A
A
Alexander Sokolov2021-11-02 21:25:37
C++ / C#
Alexander Sokolov, 2021-11-02 21:25:37

What is the cause of errors while compiling a Unity game for Android?

Unity version: 2021.2.0f1
While compiling scene 1, these errors occur:

clang: error: linker command failed with exit code 1 (use -v to see invocation)

����ࠡ�⠭��� �᪫�祭�� : Burst.Compiler.IL.Aot.AotLinkerException: The native link step failed. Check previous exception in the log - linker command line : "C:\Users\s3470\OneDrive\����稩 �⮫\Unity game\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\ prebuilt\windows-x86_64\bin\clang.exe "@C:\Users\s3470\AppData\Local\Temp\tmpF70.tmp""

� Burst.Compiler.IL.Aot.AotNativeLinkBase.RunNativeLinkerTool(String command, String arguments, String errorMessage, String commandType, String workingDirectory, Boolean muteOutputs)

� Burst.Compiler.IL.Aot.AotNativeLinkAndroid.Link(TargetCpu targetCpu, List`1 inputFiles, String outputFile, Boolean enableDebugInfo)

� Burst.Compiler.IL.Aot.AotCompiler.Link(List`1 groups, String nameSuffix, AotCompilerOptions compilerOptions , TextWriter consoleOut, TextWriter consoleError)

� Burst.Bcl.BclApp.LibraryThread.Process(LibraryCompilationRequest libraryRequest)

� Burst.Bcl.BclApp.LibraryThread.Run()

� System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state , Boolean preserveSyncCtx)

� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)

� System.Threading.ThreadHelper.ThreadStart()

BuildFailedException: Burst compiler (1.6.0) failed running

stdout:
stderr:
C:\Users\s3470\OneDrive\������� ����\Unity game\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\ windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld: error: cannot open C:\Users\s3470 \OneDrive\������� ����\Unity game\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64/lib/ gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/lib/../lib/armv7-a/libatomic.a: No such file or directory
clang: error: linker command failed with exit code 1 (use -v to see invocation)

����ࠡ�⠭��� �᪫�祭��: Burst.Compiler.IL.Aot.AotLinkerException: The native link step failed. Check previous exception in the log - linker command line : "C:\Users\s3470\OneDrive\����稩 �⮫\Unity game\2021.2.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\ prebuilt\windows-x86_64\bin\clang.exe "@C:\Users\s3470\AppData\Local\Temp\tmpF70.tmp""
� Burst.Compiler.IL.Aot.AotNativeLinkBase.RunNativeLinkerTool(String command, String arguments, String errorMessage, String commandType, String workingDirectory, Boolean muteOutputs)
� Burst.Compiler.IL.Aot.AotNativeLinkAndroid.Link(TargetCpu targetCpu, List`1 inputFiles, String outputFile, Boolean enableDebugInfo)
� Burst.Compiler.IL.Aot.AotCompiler.Link(List`1 groups, String nameSuffix, AotCompilerOptions compilerOptions, TextWriter consoleOut, TextWriter consoleError)
� Burst.Bcl.BclApp.LibraryThread.Process(LibraryCompilationRequest libraryRequest)
� Burst.Bcl.BclApp .LibraryThread.Run()
� System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System .Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
� System.Threading.ThreadHelper.ThreadStart()

BuildFailedException: Burst compiler (1.6.0) failed running

Error building Player: 13 errors

Build completed with a result of 'Failed' in 15 seconds (14911
ms

) 16 errors
at UnityEditor.BuildPlayerWindow + DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002d8] in <12f9706bdb064a6c8a1d1b6f565a0097>: 0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions ) [0x00080] in <12f9706bdb064a6c8a1d1b6f565a0097> :0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

I don't understand what the problem is. Created 2 empty projects, tried to compile them too. The same mistakes.

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2 answer(s)
L
LittleBob, 2021-11-03
@ChaynikVcSHrp

I struggle with such errors simply: try to completely demolish the unit, install a different version and try to compile again. Once I managed to get rid of errors by moving the project to another folder (fig knows how it works).
Try rearranging android tools (jdk, sdk).
May God help you...

F
freeExec, 2021-11-03
@freeExec

These questions should not be on the wayC:\Users\s3470\OneDrive\������� ����\Unity

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