Open xk0fe opened 4 years ago
Describe your dev environment here, giving as many details as possible. If you have them, make sure to include:
2019.1.2f1
7.19.X
Android
10
Windows 10
2004
I want to Build & Run Unity application to my connected Android device.
Build successfully installs on device.
Getting error: Win32Exception: ApplicationName='cmd', CommandLine='/Cecho "xxx" | openssl base64', CurrentDirectory='', Native error= %1 is not a valid Win32 application.
Win32Exception: ApplicationName='cmd', CommandLine='/Cecho "xxx" | openssl base64', CurrentDirectory='', Native error= %1 is not a valid Win32 application.
System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <525dc68fbe6640f483d9939a51075a29>:0) System.Diagnostics.Process.Start () (at <525dc68fbe6640f483d9939a51075a29>:0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() Facebook.Unity.Editor.FacebookAndroidUtil.DoesCommandExist (System.String command) (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.FacebookAndroidUtil.get_DebugKeyHash () (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.FacebookAndroidUtil.get_SetupProperly () (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.XCodePostProcess.OnPostProcessBuild (UnityEditor.BuildTarget target, System.String path) (at <e162490a41264efaaf3cbe47ecfef26e>:0) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <fb001e01371b4adca20013e0ac763896>:0) UnityEditor.Build.BuildPipelineInterfaces+AttributeCallbackWrapper.OnPostprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass17_0.<OnBuildPostProcess>b__1 (UnityEditor.Build.IPostprocessBuildWithReport bpp) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List1[T] oneInterfaces, System.Action1[T] invocationOne, System.Collections.Generic.List1[T] twoInterfaces, System.Action1[T] invocationTwo, System.Boolean exitOnFailure) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
1) Install Facebook SDK 2) Connect Android device to Unity 3) Select device in Build Settings 4) Select and press Build & Run in Build Settings
It's a pretty rare problem, since we've got it only on two machines out of ten.
A tip for WIndows users: run where cmd in a command prompt window to see if there are any other executables named cmd. I had this issue and in my case I had devkitPro installed (msys2) which was the issue for me.
Checklist
Environment
Describe your dev environment here, giving as many details as possible. If you have them, make sure to include:
2019.1.2f1
7.19.X
Android
version10
Windows 10
version2004
Goals
I want to Build & Run Unity application to my connected Android device.
Expected Results
Build successfully installs on device.
Actual Results
Getting error:
Win32Exception: ApplicationName='cmd', CommandLine='/Cecho "xxx" | openssl base64', CurrentDirectory='', Native error= %1 is not a valid Win32 application.
System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <525dc68fbe6640f483d9939a51075a29>:0) System.Diagnostics.Process.Start () (at <525dc68fbe6640f483d9939a51075a29>:0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() Facebook.Unity.Editor.FacebookAndroidUtil.DoesCommandExist (System.String command) (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.FacebookAndroidUtil.get_DebugKeyHash () (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.FacebookAndroidUtil.get_SetupProperly () (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.XCodePostProcess.OnPostProcessBuild (UnityEditor.BuildTarget target, System.String path) (at <e162490a41264efaaf3cbe47ecfef26e>:0) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <fb001e01371b4adca20013e0ac763896>:0) UnityEditor.Build.BuildPipelineInterfaces+AttributeCallbackWrapper.OnPostprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass17_0.<OnBuildPostProcess>b__1 (UnityEditor.Build.IPostprocessBuildWithReport bpp) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List1[T] oneInterfaces, System.Action1[T] invocationOne, System.Collections.Generic.List1[T] twoInterfaces, System.Action1[T] invocationTwo, System.Boolean exitOnFailure) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Steps to Reproduce
1) Install Facebook SDK 2) Connect Android device to Unity 3) Select device in Build Settings 4) Select and press Build & Run in Build Settings
Code Samples & Details
It's a pretty rare problem, since we've got it only on two machines out of ten.