J'ai quelques soucis pour quand je veux build mon jeu sur la version Android, qui vient Burst Compiler j'ai l'impression.
La build arrive au final à se faire, mais du coup derrière, quand je lance le jeu j'ai quelques problème que en version android une fois build, qui est lié aux entités. Du coup je suppose que ça pourrait venir des erreurs qui pop pendant la réalisation de la build.
Ce qui est étrange c'est que je n'ai pas de problème lorsque je build pour la version windows ou tout marche bien.
Du coup j'ai ces erreurs pop dans cette ordre :
System.InvalidOperationException: The linker failed. Check previous exception in the log
� Burst.Compiler.IL.Aot.AotCompiler.CallLinkerProcess(TargetPlatform platform, TargetCpu targetCpu, List`1 plugins, List`1 inputFiles, String outputFile)
� Burst.Compiler.IL.Aot.AotCompiler.Link(Module module, AotCompilerOptions compilerOptions)
� Burst.Bcl.Program.Main(String[] args)
Failed running C:\Users\Warze\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.burst@0.2.4-preview.34\.Runtime\bcl.exe @C:\Users\Warze\AppData\Local\Temp\tmp72f4e76f.tmp
stdout:
System.Exception: Android NDK not found. Make sure environment variable ANDROID_NDK_ROOT is not empty.
� Unity.IL2CPP.Building.ToolChains.Android.AndroidNDKUtilities.GetNdkRootDir()
� Unity.IL2CPP.Building.ToolChains.Android.AndroidNDKUtilities..ctor(NPath ndkRootPath, Architecture architecture, Boolean useDependenciesToolChain)
� Unity.IL2CPP.Building.ToolChains.AndroidToolChain..ctor(Architecture architecture, BuildConfiguration buildConfiguration, Boolean treatWarningsAsErrors, Boolean assemblyOutput, Boolean useDependenciesToolChain, NPath toolchainPath)
� Unity.IL2CPP.Building.Platforms.AndroidPlatformSupport.MakeCppToolChain(BuildingOptions buildingOptions)
� Burst.Compiler.IL.Aot.AotLinker..ctor(TargetPlatform aotPlatform, TargetCpu targetCpu, List`1 pluginFolders)
� Burst.Linker.Program.Main(String[] args)
Usage: blink.exe [options] <input .o/.obj/.ll files...>
--help Show Help
--platform=VALUE Target Platform <Windows|macOS|Linux|Android|iOS|
PS4|XboxOne|Wasm|UWP>
--target=VALUE Target CPU <Auto|X86_SSE2|X86_SSE4|X64_SSE2|X64_
SSE4|AVX|AVX2|AVX512|WASM32|ARMV7A_NEON32|ARMV8A_
AARCH64|THUMB2_NEON32>
--il2cpp-plugin-folder=VALUE
Plugin folder
--output=VALUE Output shared library file
An unexpected exception occurred:
stderr:
System.InvalidOperationException: The linker failed. Check previous exception in the log
� Burst.Compiler.IL.Aot.AotCompiler.CallLinkerProcess(TargetPlatform platform, TargetCpu targetCpu, List`1 plugins, List`1 inputFiles, String outputFile)
� Burst.Compiler.IL.Aot.AotCompiler.Link(Module module, AotCompilerOptions compilerOptions)
� Burst.Bcl.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at C:/Users/Warze/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.burst@0.2.4-preview.34/Editor/BurstAotCompiler.cs:220)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
J'ai principalement tester avec deux version d'unity 2018 (2018.2 et .3) et différentes version de package, mais ça n'as rien changé.Exception: C:\Users\Warze\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.burst@0.2.4-preview.34\.Runtime\bcl.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:130)
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:73)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at C:/Users/Warze/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.burst@0.2.4-preview.34/Editor/BurstAotCompiler.cs:220)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:452)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Si quelqu'un aurait une idée de pourquoi ou comment résoudre ça, ça m'intéresse beaucoup
Merci bien !