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Bug relate to a function PBXProject.WriteToFile(string path)

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Unity version: 2018.2.6.f1
When I use the function PBXProject.WriteToFile(string path) to write files into my project file, the function rewrites project settings. so I can't open iOS Project which written information using the function.
Basically it remove comments of the setting names, its not matter at least project can open, but I added extensions of file which project will be excluded or included EXCLUDED_SOURCE_FILE_NAMES and INCLUDED_SOURCE_FILE_NAMES on buildSettings, the function PBXProject.WriteToFile(string) is re-write settings and remove quotes "*.cpp" -> *.cpp, so that I can't open Xcode project..
see this image https://imgur.com/QV5cJjO please fix the bug
** I can't upload image file because this editor causes error like " Error parsing the uploaded file.", you guys fix this editor bug first I think, its pretty anoying

How to Solve the Google Ads Problem In Ios?

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step 1:I m Implement a google admob.this link: https://developers.google.com/admob/unity/start Step 2:when import this plugin in unity->build(ios)-> and implement in xcode then give an error:google mobileads.h not found. i m trying this one: https://developers.google.com/admob/ios/download but error still not solved?? Referance: https://imgur.com/a/N41uH5W I have tried but not solve the error..

How to Solve the Google Ads Problem In Ios?

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step 1:I m Implement a google admob.this link: https://developers.google.com/admob/unity/start Step 2:when import this plugin in unity->build(ios)-> and implement in xcode then give an error:google mobileads.h not found. i m trying this one: https://developers.google.com/admob/ios/download but error still not solved?? Referance: https://imgur.com/a/N41uH5W I have tried but not solve the error..

Ios Crash App??

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I am making a build for ios then crash my app?? also i try to orientation change i set to orientation bydefault?? error not solved code: #import "PLCrashReporter.h" #import "CrashReporter.h" extern NSString* GetCrashReportsPath(); void CrashedCheckBelowForHintsWhy(); static NSUncaughtExceptionHandler* gsCrashReporterUEHandler = NULL; static void SavePendingCrashReport() { if (![[UnityPLCrashReporter sharedReporter] hasPendingCrashReport]) return; NSFileManager *fm = [NSFileManager defaultManager]; NSError *error; if (![fm createDirectoryAtPath: GetCrashReportsPath() withIntermediateDirectories: YES attributes: nil error: &error]) { ::printf("CrashReporter: could not create crash report directory: %s\n", [[error localizedDescription] UTF8String]); return; } NSData *data = [[UnityPLCrashReporter sharedReporter] loadPendingCrashReportDataAndReturnError: &error]; if (data == nil) { ::printf("CrashReporter: failed to load crash report data: %s\n", [[error localizedDescription] UTF8String]); return; } NSString* file = [GetCrashReportsPath() stringByAppendingPathComponent: @"crash-"]; unsigned long long seconds = (unsigned long long)[[NSDate date] timeIntervalSince1970]; file = [file stringByAppendingString: [NSString stringWithFormat: @"%llu", seconds]]; file = [file stringByAppendingString: @".plcrash"]; if ([data writeToFile: file atomically: YES]) { ::printf("CrashReporter: saved pending crash report.\n"); if (![[UnityPLCrashReporter sharedReporter] purgePendingCrashReportAndReturnError: &error]) { ::printf("CrashReporter: couldn't remove pending report: %s\n", [[error localizedDescription] UTF8String]); } } else { ::printf("CrashReporter: couldn't save crash report.\n"); } } static void InitCrashReporter() { NSError *error; UnityInstallPostCrashCallback(); if ([[UnityPLCrashReporter sharedReporter] enableCrashReporterAndReturnError: &error]) ::printf("CrashReporter: initialized\n"); else NSLog(@"CrashReporter: could not enable crash reporter: %@", error); SavePendingCrashReport(); } static void UncaughtExceptionHandler(NSException *exception) { NSLog(@"Uncaught exception: %@: %@\n%@", [exception name], [exception reason], [exception callStackSymbols]); if (gsCrashReporterUEHandler) gsCrashReporterUEHandler(exception); } static void InitObjCUEHandler() { // Crash reporter sets its own handler, so we have to save it and call it manually gsCrashReporterUEHandler = NSGetUncaughtExceptionHandler(); NSSetUncaughtExceptionHandler(&UncaughtExceptionHandler); } void InitCrashHandling() { #if ENABLE_CUSTOM_CRASH_REPORTER InitCrashReporter(); #endif #if ENABLE_OBJC_UNCAUGHT_EXCEPTION_HANDLER InitObjCUEHandler(); #endif } // This function will be called when AppDomain.CurrentDomain.UnhandledException event is triggered. // When running on device the app will do a hard crash and it will generate a crash log. void CrashedCheckBelowForHintsWhy() { #if ENABLE_CRASH_REPORT_SUBMISSION // Wait if app has crashed before we were able to submit an older pending crash report. This // could happen if app crashes at startup. WaitWhileCrashReportsAreSent(); #endif #if ENABLE_IOS_CRASH_REPORTING || ENABLE_CUSTOM_CRASH_REPORTER // Make app crash hard here __builtin_trap(); // Just in case above doesn't work abort(); #endif }

