in this case was Vuforia.UnityExtensions.dll, but any assembly could be impacted.
So, it is possible to work around this issue by ensuring that the API Updater has been run on all assemblies in the project. You can use ILSpy or ildasm to check the content of an assembly. Make sure an assembly does not reference UnityEngine.RenderTexture::generateMips after the API Updater modified it.
Upvotes: 0
Reputation: 3447
Do steps below:
Check your player setting. For me almost trouble when build iOS App with Unity occurred here. (If everything okay, go to 2
Try to build a empty (or simple) Unity Project and make sure you can build that and run on Xcode successfully.
If 1. 2. is okay, so problem definitely is in your code, check your iOS plugin code (if available) first then C# code.
If 1.2.3 is okay, try to reinstall your Unity, Xcode app.
If even 4 cant resolve your problem, make a bug report.
Hope this help!
Upvotes: 1