Build error Android: Exception: C:\Program Files\Unity\2019.4.33f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!

Include the following details (edit as applicable):

  • Issue category: Sample Segementation – BUILD ERROR
  • Device type & OS version: Android OnePlus 7T
  • Host machine & OS version: Windows 10
  • Issue Environment : Unity to Device
  • Xcode version:
  • ARDK version: 1.0.1
  • Unity version: 2019.4.33f1

Description of the issue:

Exception: C:\Program Files\Unity\2019.4.33f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!

Exception: C:\Program Files\Unity\2019.4.33f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!

Failed running “C:\Program Files\Unity\2019.4.33f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe” --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARM64” --configuration=“Release” --outputpath=“D:\UnityProjects\LightSail_Examples\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so” --cachedirectory=“D:\UnityProjects\LightSail_Examples\Assets…\Library\il2cpp_android_arm64-v8a/il2cpp_cache” --additional-include-directories=“C:/Program Files/Unity/2019.4.33f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:/Program Files/Unity/2019.4.33f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“C:/Program Files/Unity/2019.4.33f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK” --map-file-parser=“C:/Program Files/Unity/2019.4.33f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe” --generatedcppdir=D:/UnityProjects/LightSail_Examples/Temp/StagingArea/Il2Cpp/il2cppOutput --dotnetprofile=“unityaot”

stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: D:\UnityProjects\LightSail_Examples\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a
Cache directory: D:\UnityProjects\LightSail_Examples\Library\il2cpp_android_arm64-v8a\il2cpp_cache
ObjectFiles: 190 of which compiled: 0
Total compilation time: 103 milliseconds.
il2cpp.exe didn’t catch exception: System.IO.IOException: Access to the path ‘D:\UnityProjects\LightSail_Examples\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_361A354973F4B39A66CD0B01A4E27228’ is denied.
at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound, WIN32_FIND_DATA& data)
at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)
at NiceIO.NPath.Delete(DeleteMode deleteMode)
at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args, List1 foundAssemblies)
at il2cpp.Program.Run(String args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String args)
stderr:

Unhandled Exception: System.IO.IOException: Access to the path ‘D:\UnityProjects\LightSail_Examples\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_361A354973F4B39A66CD0B01A4E27228’ is denied.
at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound, WIN32_FIND_DATA& data)
at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)
at NiceIO.NPath.Delete(DeleteMode deleteMode)
at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args, List1 foundAssemblies)
at il2cpp.Program.Run(String args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String args)

UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at <3d6d6a4a6d7c4ec2aa654b7d8f54a096>:0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <3d6d6a4a6d7c4ec2aa654b7d8f54a096>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at <3d6d6a4a6d7c4ec2aa654b7d8f54a096>:0) UnityEditorInternal.IL2CPPBuilder.RunCompileAndLink () (at <3d6d6a4a6d7c4ec2aa654b7d8f54a096>:0) UnityEditorInternal.IL2CPPUtils.RunCompileAndLink (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at <3d6d6a4a6d7c4ec2aa654b7d8f54a096>: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 <3d6d6a4a6d7c4ec2aa654b7d8f54a096>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

1 Like

Bump, I’m getting a similar build error as well on my project - “IL2CPP did not run properly”

Any help appreciated!

1 Like

Hi, apologies for the delay. One thing you will need to do is start a new project in Unity. Next, save the build in a different location from before. Follow the tutorial, https://lightship.dev/docs/getting_started.html, in our getting started documentation to get your build running successfully. Also, we have a new version of ARDK available: https://lightship.dev/products/ardk/. I hope this helps.