signing error for xcode Mac build using Unity 2019.3

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I have successfully built an xcode project Mac build using Unity 2019.3.0a7. However, I seen to have an insurmountable problem with the signing. I keep getting the following error when attempting to archive the project: /Users/XXXXXXXXXX/Library/Developer/Xcode/DerivedData/XXXXXXXXX-bxswcmqhpucpzgafqchgrlykedgn/Build/Intermediates.noindex/ArchiveIntermediates/XXXXXXXXX/InstallationBuildProductsLocation/Applications/XXXXXXXX.app/Contents/Frameworks/MonoBleedingEdge: bundle format unrecognized, invalid, or unsuitable Command /usr/bin/codesign failed with exit code 1 It seems to successfully sign all the frameworks, but gets stuck on the MonoBleedingEdge folder. I already tried to put all the frameworks in "linked frameworks" instead of "embedded binaries" to no avail. I am really stuck here. Any help would be appreciated.

iOS build force quits app, looking for some reference and tips to build to iOS

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Hello, I recently moved a project from Android to iOS so that I could test if it would work. I'm not in a rush to get a working build, I'm doing this to save time in my pipeline later... however no matter how many different ways I try or how many errors I search, I still can't get the app to launch without being force quit. ---------- 1) built with XCode 10.1, error was building for older device (iPad2 w/ iOS 9.3) 2) built with XCode 7.3.1, now I can see better logs because the device is supported. Better. 3) Received an error for Motion Shader warnings, switched Graphics settings to not support motion as referenced by: https://forum.unity.com/threads/hidden-shader-motionvectors.431470/, fixed. 4) But then applicationDidReceiveMemoryWarning() and the application is unloaded/closed. 5) No problem, go back to my project and disable all objects except the camera because the project isn't that big I figure I can one by one enable until I hit the memory warning and work from there. EXCEPT I get the same issue with just a camera in the scene. The only difference, now I get: ApplicationDidFinishLaunching() and ApplicationDidBecomeActive()... but I receive the same memory warning: applicationDidReceiveMemoryWarning() and the application is unloaded/closed again. ---------- I'll attach the most recent log (Black out is just working app title) just in case someone has come across this before. I'm looking for some help, maybe references or personal experience for building to iOS. At my disposal I have an iMac (High Sierra) but could get Mojave if suggested, iPad2, and iPhone6S. I've made about 20-25 builds this week trying to get something stable so i thought it was about time to reach out to the community. ![alt text][1] [1]: /storage/temp/143002-xcode731buildreport.png

Issues with iOS Build that are not visible in Editor

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Let me first tell you about the app I'm working on: Art & Walk is a mobile app built for an exhibition taking place in Royal Baths in Warsaw. The app has features such as GPS location tracking, AR scanning (Vuforia) and unlocking exhibited items in a gallery to reward the visitor when enough number of items collected. It is built with Unity for Android and iOS. The problem is though, that when we build the app on an iPhone through Xcode, some features do not work. First of all, text that is localized is not visible, instead, there is the placeholder "Lorem ipsum" text or the default text written in Unity editor. Text is localized with two txt files, for English and Polish. I use Resources.Load() and Split to divide the text into lines, then add them to an array to get them whenever I need e.g. when a dialog is opened. The second problem is the user cannot tap some buttons, they do not function. Specifically, the button that switches language and buttons on the draggable map. This one makes me really curious since most of the buttons work, again no problem in the editor. When I try the app in Unity editor with the same resolution with the phone, everything works fine. I suspect something gets corrupted or lost in translation while we build it with Xcode. I'm not sure what more info I should share at the moment, if you ask me I can get screenshots or copy pieces of code, no problem. Please help. I can even pay for a person who can solve this problem.

