Failed to build Nintendo Switch... AGAIN!!!!

crossmove

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Unity.IL2CPP.Building.BuilderFailedException: Build failed with 0 successful nodes and 1 failed ones
Annotation: IL2CPP_CodeGenAndCompile C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents
Cmdline: "C:\Program Files\Unity 2021.2.0b11\Editor\Data\il2cpp\build\deploy\net5.0\il2cpp.exe" --convert-to-cpp --compile-cpp --directory="C:/Users/USER/Documents/ssc4nx/Temp/StagingArea/Managed" --data-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Data" --generatedcppdir="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/il2cppOutput" --symbols-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Symbols" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsInitializationListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsShowListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsLoadListener.h" --additional-cpp="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/additionalCppFiles/UnlinkedFunctions.cpp" --enable-stats --enable-array-bounds-check --code-generation-option=EnableInlining --generics-option=None,EnableFullSharing --stats-output-dir="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPStats" --platform=Switch --architecture=ARM64 --outputpath="C:\Users\USER\Documents\ssc4nx\Library/Il2cppBuildCache/Switch\Native\SwitchPlayer.nss" --dont-deploy-baselib --verbose --libil2cpp-static --baselib-directory="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Native\release" --avoid-dynamic-library-copy --additional-defines=DEBUGMODE=0 --additional-defines=UNITY_RELEASE=1 --additional-defines=IL2CPP_USE_SOCKET_MULTIPLEX_IO=1 --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --plugin="C:/Program Files/Unity 2021.2.0b11/Editor/Data/PlaybackEngines/Switch/Tools\SwitchIl2CppPlugin.dll" --incremental-g-c-time-slice=3 --configuration=ReleasePlus --linker-flags-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/linkerflags/linkerflags.txt" --dotnetprofile=unityaot-linux --cachedirectory="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPCache/il2cpp_cache" --profiler-report --profiler-output-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents"
ExitCode: 1
Stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\Native
Cache directory: C:\Users\USER\Documents\ssc4nx\SwitchIL2CPPCache\il2cpp_cache
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)

at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, Il2CppCommandLineArguments il2CppCommandLineArguments, BuildingOptions buildingOptions, Boolean throwExceptions)
at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0014b] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x0005d] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) [0x000a9] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) [0x003c2] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPBuilder.Run () [0x000f4] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x0047e] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:262
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Exception: Unity.IL2CPP.Building.BuilderFailedException: Build failed with 0 successful nodes and 1 failed ones
Annotation: IL2CPP_CodeGenAndCompile C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents
Cmdline: "C:\Program Files\Unity 2021.2.0b11\Editor\Data\il2cpp\build\deploy\net5.0\il2cpp.exe" --convert-to-cpp --compile-cpp --directory="C:/Users/USER/Documents/ssc4nx/Temp/StagingArea/Managed" --data-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Data" --generatedcppdir="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/il2cppOutput" --symbols-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Symbols" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsInitializationListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsShowListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsLoadListener.h" --additional-cpp="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/additionalCppFiles/UnlinkedFunctions.cpp" --enable-stats --enable-array-bounds-check --code-generation-option=EnableInlining --generics-option=None,EnableFullSharing --stats-output-dir="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPStats" --platform=Switch --architecture=ARM64 --outputpath="C:\Users\USER\Documents\ssc4nx\Library/Il2cppBuildCache/Switch\Native\SwitchPlayer.nss" --dont-deploy-baselib --verbose --libil2cpp-static --baselib-directory="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Native\release" --avoid-dynamic-library-copy --additional-defines=DEBUGMODE=0 --additional-defines=UNITY_RELEASE=1 --additional-defines=IL2CPP_USE_SOCKET_MULTIPLEX_IO=1 --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --plugin="C:/Program Files/Unity 2021.2.0b11/Editor/Data/PlaybackEngines/Switch/Tools\SwitchIl2CppPlugin.dll" --incremental-g-c-time-slice=3 --configuration=ReleasePlus --linker-flags-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/linkerflags/linkerflags.txt" --dotnetprofile=unityaot-linux --cachedirectory="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPCache/il2cpp_cache" --profiler-report --profiler-output-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents"
ExitCode: 1
Stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\Native
Cache directory: C:\Users\USER\Documents\ssc4nx\SwitchIL2CPPCache\il2cpp_cache
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)

at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, Il2CppCommandLineArguments il2CppCommandLineArguments, BuildingOptions buildingOptions, Boolean throwExceptions)
UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/PostProcessSwitch.cs:524)
UnityEditor.Switch.SwitchBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/ExtensionModule.cs:453)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <76a445b462cc49e2975056a950390db7>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, 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 <76a445b462cc49e2975056a950390db7>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)


Version is 2021.2.0b11.3437 sdk version in 14.1.0
 

binkinator

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hello?
Post automatically merged:

is anyone here?
I changed to sdk version 9.2.0

Not entirely sure of the context of what’s going on here to be honest.

