I'm not able to build, and I'm not sure why.
This may have something to do with using the Oculus API?
Getting multiple errors inlcuding:
Failed running D:\Program Files\Unity\2019.3.9f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe
--convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="WindowsDesktop" --architecture="x86" --configuration="Release" --outputpath="D:\D_Documents\UnityProjects\TrayTableTemplate\Temp/StagingArea/Data\Native\GameAssembly.dll"
--cachedirectory="D:\D_Documents\UnityProjects\TrayTableTemplate\Assets\..\Library/il2cpp_cache"
--profiler-report --map-file-parser="D:/Program Files/Unity/2019.3.9f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe"
--directory=D:/D_Documents/UnityProjects/TrayTableTemplate/Temp/StagingArea/Data/Managed
--generatedcppdir=D:/D_Documents/UnityProjects/TrayTableTemplate/Temp/StagingArea/Data/il2cppOutput
stdout: il2cpp.exe didn't catch exception: System.InvalidOperationException: C++ code builder is unable to build C++ code. In order to build C++ code for Windows Desktop, you must have one of these installed:
Visual Studio 2015 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2015 installation is found by looking at "SOFTWARE\Microsoft\VisualStudio\14.0_Config\InstallDir" in the registry
Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
Visual Studio 2017 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2017 installation is found using Microsoft.VisualStudio.Setup.Configuration COM APIs
Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
at Unity.IL2CPP.Building.CppProgramBuilder.ThrowIfCannotBuildInCurrentEnvironment() at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies) at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) at il2cpp.Program.Main(String[] args) stderr:
Unhandled Exception: System.InvalidOperationException: C++ code builder is unable to build C++ code. In order to build C++ code for Windows Desktop, you must have one of these installed:
Visual Studio 2015 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2015 installation is found by looking at "SOFTWARE\Microsoft\VisualStudio\14.0_Config\InstallDir" in the registry
Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
Visual Studio 2017 with C++ compilers and Windows 10 SDK (it cannot build C++ code because it is not installed)
Visual Studio 2017 installation is found using Microsoft.VisualStudio.Setup.Configuration COM APIs
Windows 10 SDK is found by looking at "SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0\InstallationFolder" in the registry
at Unity.IL2CPP.Building.CppProgramBuilder.ThrowIfCannotBuildInCurrentEnvironment() at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies) at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) at 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) DesktopStandalonePostProcessor:SetupStagingArea(BuildPostProcessArgs, HashSet`1) DesktopStandalonePostProcessor:PostProcess(BuildPostProcessArgs) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
And this one
Exception: D:\Program Files\Unity\2019.3.9f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.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 :0) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at :0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at :0) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at :0) UnityEditorInternal.IL2CPPBuilder.Run () (at :0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0) DesktopStandalonePostProcessor.SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs args, System.Collections.Generic.HashSet`1[T] filesToNotOverwrite) (at :0) DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at :0) Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown. DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at :0) UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :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 :0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
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