Changing coding language from Xcode to visual studios messed up scripts

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I have been working on an app for a month. I noticed at the beginning that scripts were opening in Xcode rather than visual studios, but things worked fine so I didn't think it mattered. Importing packages was not working so I though Xcode was the problem. I switched over to visual studios by clicking )Command + i) over a (.cs file) converting it to visual studios then clicked change all. When I opened my unity I noticed how every single script stopped working, with the same error: "The associated Script could not be Loaded". I have tons of public variables(over a hundred) so I was wondering if there was a way to get the scripts working again without losing all of those public variables.

RegisterMonoModules.h not found iOS facebook SDK

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I have this issue when building unity project on xcode, the project includes facebook SDK, unity version is 2019.3.0a6> /Volumes/Samsung_T3/jenkins/workspace/LKF-game-iOS/iOS/Libraries/FacebookSDK/SDK/Editor/iOS/FBUnityInterface.h:22:10:> fatal error: 'RegisterMonoModules.h'> file not found> #include "RegisterMonoModules.h"

How to add shadows for multiple 3D models in native arkit ios

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hi, i am trying to add shadows for multiple shadows in native iOS ARKit , so here i am facing issue with plane size , overlapping , gesture recognising , give me solutions , Thanks in advance.

Issue with building to XCode

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Hello, all. While building for my iOS game, I have encountered issues regarding the build process. While building, I recieve an error stating 'Calling TargetGuidByName with name='Unity-iPhone' is deprecated. There are two targets now, call GetUnityMainTargetGuid()...' this doesn't affect the build however, and I can still run the file in XCode. Unfortunately, while building in XCode, I recieve a related error stating 'UnityAds/UnityAds.h not found'. Even after resetting targets and attempting to resolve this problem, I get faced with more Unity Ad related issues. I believe the problem has to do with the Unity Editor itself. I have been stuck with this issue for a few days now, resetting Unity Ad services, Player Settings, and other project settings, but I have not found a solution. I am reaching out to see if anybody has an answer. Version: Using **2019.3.0a5** (Also tested with **2019.3.0a10**, same issue occurs Services: I am using Unity Ads from the Service Window in Unity. Issue: Error recieved when building for iOS, error appearing after the build has completed "Successfully" Issue in XCode: UnityAds/UnityAds.h not found (Resolved by changing target from Unity-iPhone.framework to Unity-iPhone) Issues that pop up after the first XCode issue: "_UnityAdsEngineSetMetaData", referenced from: "_UnityAdsEngineGetPlacementState", referenced from: ...And 11 other 'referenced from' errors regarding Unity Ads If you need any more information, please comment and I will try and respond asap. Here is the whole error message: Exception: Calling TargetGuidByName with name='Unity-iPhone' is deprecated. There are two targets now, call GetUnityMainTargetGuid() - for app or GetUnityFrameworkTargetGuid() - for source/plugins to get Guid instead. Here is the error code in it's entirety: UnityEditor.iOS.Xcode.PBXProject.TargetGuidByName (System.String name) (at C:/buildslave/unity/build/External/XcodeAPI/Xcode/PBXProject.cs:168) UnityEditorInternal.Advertisements.UnityAdsPostprocessor.EditXcodeProject (System.String buildFolder) (at /home/builduser/buildslave/com.unity.ads/package/Source/UnityAdsEditor/UnityAdsPostprocessor.cs:101) UnityEditorInternal.Advertisements.UnityAdsPostprocessor.PostProcessBuild_iOS (UnityEditor.BuildTarget target, System.String path) (at /home/builduser/buildslave/com.unity.ads/package/Source/UnityAdsEditor/UnityAdsPostprocessor.cs:92) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <23c160f925be47d7a4fd083a3a62c920>: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 <23c160f925be47d7a4fd083a3a62c920>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <23c160f925be47d7a4fd083a3a62c920>:0) UnityEditor.Build.BuildPipelineInterfaces+AttributeCallbackWrapper.OnPostprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:158) UnityEditor.Build.BuildPipelineInterfaces+c__AnonStorey2.<>m__1 (UnityEditor.Build.IPostprocessBuildWithReport bpp) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:398) UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List`1[T] oneInterfaces, System.Action`1[T] invocationOne, System.Collections.Generic.List`1[T] twoInterfaces, System.Action`1[T] invocationTwo, System.Boolean exitOnFailure) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:356) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Thank you for anybody involved with this!

