Failed to Build Nintendo Switch

TheCrossovers

Member
OP
Newcomer
Joined
Sep 9, 2021
Messages
17
Trophies
0
Age
51
XP
65
Country
Korea, South
Could not find a part of the path "C:\NintendoSDK\Resources\SpecFiles\Application.aarch64.lp64.nmeta".
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize, System.Boolean checkHost) [0x00067] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at System.IO.StreamReader..ctor (System.String path, System.Boolean detectEncodingFromByteOrderMarks) [0x0000d] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at System.IO.StreamReader..ctor (System.String path) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at (wrapper remoting-invoke-with-check) System.IO.StreamReader..ctor(string)
at UnityEditor.Switch.SwitchMetafileGenerator+MetaDataEditor.Create (System.String path) [0x00002] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\SwitchMetafileGenerator.cs:151
at UnityEditor.Switch.SwitchMetafileGenerator.Generate (System.String originalPath, System.String destPath, System.Collections.Generic.List`1[T] documentationOptions, System.String iconDestinationPath) [0x00002] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\SwitchMetafileGenerator.cs:185
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) [0x00313] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:180
UnityEngine.GUIUtility: ProcessEvent(Int32, IntPtr)

version is 2018.3.14f1, Any help would be appreciated
 

thesjaakspoiler

Well-Known Member
Member
Joined
Nov 20, 2018
Messages
998
Trophies
0
Age
124
XP
1,532
Country
Afghanistan
The compiler says that it can't find the path : C:\NintendoSDK\Resources\SpecFiles\Application.aarch64.lp64.nmeta
So just check if it is there.
The leaked SDK was missing a bunch of Unity plugins that can apparently be found elsewhere on the internet.
 

TheCrossovers

Member
OP
Newcomer
Joined
Sep 9, 2021
Messages
17
Trophies
0
Age
51
XP
65
Country
Korea, South
solved but i got these errors

Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/ytpre/TheCrossoversSwitch/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --verbose --enable-stats --stats-output-dir="C:/Users/ytpre/TheCrossoversSwitch/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --configuration="ReleasePlus" --profiler-report --map-file-parser="C:/Program Files/Unity/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/Users/ytpre/TheCrossoversSwitch/Temp/StagingArea/Managed --generatedcppdir=C:/Users/ytpre/TheCrossoversSwitch/Temp/StagingArea/il2cppOutput

stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native
Cache directory: C:\Users\ytpre\TheCrossoversSwitch\SwitchIL2CPPCache\il2cpp_cache
ObjectFiles: 193 of which compiled: 35
Time Compile: 1385 milliseconds SocketImpl.cpp
Time Compile: 1122 milliseconds Directory.cpp
Time Compile: 890 milliseconds Cryptography.cpp
Time Compile: 854 milliseconds File.cpp
Time Compile: 851 milliseconds Environment.cpp
Time Compile: 850 milliseconds MultiplexIO.cpp
Time Compile: 846 milliseconds TimeZone.cpp
Time Compile: 823 milliseconds LibraryLoader.cpp
Time Compile: 677 milliseconds SwitchFileUtilities.cpp
Time Compile: 578 milliseconds Locale.cpp
Total compilation time: 3175 milliseconds.

Total link time: 20581 milliseconds.
C:\NintendoSDK\Tools\CommandLineTools\MakeNso\MakeNso.exe "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native\SwitchPlayer.nss" "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main" returned true
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\NintendoSDK\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\NintendoSDK\Resources\SpecFiles\Application.desc --meta "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:

Input Desc File: 'C:\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta'
System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature
at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e)
at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
at MakeMeta.Program.Main(String[] args)

��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments)
��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription)
��ġ: Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain)
��ġ: Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
��ġ: il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
��ġ: il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
��ġ: il2cpp.Program.Main(String[] args)
stderr:

���� ���� ����: Unity.IL2CPP.Building.BuilderFailedException: C:\NintendoSDK\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\NintendoSDK\Resources\SpecFiles\Application.desc --meta "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:

Input Desc File: 'C:\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta'
System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature
at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e)
at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames)
at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
at MakeMeta.Program.Main(String[] args)

��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments)
��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription)
��ġ: Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain)
��ġ: Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
��ġ: il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
��ġ: il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
��ġ: il2cpp.Program.Main(String[] args)

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1)
UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

------------------------------------------------------------------------------------------------------------------------------------------------------------

C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!
at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0012b] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00060] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x00086] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x002e8] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.Run () [0x000de] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <bf679006b1b84db2a5a44842ef13dc36>: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) [0x003ed] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:213
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

------------------------------------------------------------------------------------------------------------------------------------------------------------
Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!
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:537)
UnityEditor.Switch.SwitchBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/ExtensionModule.cs:448)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <bf679006b1b84db2a5a44842ef13dc36>: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 <bf679006b1b84db2a5a44842ef13dc36>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
 

XyzPixel

Member
Newcomer
Joined
Jan 9, 2022
Messages
22
Trophies
0
Age
45
XP
122
Country
Dominican Republic
We all seem to have the same problem. building .nsp from Unity Editor is an unsolvable problem
messing around with parts of the SDK and the problem is no longer the same. is another problem.
the full SDK includes Nvidia-specific drivers that you can't download as a consumer. is an authorized link from Nintendo development portals among others. I got a 143.1GB Nintendo SDK package with the latest versions of Unity including Unity 2020.1 with its supports
also files and the export instruction from the Unreal Engine 4 and also requires an authorized FTP to access the download of incomplete files... all this is a mess. Nintendo managed to secure this issue well from leaks.
If someone has already built from unity let me know...
Let's talk to those interested from Discor
Thank you
 

crossmove

Member
Newcomer
Joined
Aug 7, 2022
Messages
12
Trophies
0
Age
48
Location
idk
XP
89
Country
Korea, South
Full Error Log 1:

Failed running C:\Program Files\Unity 2018.2.0b3\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --enable-array-bounds-check --dotnetprofile="unityjit" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\redbo\Documents\dimswitch\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/redbo/Documents/dimswitch/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity 2018.2.0b3/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --verbose --enable-stats --stats-output-dir="C:/Users/redbo/Documents/dimswitch/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --configuration="ReleasePlus" --map-file-parser="C:\Program Files\Unity 2018.2.0b3\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\Users\redbo\Documents\dimswitch\Temp\StagingArea\Managed\UnityEngine.dll" --generatedcppdir="C:\Users\redbo\Documents\dimswitch\Temp\StagingArea\il2cppOutput"

stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\redbo\Documents\dimswitch\Temp\StagingArea\Native
Cache directory: C:\Users\redbo\Documents\dimswitch\SwitchIL2CPPCache\il2cpp_cache
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: clang.exe: warning: argument unused during compilation: '-stdlib=libc++'
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(19,33) : error: no member named 'ResultGameCardCardAccessFailure' in namespace 'nn::fs'; did you mean 'ResultGameCardAccessFailed'?
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultGameCardCardAccessFailure)
~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ResultGameCardAccessFailed
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
C:\NintendoDev\NintendoSDK16.7_NXaddon\NintendoSDK\Include\nn/fs/fs_Result.public.h(46,34) : note: 'ResultGameCardAccessFailed' declared here
NN_DEFINE_ERROR_RANGE_RESULT(ResultGameCardAccessFailed, 2, 2500, 3000);
^
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(20,33) : error: no member named 'ResultGameCardInitializeAsicFailure' in namespace 'nn::fs'
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultGameCardInitializeAsicFailure)
~~~~~~~~^
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(28,33) : error: no member named 'ResultRomHostFileSystemCorrupted' in namespace 'nn::fs'; did you mean 'ResultFileSystemCorrupted'?
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultRomHostFileSystemCorrupted)
~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ResultFileSystemCorrupted
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
C:\NintendoDev\NintendoSDK16.7_NXaddon\NintendoSDK\Include\nn/fs/fs_Result.public.h(70,38) : note: 'ResultFileSystemCorrupted' declared here
NN_DEFINE_ERROR_RANGE_RESULT(ResultFileSystemCorrupted, 2, 4004, 4006);
^
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(29,33) : error: no member named 'ResultRomHostEntryCorrupted' in namespace 'nn::fs'; did you mean 'ResultEntryCorrupted'?
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultRomHostEntryCorrupted)
~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~
ResultEntryCorrupted
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
C:\NintendoDev\NintendoSDK16.7_NXaddon\NintendoSDK\Include\nn/fs/fs_Result.public.h(64,38) : note: 'ResultEntryCorrupted' declared here
NN_DEFINE_ERROR_RANGE_RESULT(ResultEntryCorrupted, 2, 4001, 4002);
^
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(30,33) : error: no member named 'ResultRomHostFileDataCorrupted' in namespace 'nn::fs'; did you mean 'ResultFileDataCorrupted'?
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultRomHostFileDataCorrupted)
~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ResultFileDataCorrupted
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
C:\NintendoDev\NintendoSDK16.7_NXaddon\NintendoSDK\Include\nn/fs/fs_Result.public.h(66,38) : note: 'ResultFileDataCorrupted' declared here
NN_DEFINE_ERROR_RANGE_RESULT(ResultFileDataCorrupted, 2, 4002, 4003);
^
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(31,33) : error: no member named 'ResultRomHostFileCorrupted' in namespace 'nn::fs'; did you mean 'ResultFileCorrupted'?
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultRomHostFileCorrupted)
~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~
ResultFileCorrupted
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
C:\NintendoDev\NintendoSDK16.7_NXaddon\NintendoSDK\Include\nn/fs/fs_Result.public.h(68,38) : note: 'ResultFileCorrupted' declared here
NN_DEFINE_ERROR_RANGE_RESULT(ResultFileCorrupted, 2, 4003, 4004);
^
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(32,33) : error: no member named 'ResultInvalidRomHostHandle' in namespace 'nn::fs'
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultInvalidRomHostHandle)
~~~~~~~~^
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(33,33) : error: no member named 'ResultSaveDataHostFileSystemCorrupted' in namespace 'nn::fs'; did you mean 'ResultFileSystemCorrupted'?
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultSaveDataHostFileSystemCorrupted)
~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ResultFileSystemCorrupted
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
C:\NintendoDev\NintendoSDK16.7_NXaddon\NintendoSDK\Include\nn/fs/fs_Result.public.h(70,38) : note: 'ResultFileSystemCorrupted' declared here
NN_DEFINE_ERROR_RANGE_RESULT(ResultFileSystemCorrupted, 2, 4004, 4006);
^
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(34,33) : error: no member named 'ResultSaveDataHostEntryCorrupted' in namespace 'nn::fs'
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultSaveDataHostEntryCorrupted)
~~~~~~~~^
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(35,33) : error: no member named 'ResultSaveDataHostFileDataCorrupted' in namespace 'nn::fs'
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultSaveDataHostFileDataCorrupted)
~~~~~~~~^
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(36,33) : error: no member named 'ResultSaveDataHostFileCorrupted' in namespace 'nn::fs'
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultSaveDataHostFileCorrupted)
~~~~~~~~^
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(37,33) : error: no member named 'ResultInvalidSaveDataHostHandle' in namespace 'nn::fs'
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultInvalidSaveDataHostHandle)
~~~~~~~~^
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h(24,61) : note: expanded from macro 'PROCESS_NN_FS_ERRORTYPE'
#define PROCESS_NN_FS_ERRORTYPE(NnFsErrorType) if(NnFsErrorType::Includes(result)) description.append(#NnFsErrorType " ");
^~~~~~~~~~~~~
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os\File.cpp:8:
In file included from C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/SwitchFileUtilities.h:25:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\PlaybackEngines\Switch\Tools\il2cpp\libil2cpp\os/NnFsErrorTypes.h(38,33) : error: no member named 'ResultHostFileSystemCorrupted' in namespace 'nn::fs'; did you mean 'ResultFileSystemCorrupted'?
PROCESS_NN_FS_ERRORTYPE(nn::fs::ResultHostFileSystemCorrupted)
~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ResultFileSystemCorr<message truncated>
 

crossmove

Member
Newcomer
Joined
Aug 7, 2022
Messages
12
Trophies
0
Age
48
Location
idk
XP
89
Country
Korea, South
Full Error Log 2:
C:\Program Files\Unity 2018.2.0b3\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
- skip because it's so long-
 

XyzPixel

Member
Newcomer
Joined
Jan 9, 2022
Messages
22
Trophies
0
Age
45
XP
122
Country
Dominican Republic
We all get the same error, I give up. So no one has been able to export from Unity to switch?:cry:

Until one of the gods shows us the way how to properly install and compile from unity to Nintendo Switch, I'll still be working on the WiiU anyway.
 
