iOS 빌드 시 IL1005 에러 문의

  • 뒤끝 SDK 버전 : 5.11.5
  • 유니티 버전 : 2023.2.0f

최근 유니티 버전을 업그레이드 할일이 생겨서 2022.3.12f1 버전에서 위의 버전으로 업그레이드 후 iOS 빌드 시 아래와 같은 에러가 납니다. 안드로이드는 빌드가 잘 됩니다.

해결할 수 있는 방법이 있을까요?

Fatal error in Unity CIL Linker
Mono.Linker.LinkerFatalErrorException: ILLink: error IL1005: BackEnd.NativeInstance.iOSInstance.iOSInstance(): Error processing method 'BackEnd.NativeInstance.iOSInstance.iOSInstance()' in assembly 'Backend'
 ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'TheBackend.iOS, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
   at Unity.IL2CPP.Common.MissingMethodStubber.GetTypeModule(TypeReference type, IEnumerable`1 assemblies) in /Users/bokken/build/output/unity/il2cpp/Unity.IL2CPP.Common/MissingMethodStubber.cs:line 178
   at Unity.Linker.Steps.AddUnresolvedStubsStep.MarkAssemblyOfType(UnityLinkContext context, TypeReference type) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker.Steps/AddUnresolvedStubsStep.cs:line 18
   at Unity.Linker.Steps.Marking.UnresolvedStubMarking.HandleUnresolvedType(TypeReference reference) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker.Steps/Marking/UnresolvedStubMarking.cs:line 96
   at Unity.Linker.Steps.Marking.UnresolvedStubMarking.HandleUnresolvedMethod(MethodReference reference) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker.Steps/Marking/UnresolvedStubMarking.cs:line 108
   at Unity.Linker.Steps.UnityMarkStep.HandleUnresolvedMethod(MethodReference reference) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker.Steps/UnityMarkStep.cs:line 212
   at Mono.Linker.Steps.MarkStep.MarkMethod(MethodReference reference, DependencyInfo reason, IMemberDefinition sourceLocationMember) in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 2311
   at Mono.Linker.Steps.MarkStep.MarkInstruction(Instruction instruction, MethodDefinition method, Boolean& requiresReflectionMethodBodyScanner) in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 2867
   at Mono.Linker.Steps.MarkStep.MarkMethodBody(MethodBody body) in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 2803
   at Unity.Linker.Steps.UnityMarkStep.MarkMethodBody(MethodBody body) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker.Steps/UnityMarkStep.cs:line 359
   at Mono.Linker.Steps.MarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason) in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 2430
   at Unity.Linker.Steps.UnityMarkStep.ProcessMethod(MethodDefinition method, DependencyInfo& reason) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker.Steps/UnityMarkStep.cs:line 222
   at Mono.Linker.Steps.MarkStep.ProcessQueue() in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 391
   --- End of inner exception stack trace ---
   at Mono.Linker.Steps.MarkStep.ProcessQueue() in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 393
   at Mono.Linker.Steps.MarkStep.ProcessPrimaryQueue() in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 376
   at Mono.Linker.Steps.MarkStep.Process() in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker.Steps/MarkStep.cs:line 343
   at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker.Steps/UnityMarkStep.cs:line 255
   at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker/UnityPipeline.cs:line 22
   at Mono.Linker.Pipeline.Process(LinkContext context) in /Users/bokken/build/output/unity/il2cpp/repos/monolinker/src/linker/Linker/Pipeline.cs:line 128
   at Unity.Linker.UnityDriver.UnityRun(UnityLinkContext context, UnityPipeline p, LinkRequest linkerOptions, TinyProfiler2 tinyProfiler, ILogger customLogger) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker/UnityDriver.cs:line 160
   at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(TinyProfiler2 tinyProfiler, ILogger customLogger) in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker/UnityDriver.cs:line 100
   at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling() in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker/UnityDriver.cs:line 68
   at Unity.Linker.UnityDriver.RunDriver() in /Users/bokken/build/output/unity/il2cpp/UnityLinker/Linker/UnityDriver.cs:line 49
 #0 GetStacktrace(int)
 #1 DebugStringToFile(DebugStringToFileData const&)
 #2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, BindingsManagedSpan*, void*)
 #3  (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
 #4  (Mono JIT Code) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
 #5  (Mono JIT Code) [DebugLogHandler.cs:10] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
 #6  (Mono JIT Code) [Logger.cs:61] UnityEngine.Logger:Log (UnityEngine.LogType,object)
 #7  (Mono JIT Code) [Debug.bindings.cs:130] UnityEngine.Debug:LogError (object)
 #8  (Mono JIT Code) [BeeBuildPostprocessor.cs:603] UnityEditor.Modules.BeeBuildPostprocessor:DefaultResultProcessor (Bee.BinLog.NodeFinishedMessage,bool,bool)
 #9  (Mono JIT Code) [BeeBuildPostprocessor.cs:558] UnityEditor.Modules.BeeBuildPostprocessor:UnityLinkerResultProcessor (Bee.BinLog.NodeFinishedMessage)
 #10  (Mono JIT Code) [BeeBuildPostprocessor.cs:611] UnityEditor.Modules.BeeBuildPostprocessor:ReportBuildResults ()
 #11  (Mono JIT Code) [BeeBuildPostprocessor.cs:773] UnityEditor.Modules.BeeBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs)
 #12  (Mono JIT Code) UnityEditor.iOS.iOSBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs)
 #13  (Mono JIT Code) [BeeBuildPostprocessor.cs:39] UnityEditor.Modules.BeeBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
 #14  (Mono JIT Code) [PostprocessBuildPlayer.cs:281] UnityEditor.PostprocessBuildPlayer:Postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,string,string,string,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