Trying to test my game on iOS but giving me this error?

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![alt text][1] [1]: /storage/temp/144514-screen-shot-2019-08-12-at-41559-pm.png What should I do?

Variable has incomplete type 'class LIBIL2CPP_CODEGEN_API' while integrating unity app with xcode 10.2,Variable has incomplete type 'class LIBIL2CPP_CODEGEN_API' while integrating unity with XCode 10.2

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Trying to add Unity app with XCode 10.2 ,while building the project getting above error

Problem with iOS

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I normally don't develop for iOS, but I have to to publish this in the Apple store. The problem is I have a syntaxis error in my renderer, and I am not sure *where* the code may be broken. All I can really do is publish it here and hope that someone knows how to potentially fix the Function-style cast or type construction. #pragma once #include #ifdef __OBJC__ @class CAEAGLLayer; @class EAGLContext; #else typedef struct objc_object CAEAGLLayer; typedef struct objc_object EAGLContext; #endif #ifdef __OBJC__ @class CAMetalLayer; @protocol CAMetalDrawable; @protocol MTLDrawable; @protocol MTLDevice; @protocol MTLTexture; @protocol MTLCommandBuffer; @protocol MTLCommandQueue; @protocol MTLCommandEncoder; typedef id CAMetalDrawableRef; typedef id MTLDeviceRef; typedef id MTLTextureRef; typedef id MTLCommandBufferRef; typedef id MTLCommandQueueRef; typedef id MTLCommandEncoderRef; #else typedef struct objc_object CAMetalLayer; typedef struct objc_object* CAMetalDrawableRef; typedef struct objc_object* MTLDeviceRef; typedef struct objc_object* MTLTextureRef; typedef struct objc_object* MTLCommandBufferRef; typedef struct objc_object* MTLCommandQueueRef; typedef struct objc_object* MTLCommandEncoderRef; #endif // unity internal native render buffer struct (the one you acquire in C# with RenderBuffer.GetNativeRenderBufferPtr()) struct RenderSurfaceBase; typedef struct RenderSurfaceBase* UnityRenderBufferHandle; // be aware that this struct is shared with unity implementation so you should absolutely not change it typedef struct UnityRenderBufferDesc { unsigned width, height, depth; unsigned samples; int backbuffer; } UnityRenderBufferDesc; // trick to make structure inheritance work transparently between c/cpp // for c we use "anonymous struct" #ifdef __cplusplus #define START_STRUCT(T, Base) struct T : Base { #define END_STRUCT(T) }; #else #define START_STRUCT(T, Base) typedef struct T { struct Base; #define END_STRUCT(T) } T; #endif // we will keep objc objects in struct, so we need to explicitely mark references as strong to not confuse ARC // please note that actual object lifetime is managed in objc++ code, so __unsafe_unretained is good enough for objc code // DO NOT assign objects to UnityDisplaySurface* members in objc code. // DO NOT store objects from UnityDisplaySurface* members in objc code, as this wont be caught by ARC #ifdef __OBJC__ #ifdef __cplusplus #define OBJC_OBJECT_PTR __strong #else #define OBJC_OBJECT_PTR __unsafe_unretained #endif #else #define OBJC_OBJECT_PTR #endif // unity common rendering (display) surface typedef struct UnityDisplaySurfaceBase { UnityRenderBufferHandle unityColorBuffer; UnityRenderBufferHandle unityDepthBuffer; UnityRenderBufferHandle systemColorBuffer; UnityRenderBufferHandle systemDepthBuffer; void* cvTextureCache; // CVOpenGLESTextureCacheRef void* cvTextureCacheTexture; // CVOpenGLESTextureRef void* cvPixelBuffer; // CVPixelBufferRef unsigned targetW, targetH; unsigned systemW, systemH; int msaaSamples; int useCVTextureCache; // [bool] int srgb; // [bool] int wideColor; // [bool] int disableDepthAndStencil; // [bool] int allowScreenshot; // [bool] currently we allow screenshots (from script) only on main display int memorylessDepth; // [bool] int api; // [UnityRenderingAPI] } UnityDisplaySurfaceBase; // START_STRUCT confuse clang c compiler (though it is idiomatic c code that works) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wmissing-declarations" #define kUnityNumOffscreenSurfaces 3 // GLES display surface