I thought about guessing at first but then figured if you wanted help you would give more details when you are ready.
 
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Shape

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Not entirely sure of the context of what’s going on here to be honest.

I thought about guessing at first but then figured if you wanted help you would give more details when you are ready.

I think they're trying to build an app for Nintendo Switch, using Unity, and it is failing every time they click "build". From what I can tell, Unity is failing to build the player at the IL2CPP phase (Intermediate Language to C++) is failing to to start & run but I can't tell any more than that due to... well, the error is unintelligible and obfuscated. See this?
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�. <-- this part is the error
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode) <- this is where Unity starts C++ transpilation

I don't think there's a lot of people on this forum who have legitimate Nintendo developer keys for Unity, so I'm really not sure how much help there is to be had here. I don't develop Switch games, so that's about as much help as I can give. Good luck, @crossmove, Unity's build process can be very temperamental.

EDIT: After further investigation, I have discovered a post in a previous thread by @crossmove with the same contents. So, I would like to point out that you have to have official Nintendo developer credentials to build software for the Nintendo Switch using Unity. If you are not a Nintendo-approved developer, the build process will fail. Furthermore, Unity shouldn't even be allowing you to download that package, so I hope you're not trying to pull some shenanigans. Regardless, next time, please try to explain the issue you are having and then please post any relevant logs or data-chunks in SPOILER tags.

Good day, sir.
 
Last edited by Shape,

crossmove

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fixed it, i made empty project but can't install on goldleaf, error code 2002-4057
Post automatically merged:

it means i build that empty project to nsp but can't install
 

Slluxx

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I don't think there's a lot of people on this forum who have legitimate Nintendo developer keys for Unity
You don't need dev keys. Unity builds the nsp with dev keys so need a dev console to install it. (unless you repack the nsp)
you have to have official Nintendo developer credentials to build software for the Nintendo Switch using Unity. If you are not a Nintendo-approved developer, the build process will fail.
Wrong. Official or not, if you have the SDK set up correctly, the build process will succeed.
Furthermore, Unity shouldn't even be allowing you to download that package
Wrong. While not openly shared, they are not locked behind something. If you have the link, you can download them from unity.

fixed it, i made empty project but can't install on goldleaf, error code 2002-4057
If you have set up everything correctly and have a valid NSP, you need to repack it with retail keys so you can actually install it on a retail switch. You can get your keys with lockpick_rcm and use the authoring tool from the sdk hacpack to do that. There are posts about that on gbatemp, you just need to search for them.
 
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impeeza

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Unity.IL2CPP.Building.BuilderFailedException: Build failed with 0 successful nodes and 1 failed ones
Annotation: IL2CPP_CodeGenAndCompile C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents
Cmdline: "C:\Program Files\Unity 2021.2.0b11\Editor\Data\il2cpp\build\deploy\net5.0\il2cpp.exe" --convert-to-cpp --compile-cpp --directory="C:/Users/USER/Documents/ssc4nx/Temp/StagingArea/Managed" --data-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Data" --generatedcppdir="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/il2cppOutput" --symbols-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Symbols" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsInitializationListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsShowListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsLoadListener.h" --additional-cpp="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/additionalCppFiles/UnlinkedFunctions.cpp" --enable-stats --enable-array-bounds-check --code-generation-option=EnableInlining --generics-option=None,EnableFullSharing --stats-output-dir="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPStats" --platform=Switch --architecture=ARM64 --outputpath="C:\Users\USER\Documents\ssc4nx\Library/Il2cppBuildCache/Switch\Native\SwitchPlayer.nss" --dont-deploy-baselib --verbose --libil2cpp-static --baselib-directory="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Native\release" --avoid-dynamic-library-copy --additional-defines=DEBUGMODE=0 --additional-defines=UNITY_RELEASE=1 --additional-defines=IL2CPP_USE_SOCKET_MULTIPLEX_IO=1 --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --plugin="C:/Program Files/Unity 2021.2.0b11/Editor/Data/PlaybackEngines/Switch/Tools\SwitchIl2CppPlugin.dll" --incremental-g-c-time-slice=3 --configuration=ReleasePlus --linker-flags-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/linkerflags/linkerflags.txt" --dotnetprofile=unityaot-linux --cachedirectory="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPCache/il2cpp_cache" --profiler-report --profiler-output-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents"
ExitCode: 1
Stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\Native
Cache directory: C:\Users\USER\Documents\ssc4nx\SwitchIL2CPPCache\il2cpp_cache
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)

