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Showing content from https://docs.unity3d.com/Manual/handling-il2cpp-additional-args.html below:

Manual: Handling platform specific settings for IL2CPP additional arguments

Linux IL2CPP cross-compiler

Handling platform specific settings for IL2CPP additional arguments

If your project has the additional IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info
See in Glossary
arguments set, then compiling for more than one platform might not work as expected, especially when cross compiling for Linux.

To find out if any additional IL2CPP arguments are already set, do one of the following:

Note that the methods for setting additional IL2CPP arguments are globally applied to all platforms, which can cause compilation issues if set for a platform other than the desired platform. Use the IPreprocessBuildWithReport hook (as shown below) to ensure IL2CPP arguments are set only for the platform that requires them.

IPreprocessBuildWithReport hook

Use the IPreprocessBuildWithReport hook to build scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary
or the Build dialog to set the additional arguments:

class MyCustomPreprocessBuild: IPreprocessBuildWithReport
{
    public int callbackOrder { get { return 0; } }
    public void OnPreprocessBuild(BuildReport report)
    {
        string addlArgs = "";
        if (report.summary.platform == BuildTarget.StandaloneWindows || report.summary.platform == BuildTarget.StandaloneWindows64)
            addlArgs = "--compiler-flags=\"d2ssa-cfg-jt\"";
        UnityEngine.Debug.Log($"Setting Additional IL2CPP Args = \"{addlArgs}\" for platform {report.summary.platform}");
        PlayerSettings.SetAdditionalIl2CppArgs(addlArgs);
    }
}
Additional resources

Linux IL2CPP cross-compiler


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