START_STRUCT(UnityDisplaySurfaceGLES, UnityDisplaySurfaceBase) OBJC_OBJECT_PTR CAEAGLLayer * layer; OBJC_OBJECT_PTR EAGLContext* context; // system FB unsigned systemFB; unsigned systemColorRB; // target resolution FB/target RT to blit from unsigned targetFB; unsigned targetColorRT; // MSAA FB unsigned msaaFB; unsigned msaaColorRB; // when we enable AA for non-native resolution we need interim RT to resolve AA to (and then we will blit it to screen) UnityRenderBufferHandle resolvedColorBuffer; // will be "shared", only one depth buffer is needed unsigned depthRB; // render surface gl setup: formats and AA unsigned colorFormat; unsigned depthFormat; END_STRUCT(UnityDisplaySurfaceGLES) // Metal display surface START_STRUCT(UnityDisplaySurfaceMTL, UnityDisplaySurfaceBase) OBJC_OBJECT_PTR CAMetalLayer * layer; OBJC_OBJECT_PTR MTLDeviceRef device; OBJC_OBJECT_PTR MTLCommandQueueRef commandQueue; OBJC_OBJECT_PTR MTLCommandQueueRef drawableCommandQueue; OBJC_OBJECT_PTR MTLCommandBufferRef presentCB; OBJC_OBJECT_PTR CAMetalDrawableRef drawable; OBJC_OBJECT_PTR MTLTextureRef drawableProxyRT[kUnityNumOffscreenSurfaces]; // These are used on a Mac with drawableProxyRT when off-screen rendering is used volatile int32_t readCount; volatile int32_t writeCount; volatile int32_t bufferChanged; volatile int32_t bufferCompleted[kUnityNumOffscreenSurfaces]; OBJC_OBJECT_PTR MTLTextureRef systemColorRB; OBJC_OBJECT_PTR MTLTextureRef targetColorRT; OBJC_OBJECT_PTR MTLTextureRef targetAAColorRT; OBJC_OBJECT_PTR MTLTextureRef depthRB; OBJC_OBJECT_PTR MTLTextureRef stencilRB; unsigned colorFormat; // [MTLPixelFormat] unsigned depthFormat; // [MTLPixelFormat] int framebufferOnly; END_STRUCT(UnityDisplaySurfaceMTL) // START_STRUCT confuse clang c compiler (though it is idiomatic c code that works) #pragma clang diagnostic pop // be aware that this enum is shared with unity implementation so you should absolutely not change it typedef enum UnityRenderingAPI { apiOpenGLES2 = 2, apiOpenGLES3 = 3, apiMetal = 4, } UnityRenderingAPI; typedef struct RenderingSurfaceParams { // rendering setup int msaaSampleCount; int renderW; int renderH; int srgb; int wideColor; int metalFramebufferOnly; int metalMemorylessDepth; // unity setup int disableDepthAndStencil; int useCVTextureCache; } RenderingSurfaceParams; #ifdef __cplusplus extern "C" { #endif int UnitySelectedRenderingAPI(void); #ifdef __cplusplus } // extern "C" #endif // gles #ifdef __cplusplus extern "C" { #endif void InitRenderingGLES(); void CreateSystemRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void DestroySystemRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void CreateRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void DestroyRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void CreateSharedDepthbufferGLES(UnityDisplaySurfaceGLES* surface); void DestroySharedDepthbufferGLES(UnityDisplaySurfaceGLES* surface); void CreateUnityRenderBuffersGLES(UnityDisplaySurfaceGLES* surface); void DestroyUnityRenderBuffersGLES(UnityDisplaySurfaceGLES* surface); void StartFrameRenderingGLES(UnityDisplaySurfaceGLES* surface); void EndFrameRenderingGLES(UnityDisplaySurfaceGLES* surface); void PreparePresentGLES(UnityDisplaySurfaceGLES* surface); void PresentGLES(UnityDisplaySurfaceGLES* surface); #ifdef __cplusplus } // extern "C" #endif // metal #ifdef __cplusplus extern "C" { #endif void InitRenderingMTL(); void CreateSystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void DestroySystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void CreateRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void DestroyRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void CreateSharedDepthbufferMTL(UnityDisplaySurfaceMTL* surface); void DestroySharedDepthbufferMTL(UnityDisplaySurfaceMTL* surface); void CreateUnityRenderBuffersMTL(UnityDisplaySurfaceMTL* surface); void DestroyUnityRenderBuffersMTL(UnityDisplaySurfaceMTL* surface); void StartFrameRenderingMTL(UnityDisplaySurfaceMTL* surface); void EndFrameRenderingMTL(UnityDisplaySurfaceMTL* surface); void PreparePresentMTL(UnityDisplaySurfaceMTL* surface); void