at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, Il2CppCommandLineArguments il2CppCommandLineArguments, BuildingOptions buildingOptions, Boolean throwExceptions)
at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0014b] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x0005d] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo) [0x000a9] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data) [0x003c2] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPBuilder.Run () [0x000f4] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <76a445b462cc49e2975056a950390db7>:0
at UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x0047e] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:262
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Exception: Unity.IL2CPP.Building.BuilderFailedException: Build failed with 0 successful nodes and 1 failed ones
Annotation: IL2CPP_CodeGenAndCompile C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents
Cmdline: "C:\Program Files\Unity 2021.2.0b11\Editor\Data\il2cpp\build\deploy\net5.0\il2cpp.exe" --convert-to-cpp --compile-cpp --directory="C:/Users/USER/Documents/ssc4nx/Temp/StagingArea/Managed" --data-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Data" --generatedcppdir="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/il2cppOutput" --symbols-folder="C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\il2cppOutput\Symbols" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsInitializationListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsShowListener.h" --additional-cpp="C:\Users\USER\Documents\ssc4nx\Temp\StagingArea\SourcePlugins\UnityAdsLoadListener.h" --additional-cpp="C:/Users/USER/Documents/ssc4nx/Library/Il2cppBuildCache/Switch/additionalCppFiles/UnlinkedFunctions.cpp" --enable-stats --enable-array-bounds-check --code-generation-option=EnableInlining --generics-option=None,EnableFullSharing --stats-output-dir="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPStats" --platform=Switch --architecture=ARM64 --outputpath="C:\Users\USER\Documents\ssc4nx\Library/Il2cppBuildCache/Switch\Native\SwitchPlayer.nss" --dont-deploy-baselib --verbose --libil2cpp-static --baselib-directory="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Native\release" --avoid-dynamic-library-copy --additional-defines=DEBUGMODE=0 --additional-defines=UNITY_RELEASE=1 --additional-defines=IL2CPP_USE_SOCKET_MULTIPLEX_IO=1 --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity 2021.2.0b11\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --plugin="C:/Program Files/Unity 2021.2.0b11/Editor/Data/PlaybackEngines/Switch/Tools\SwitchIl2CppPlugin.dll" --incremental-g-c-time-slice=3 --configuration=ReleasePlus --linker-flags-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/linkerflags/linkerflags.txt" --dotnetprofile=unityaot-linux --cachedirectory="C:/Users/USER/Documents/ssc4nx/Assets/../SwitchIL2CPPCache/il2cpp_cache" --profiler-report --profiler-output-file="C:/Users/USER/Documents/ssc4nx/SwitchIL2CPPCache/il2cpp_cache/buildstate/artifacts/il2cpp_conv_38yp.traceevents"
ExitCode: 1
Stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\USER\Documents\ssc4nx\Library\Il2cppBuildCache\Switch\Native
Cache directory: C:\Users\USER\Documents\ssc4nx\SwitchIL2CPPCache\il2cpp_cache
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
Error: System.ComponentModel.Win32Exception (2): ������ ������ ã�� �� �����ϴ�.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at Unity.IL2CPP.Shell.SetupAndStart(ExecuteContext context, Boolean asyncMode)
at Unity.IL2CPP.Shell.ExecuteAsync(ExecuteArgs executeArgs, IExecuteController controller, Boolean asyncMode)
at Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
at Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
at Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)

at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, Il2CppCommandLineArguments il2CppCommandLineArguments, BuildingOptions buildingOptions, Boolean throwExceptions)
UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/PostProcessSwitch.cs:524)
UnityEditor.Switch.SwitchBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/ExtensionModule.cs:453)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <76a445b462cc49e2975056a950390db7>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, 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 <76a445b462cc49e2975056a950390db7>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)


Version is 2021.2.0b11.3437 sdk version in 14.1.0
are you building a switch from scratch?
 

Shape

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Wrong. Official or not, if you have the SDK set up correctly, the build process will succeed.

Is there a guide somewhere for this? Or are you just saying to click "Debug build" under player options? I'm pretty sure Unity has always failed to build Switch for me unless a valid key was entered under the build options?

As a side-question, would Nintendo prevent an app that was developed using this method from being officially vetted and released? They frown on DRM-circumvention.
 

Slluxx

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Is there a guide somewhere for this? Or are you just saying to click "Debug build" under player options? I'm pretty sure Unity has always failed to build Switch for me unless a valid key was entered under the build options?

As a side-question, would Nintendo prevent an app that was developed using this method from being officially vetted and released? They frown on DRM-circumvention.
Well, yes and no. If you search hard enough you find some videos and research documents by archival groups that i will not mention (their access is private anyway). But it doesnt really need a guide, as it will compile perfectly fine with an empty project and default settings (as long as you switched to the switch build). If the NSP build failed, your sdk isnt set up correctly or missing files. Or your unity version is not supported and/or set up correctly.

Well, the nsp you build is for dev units only. To make them usable on retail switches you need to repack them. And to install repacked NSPs, you need CFW and sigpatches. In theory you could send nintendo your dev nsp but to officially release something, you need to be an accepted developer - which would grant you access to the official sdk. So the question itself doesnt make much sense.

Apart from that, the latest SDKs are not leaked and are protected in different ways, which make them unusable even if they were leaked (unconfirmed, just something that i was told from a semi credible leaker source).


 
Last edited by Slluxx,

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