Error description
This error occurs when trying to modify a layer that is a Smart Object, usually when trying to edit an imported image that has not been rasterized. In the following images you can see the selection with the magic wand at the background of the image and in the image on the right the error message that appears when trying to remove the selected parts of the image.

How to rasterize a smart object
Rasterization is the process by which a vector graphic is transformed into pixels that compose the image. It is convenient to duplicate the layer and keep it hidden before rasterizing it, to keep a backup copy in case you need to make changes later. In Figure 3 the layer with the smart object to be edited is selected, note the icon in the lower right corner of the thumbnail indicating that it is a smart object.
To rasterize the layer we right click on the layer and click on the “Rasterize Layer” option shown in figure 4.
Once the layer has been rasterized, you can remove pixels from the background of the image, paint over it and perform other actions that were not directly applicable to smart objects.
More about Photoshop
Introduction
In this article we are going to see how to export from Unity to Android and compile 32-bit and 64-bit versions, necessary to be able to publish a game or application on Google Play.
The following video is divided in two parts, the first 5 minutes are about how to configure the Unity engine to compile the 32-bit and 64-bit versions. The second part shows how I fixed a technical error with the message: “IL2CPP.exe did not run properly!”.
Graphic Engine and Android Tools
First of all we need to have installed everything we need to export from Unity to Android. In addition to Unity itself we will need 4 extra tools. Android Build Support, Android SDK, Android NDK and Java JDK.
All this can be obtained from Unity HUB when installing a new version of the engine or we can add these modules to the version we have previously installed.
Inside Unity we must make sure that these tools are configured. In the Edit > Preferences tab go to the “External Tools” section.
In case we install the tools using Unity HUB, the JDK, SDK and NDK boxes must be checked, in case we install these tools ourselves we must uncheck those boxes and indicate the paths where these tools are installed.
Unity configuration for exporting in 32 and 64 bits
By default, when starting a new Android project we can export a 32-bit application, to export both architectures we must go to the window “Project Settings > Player” we can go from the Edit tab > Project Settings or from the build window (File > Build Settings).
Inside the Player window we go to the “Other Settings” section and we must change the “Scripting Backend” parameter from “Mono” to “IL2CPP”, this will enable the “ARM64” checkbox, click on this checkbox and this will allow us to create a compilation for the 64 bits architecture.
When compiling the game, I suggest using the “App Bundle” option, which will export the game in a file with .aab extension that will contain both architectures, this file can be uploaded to Google Play.
Error IL2CPP.exe did not run properly!
I spent a few days trying to fix the error “IL2CPP.exe did not run properly!” that came up when trying to export the game in 64-bit.
Apparently the error is due to the NDK tool, I was consulting different forums but I did not find a concrete solution.
After several days I was able to solve the problem. In the video you can see the detailed information about how I particularly solve IL2CPP.exe did not run properly error.