PresentMTL(UnityDisplaySurfaceMTL* surface); // Acquires CAMetalDrawable resource for the surface and returns the drawable texture MTLTextureRef AcquireDrawableMTL(UnityDisplaySurfaceMTL* surface); // starting with ios11 apple insists on having just one presentDrawable per command buffer // hence we keep normal processing for main screen, but when airplay is used we will create extra command buffers void PreparePresentNonMainScreenMTL(UnityDisplaySurfaceMTL* surface); #ifdef __cplusplus } // extern "C" #endif #ifdef __cplusplus extern "C" { #endif // for Create* functions if surf is null we will actuially create new one, otherwise we update the one provided // gles: one and only one of texid/rbid should be non-zero // metal: resolveTex should be non-nil only if tex have AA UnityRenderBufferHandle UnityCreateExternalSurfaceGLES(UnityRenderBufferHandle surf, int isColor, unsigned texid, unsigned rbid, unsigned glesFormat, const UnityRenderBufferDesc* desc); UnityRenderBufferHandle UnityCreateExternalSurfaceMTL(UnityRenderBufferHandle surf, int isColor, MTLTextureRef tex, const UnityRenderBufferDesc* desc); // Passing non-nil displaySurface will mark render surface as proxy and will do a delayed drawable acquisition when setting up framebuffer UnityRenderBufferHandle UnityCreateExternalColorSurfaceMTL(UnityRenderBufferHandle surf, MTLTextureRef tex, MTLTextureRef resolveTex, const UnityRenderBufferDesc* desc, UnityDisplaySurfaceMTL* displaySurface); UnityRenderBufferHandle UnityCreateExternalDepthSurfaceMTL(UnityRenderBufferHandle surf, MTLTextureRef tex, MTLTextureRef stencilTex, const UnityRenderBufferDesc* desc); // creates "dummy" surface - will indicate "missing" buffer (e.g. depth-only RT will have color as dummy) UnityRenderBufferHandle UnityCreateDummySurface(UnityRenderBufferHandle surf, int isColor, const UnityRenderBufferDesc* desc); // disable rendering to render buffers (all Cameras that were rendering to one of buffers would be reset to use backbuffer) void UnityDisableRenderBuffers(UnityRenderBufferHandle color, UnityRenderBufferHandle depth); // destroys render buffer void UnityDestroyExternalSurface(UnityRenderBufferHandle surf); // sets current render target void UnitySetRenderTarget(UnityRenderBufferHandle color, UnityRenderBufferHandle depth); // final blit to backbuffer void UnityBlitToBackbuffer(UnityRenderBufferHandle srcColor, UnityRenderBufferHandle dstColor, UnityRenderBufferHandle dstDepth); // get native renderbuffer from handle // sets vSync on OSX 10.13 and up #if PLATFORM_OSX void MetalUpdateDisplaySync(void); #endif UnityRenderBufferHandle UnityNativeRenderBufferFromHandle(void *rb); MTLCommandBufferRef UnityCurrentMTLCommandBuffer(void); #ifdef __cplusplus } // extern "C" #endif // metal/gles unification #define GLES_METAL_COMMON_IMPL_SURF(f) \ inline void f(UnityDisplaySurfaceBase* surface) \ { \ if(surface->api == apiMetal) f ## MTL((UnityDisplaySurfaceMTL*)surface); \ else f ## GLES((UnityDisplaySurfaceGLES*)surface); \ } \ #define GLES_METAL_COMMON_IMPL(f) \ inline void f() \ { \ if(UnitySelectedRenderingAPI() == apiMetal) f ## MTL(); \ else f ## GLES(); \ } \ \\ this line says "Expected '(' for function-style cast or type construction" \\ GLES_METAL_COMMON_IMPL(InitRendering); GLES_METAL_COMMON_IMPL_SURF(CreateSystemRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(DestroySystemRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(CreateRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(DestroyRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(CreateSharedDepthbuffer); GLES_METAL_COMMON_IMPL_SURF(DestroySharedDepthbuffer); GLES_METAL_COMMON_IMPL_SURF(CreateUnityRenderBuffers); GLES_METAL_COMMON_IMPL_SURF(DestroyUnityRenderBuffers); GLES_METAL_COMMON_IMPL_SURF(StartFrameRendering); GLES_METAL_COMMON_IMPL_SURF(EndFrameRendering); GLES_METAL_COMMON_IMPL_SURF(PreparePresent); GLES_METAL_COMMON_IMPL_SURF(Present); #undef GLES_METAL_COMMON_IMPL_SURF #undef GLES_METAL_COMMON_IMPL #ifdef __cplusplus extern "C" { #endif // helper to run unity loop along with proper handling of the rendering void UnityRepaint(); #ifdef __cplusplus } // extern "C" #endif