Last edited by XyzPixel,

crossmove

Member
Newcomer
Joined
Aug 7, 2022
Messages
12
Trophies
0
Age
48
Location
idk
XP
89
Country
Korea, South
Selecting the node `Core` in the `.nmeta` file caused an error: Object reference not set to an instance of an object
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Object reference not set to an instance of an object
at UnityEditor.Switch.SwitchMetafileGenerator.Generate (System.String originalPath, System.String destPath, System.Collections.Generic.List`1 documentationOptions, System.String iconDestinationPath) [0x00021] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\SwitchMetafileGenerator.cs:189
at UnityEditor.Switch.PostProcessSwitch.PostProcess (BuildTarget target, BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry) [0x00313] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:154
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • Xdqwerty @ Xdqwerty:
    but how did they go bankrupt?
  • Xdqwerty @ Xdqwerty:
    or rather, why?
  • K3Nv2 @ K3Nv2:
    I'm about to buy a $200 flash cart
  • Psionic Roshambo @ Psionic Roshambo:
    I think I have a 256GB card in my 3DS lol
  • Psionic Roshambo @ Psionic Roshambo:
    It's a New 3DS XL so it's still under warranty... If it ever breaks gonna make Nintendo fix it lol You said it was new.... For eternity!!!
  • Psionic Roshambo @ Psionic Roshambo:
    But my 3DS is loaded with emulators and 3DS games and DS games and GBA games probably thousands of games in total lol
  • Xdqwerty @ Xdqwerty:
    Brb going with my dad
  • Xdqwerty @ Xdqwerty:
    @Psionic Roshambo, are most of those games shovelware?
    +1
  • K3Nv2 @ K3Nv2:
    Nah gotta buy 3 1tb SD cards for 3ds the entire libraries need archived in my home
    +1
  • SylverReZ @ SylverReZ:
    >buys x3 1TB SD cards
    >stores the entire 3DS library on them
    >installs CFW
    >realised why I wasted loads of money and resources
    +2
  • Psionic Roshambo @ Psionic Roshambo:
    Lol no I clean my sets
  • K3Nv2 @ K3Nv2:
    Cause it's in my home ready to go
  • K3Nv2 @ K3Nv2:
    Like uremum
  • Psionic Roshambo @ Psionic Roshambo:
    But 100 games on SNES and Genesis and GBA then TG16 and NES and GB and GBC then all the other random systems and arcade games it all adds up lol
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    Virtual Boy alone has probably 5 games!!! Lol
    +1
  • K3Nv2 @ K3Nv2:
    I won't mention any names in chat but some of us wastes $300 on preloaded hdds :tpi:
    +1
  • SylverReZ @ SylverReZ:
    @Psionic Roshambo, The PS5 had none.
    +2
  • Psionic Roshambo @ Psionic Roshambo:
    Lol I spent more than that on a stuffed 4TB drive lol
  • K3Nv2 @ K3Nv2:
    Honestly I've yet to fill the 1tb internal drive on my ps5
    +1
  • Xdqwerty @ Xdqwerty:
    @SylverReZ, 1) except final fantasy 16. 2) why would I have a console's whole catalogue if most of the games are either shovelware or terrible games?
  • Psionic Roshambo @ Psionic Roshambo:
    Kind of a waste, but the allure of all those games over 100,000
  • Psionic Roshambo @ Psionic Roshambo:
    Some shovel ware with low ratings you might enjoy more than the ratings would sugest
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    Cruisn on the Wii is one of my personal examples of that, it's considered one of the worst games of all time, I loved it and completed it several times.
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    The trick for me was to go into the settings and crank up the Wiimote sensitivity to the max and it gets twitchy but you can win that way lol
  • Psionic Roshambo @ Psionic Roshambo:
    Lots of other games I enjoyed that reviews would say otherwise lol
    Psionic Roshambo @ Psionic Roshambo: Lots of other games I enjoyed that reviews would say otherwise lol