Failed running C:\Program Files\Unity2019.2.8f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile=“unityaot” --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARMv7” --configuration=“Release” --outputpath=“E:\Adtiming\slots\client\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so” --cachedirectory=“E:\Adtiming\slots\client\Assets…\Library\il2cpp_android_armeabi-v7a/il2cpp_cache” --additional-include-directories=“C:/Program Files/Unity2019.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:/Program Files/Unity2019.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“E:/softwares/android-ndk-r16b-windows-x86_64/android-ndk-r16b” --profiler-report --map-file-parser=“C:/Program Files/Unity2019.2.8f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe” --directory=E:/Adtiming/slots/client/Temp/StagingArea/assets/bin/Data/Managed --generatedcppdir=E:/Adtiming/slots/client/Temp/StagingArea/Il2Cpp/il2cppOutput
stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: E:\Adtiming\slots\client\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
Cache directory: E:\Adtiming\slots\client\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
ObjectFiles: 248 of which compiled: 0
Total compilation time: 142 milliseconds.
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: E:\softwares\android-ndk-r16b-windows-x86_64\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86

本文详细解析了在使用Unity进行跨平台编译时遇到的undefined reference to 'getIPv6'错误,并提供了具体的解决方案。通过修改代码中的平台依赖部分,确保了在不同平台上能够正确编译。
最低0.47元/天 解锁文章
1198

被折叠的 条评论
为什么被折叠?