Having trouble running app on XCode: errors under Signing

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XCode 9 High Sierra A little test app, when I try to select automatically manage signing, I get this Operation could not be completed error I can't find mention of it. I don't have a developer account so was trying to use the instructions on Unity's website. Unfortunately it's not quite the same. I'm forced to use 9 as can't install 10 on High Sierra! Help appreciated?![alt text][1] [1]: /storage/temp/144677-screen-shot-2019-08-15-at-230609-1.png

What does "ld: 2 duplicate symbols for architecture arm64" mean?

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I get this in XCODE when building for IOS. The complete message is: d /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos/LetterFall.app/LetterFall normal arm64 (in target: Unity-iPhone) cd /Users/Shared/LetterFall/Builds/LetterFall\ .5 export IPHONEOS_DEPLOYMENT_TARGET=9.0 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch arm64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS12.4.sdk -L/Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos -L/Users/Shared/LetterFall/Builds/LetterFall\ .5 -L/Users/Shared/LetterFall/Builds/LetterFall\ .5/Libraries -L/Users/Shared/LetterFall/Builds/LetterFall\ .5/Libraries/Plugins/iOS/Firebase -F/Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos -F/Users/Shared/LetterFall/Builds/LetterFall\ .5/Frameworks/Plugins/iOS -F/Users/Shared/LetterFall/Builds/LetterFall\ .5/UnityAds -filelist /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/LetterFall.LinkFileList -Xlinker -map -Xlinker /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/LetterFall-LinkMap-normal-arm64.txt -miphoneos-version-min=9.0 -dead_strip -Xlinker -object_path_lto -Xlinker /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/LetterFall_lto.o -fembed-bitcode-marker -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -weak_framework CoreMotion -weak-lSystem -framework Security -framework MediaToolbox -liPhone-lib -framework CoreText -framework AudioToolbox -weak_framework AVFoundation -framework AVKit -framework CFNetwork -framework CoreGraphics -framework CoreMedia -weak_framework CoreMotion -framework CoreVideo -framework Foundation -framework OpenAL -framework OpenGLES -framework QuartzCore -framework SystemConfiguration -framework UIKit -liconv.2 -lil2cpp -framework UnityAds -lFirebaseCppAnalytics -lFirebaseCppApp -framework AdSupport -framework CoreTelephony -framework StoreKit -weak_framework Metal -framework UnityAds -Xlinker -dependency_info -Xlinker /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/LetterFall_dependency_info.dat -o /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos/LetterFall.app/LetterFall duplicate symbol _OBJC_CLASS_$_UnityAdsUnityWrapperDelegate in: /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33ff0004ed65ee5ff27c27446ef2b86d435.o /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33f05fae286e9e16b0a793ce89a63310d5a.o duplicate symbol _OBJC_METACLASS_$_UnityAdsUnityWrapperDelegate in: /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33ff0004ed65ee5ff27c27446ef2b86d435.o /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33f05fae286e9e16b0a793ce89a63310d5a.o ld: 2 duplicate symbols for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)

