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Win32Exception: ApplicationName='cmd', CommandLine='/Cecho "xxx" | openssl base64', CurrentDirectory='', Native error= %1 is not a valid Win32 application. #478

@xk0fe

Description

@xk0fe

Checklist

Environment

Describe your dev environment here, giving as many details as possible. If you have them, make sure to include:

  • Unity Editor Version: 2019.1.2f1
  • Unity SDK Version: 7.19.X
  • Installation Platform & Verison: Android version 10
  • Editor: Windows 10 version 2004

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.

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