 #15  (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_int_int_object_object_object_int_object_object (object,intptr,intptr,intptr)
 #16 mono_jit_runtime_invoke
 #17 do_runtime_invoke
 #18 mono_runtime_invoke
 #19 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
 #20 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
 #21 Scripting::UnityEditor::PostprocessBuildPlayerProxy::Postprocess(int, int, int, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, int, ScriptingObjectPtr, ScriptingObjectPtr, ScriptingExceptionPtr*)
 #22 DoBuildPlayer(BuildPlayerSetup const&, dynamic_array<EditorSceneBackup, 0ul>&, core::basic_string<char, core::StringStorageDefault<char>>, dynamic_array<core::basic_string<char, core::StringStorageDefault<char>>, 0ul> const&, bool, BuildReporting::BuildReport&, BuildReporting::BuiltAssetBundleInfo*, core::basic_string<char, core::StringStorageDefault<char>> const&)
 #23 BuildPlayerStep(BuildPlayerSetup const&, BuildReporting::BuildReport&)
 #24 BuildPlayer(BuildPlayerSetup const&, BuildReporting::BuildReport&)
 #25 BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck(ScriptingBackendNativeArrayPtrOpaque*, BindingsManagedSpan*, BindingsManagedSpan*, BuildTargetPlatformGroup, BuildTargetPlatform, int, BuildPlayerOptions, ScriptingBackendNativeArrayPtrOpaque*, unsigned char)
 #26  (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck_Injected (string[],UnityEngine.Bindings.ManagedSpanWrapper&,UnityEngine.Bindings.ManagedSpanWrapper&,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool)
 #27  (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool)
 #28  (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:168] UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
 #29  (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:96] UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
 #30  (Mono JIT Code) [BuildPlayerWindow.cs:1101] UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
 #31  (Mono JIT Code) [BuildPlayerWindow.cs:960] UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
 #32  (Mono JIT Code) [BuildPlayerWindow.cs:530] UnityEditor.BuildPlayerWindow:OnGUI ()
 #33  (Mono JIT Code) [HostView.cs:515] UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
 #34  (Mono JIT Code) [DockArea.cs:396] UnityEditor.DockArea:DrawView (UnityEngine.Rect)
 #35  (Mono JIT Code) [DockArea.cs:388] UnityEditor.DockArea:OldOnGUI ()
 #36  (Mono JIT Code) [IMGUIContainer.cs:393] UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
 #37  (Mono JIT Code) [IMGUIContainer.cs:700] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
 #38  (Mono JIT Code) [IMGUIContainer.cs:670] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
 #39  (Mono JIT Code) [IMGUIContainer.cs:663] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
 #40  (Mono JIT Code) [IMGUIContainer.cs:623] UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
 #41  (Mono JIT Code) [IMGUIContainer.cs:612] UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
 #42  (Mono JIT Code) [IMGUIContainer.cs:762] UnityEngine.UIElements.IMGUIContainer:HandleEventBubbleUp (UnityEngine.UIElements.EventBase)
 #43  (Mono JIT Code) [EventDispatchUtilities.cs:301] UnityEngine.UIElements.EventDispatchUtilities:HandleEventAcrossPropagationPathWithCompatibilityEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel,UnityEngine.UIElements.VisualElement,bool)
 #44  (Mono JIT Code) [EventDispatchUtilities.cs:578] UnityEngine.UIElements.EventDispatchUtilities:DispatchToCapturingElementOrElementUnderPointer (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel,int,UnityEngine.Vector2)
 #45  (Mono JIT Code) [PointerEvents.cs:1181] UnityEngine.UIElements.PointerEventBase`1<T_REF>:Dispatch (UnityEngine.UIElements.BaseVisualElementPanel)
 #46  (Mono JIT Code) [EventDispatcher.cs:340] UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel)
 #47  (Mono JIT Code) [EventDispatcher.cs:201] UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel,UnityEngine.UIElements.DispatchMode)
 #48  (Mono JIT Code) [Panel.cs:568] UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
 #49  (Mono JIT Code) [UIElementsUtility.cs:498] UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
 #50  (Mono JIT Code) [UIElementsUtility.cs:225] UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
 #51  (Mono JIT Code) [UIElementsUtility.cs:74] UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
 #52  (Mono JIT Code) [UIElementsUtility.cs:28] UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
 #53  (Mono JIT Code) [GUIUtility.cs:206] UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
 #54  (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
 #55 mono_jit_runtime_invoke
 #56 do_runtime_invoke
 #57 mono_runtime_invoke
 #58 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
 #59 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
 #60 Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent(int, void*, bool*, ScriptingExceptionPtr*)
 #61 GUIView::ProcessRetainedMode(InputEvent&, GUIState&, int)
 #62 GUIView::OnInputEvent(InputEvent&)
 #63 GUIView::ProcessInputEvent(InputEvent&)
 #64 -[GUIRenderView handleEvent:]
 #65 -[GUIRenderView mouseUp:]
 #66 _routeMouseUpEvent
 #67 -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:]
 #68 -[NSWindow(NSEventRouting) sendEvent:]
 #69 -[NSApplication(NSEventRouting) sendEvent:]
 #70 -[EditorApplicationPrincipalClass sendEvent:]
 #71 -[NSApplication _handleEvent:]
 #72 -[NSApplication run]
 #73 NSApplicationMain
 #74 EditorMain(int, char const**)
 #75 main
 #76 start

안녕하세요, 개발자님.
해당 버전으로 테스트시 정상적으로 빌드 되는 것을 확인하였습니다.
해당 버전에서 빈 프로젝트에 뒤끝 SDK 만 넣어 빌드 테스트 진행해 확인해 주시면 감사하겠습니다.