The xcode project exported from Unity contains some code like 'dlopen', 'dlsym'

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The xcode project exported from il2cpp unity project contains some methods like 'dlopen', 'dlsym' which is not allowed by App Store. Then I found that the empty unity project is ok. And it's bad once using System.Xml.XmlDocument. And many other classes would cause this problem. Specially, the Json.Net also cause this problem. Anyone help me? Thanks! ![alt text][1] Guideline 2.5.2 - Performance - Software Requirements Your app, extension, or linked framework appears to contain code designed explicitly with the capability to change your app’s behavior or functionality after App Review approval, which is not in compliance with App Store Review Guideline 2.5.2 and section 3.3.2 of the Apple Developer Program License Agreement. This code, combined with a remote resource, can facilitate significant changes to your app’s behavior compared to when it was initially reviewed for the App Store. While you may not be using this functionality currently, it has the potential to load private frameworks, private methods, and enable future feature changes. This includes any code which passes arbitrary parameters to dynamic methods such as dlopen(), dlsym(), respondsToSelector:, performSelector:, method_exchangeImplementations(), and running remote scripts in order to change app behavior and/or call SPI, based on the contents of the downloaded script. Even if the remote resource is not intentionally malicious, it could easily be hijacked via a Man In The Middle (MiTM) attack, which can pose a serious security vulnerability to users of your app. [1]: /storage/temp/145399-15670611171.png

Do u need to learn Swift in order to transfer ur data (strings, int, etc.) to Xcode?

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After I created my binary file (encoded simple strings, int, etc) in Unity and build my project to iOS I need to tell Xcode what data I want it to send to lets say the iCloud. My class that I created in Unity is saving all the needed data for the game. Is there an easy way to "synch" or tell Xcode that that's the data I want to save to the iCloud. Btw since I'am building to iOS is my C# code after completing build not already turned into swift or object- c? (I have contacted Apple about this but they were only telling the part after this like how u should subscribe to iCloudChangeEvent etc. )

ARFoundation body recognition doesn't work

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Hi there! . I faced an issue with ARFoundation body recognition on iOS devices with A12 Bionic CPU running iOS 13 beta release. Looks like it doesn't work at all. None of the expected **ARHumanBodyManager** and **HumanBodyTracker** events occur. All I have is bunch of errors like: arfoundationsamples[420:20602] [] nw_connection_receive_internal_block_invoke [C1] Receive reply failed with error "Operation canceled" But I'm not sure if they related to the problem. Any ideas about solution? . . Unity version 2019.1.9f1 ARFoundation version 2.2.0 preview.2

Undefined symbols for architecture armv7 - Unity XCode Project Error

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I have integrated Firebase within my game project and exported Xcode protect to run on an actual device. But when I started building the project, it started giving me this error - please check below image for more details about the error I am getting: ![alt text][1] At present, I don't have more idea about what to do for the solution! I have already tried other questions replies those have similar problems but those replies didn't work for me. So please give me some other suggestions to experiment and find a solution. [1]: /storage/temp/146593-undefined-symbols-for-armv7.png
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