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How to get readable stacktrace in IOS build?

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I got the following stacktrace when running ipad build in xcode. How to fill in the blanks, e.g. replace <00000000000000000000000000000000>:0 with actual filename and line number ? I did debug build, checked development build option, set "full" stack traces in options, I use ios 10.1. Also the code works on windows but after il2cpp it gives me that error. Is il2cpp reliable? NullReferenceException: Object reference not set to an instance of an object. at System.Linq.Expressions.Interpreter.LightLambda.MakeRunDelegateCtor (System.Type delegateType) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Expressions.Interpreter.LightLambda.GetRunDelegateCtor (System.Type delegateType) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Expressions.Interpreter.LightLambda.MakeDelegate (System.Type delegateType) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Expressions.Expression`1[TDelegate].Compile (System.Boolean preferInterpretation) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T].MakeUpdateDelegate () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T].GetUpdateDelegate (T& addr) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T]..ctor (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.CallSite`1[T].Create (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 at Company.Project.insertObjectArray[TCompanyObject] (System.Collections.Generic.List`1[T] objectArray, Company.IProgressInterface progressInterface) [0x00000] in <00000000000000000000000000000000>:0 at Company.Project.insert (CCompanyAPIProjectData projectData, Company.IProgressInterface progressInterface, System.String progressLabelBase) [0x00000] in <00000000000000000000000000000000>:0 at Company.Project.ReplaceProjectData (CCompanyAPIProjectData newProjectData, Company.IProgressInterface progressInterface) [0x00000] in <00000000000000000000000000000000>:0 at ProjectDataLoader+d__18.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0

Firebase Auth failed on iOS (Unity, XCode)

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Please check my original question in Github: https://github.com/firebase/quickstart-unity/issues/572

IOS release, no show of any prefabs

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in unity editor everything works fine. heres some xcode debug output: 2020-02-11-[UIApplication setStatusBarOrientation:] and -[UIApplication setStatusBarOrientation:animated:] API have been deprecated on iOS 8.0 and are no-ops on iOS 13.0 [575:74944] [Common] _BSMachError: port 13d03; (os/kern) invalid capability (0x14) "Unable to insert COPY_SEND" 575:74944] Unbalanced calls to begin/end appearance transitions for . (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object. at Tile..ctor (System.Int32 x, System.Int32 y) [0x00000] in <00000000000000000000000000000000>:0 at Board.SetupBoard () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) 2020-02-11 17:28:50 nw_socket_handle_socket_event [C2.1:3] Socket SO_ERROR [61: Connection refused] ..:75193] [BoringSSL] nw_protocol_boringssl_handshake_negotiate_proceed(726) [0x111616f20] handshake failed at state 0 Connection 2: received failure notification Connection 2: failed to connect 1:61, reason -1 Connection 2: encountered error(1:61) Task .<1> HTTP load failed, 0/0 bytes (error code: -1004 [1:61]) ..204] Task .<1> finished with error [-1004] Error Domain=NSURLErrorDomain Code=-1004 "Could not connect to the server." UserInfo={_kCF...rCodeKey=61, NSUnderlyingError=0x2837ba940 {Error Domain=kCFErrorDomainCFNetwork Code=-1004 "(null)" UserInfo={_kCFStreamErrorCodeKey=61, _kCFStreamErrorDomainKey=1}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask .<1>, _NSURLErrorRelatedURLSessionTaskErrorKey=( "LocalDataTask .<1>" ), NSLocalizedDescription=Could not connect to the server., NSErrorFailingURLStringKey=https://config.uca.cloud.unity3d.com/, NSErrorFailingURLKey=https://config.uca.cloud.unity3d.com/, _kCFStreamErrorDomainKey=1} nw_socket_handle_socket_event [C3.1:3] Socket SO_ERROR [61: Connection refused] .. ..204] [BoringSSL] nw_protocol_boringssl_handshake_negotiate_proceed(726) [0x1053e4bb0] handshake failed at state 0

UnityAds.h file not found in XCode?

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After building my project for IOS, I come across the error that the file _UnityAds/UnityAds.h and _UnityAds/UADSMetaData.h could not be found. I did some digging and couldn't find any files even with similar names other that UnityAdsConfig.h, and I couldn't even locate the UnityAds framework where I've found it in previous builds of different games. Any ideas on where I can find the file or what to do to allow XCode to find it?

UnityAds has UIWebView which has been deprecated by Apple

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**UnityAds** has **UIWebView** it's been deprecated by Apple since iOS 10.0. When submitting to App Store it'll complain in App Connect about using a **deprecated** API. ITMS-90809: Deprecated API Usage - Apple will stop accepting submissions of apps that use UIWebView APIs . See https://developer.apple.com/documentation/uikit/uiwebview for more information Have to update to new API using WebKit's **WKWebView**, or what I have done is removed **UnityAds** from **UnityFramework** when submitting to **AppStore**. Unity, any idea when this will be updated? If so needs to be done, Apple will stop accepting submissions soon with this deprecated class. **Note:** In apps that run in iOS 8 and later, use the WKWebView class instead of using UIWebView. Additionally, consider setting the WKPreferences property javaScriptEnabled to NO if you render files that are not supposed to run JavaScript.

How to send a whole custom List-Object from unity to Swift/XCode via native plugin?

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So recently I wanted to create PDFs on iOS Devices with Apps written in Unity. Long story short I used [this Tutorial][1] on how to use Apple's PDFKit to create PDFs in Swift. Next I learnt about native plugins and how to bridge between Unity and Swift with this [Tutorial][2]. And at a final step I combined the two projects with sending a few different strings from Unity UITextField to Swift and trigger the "CreatePDF" -function. I was happy as hell because of my little working prototype showing that it can be done haha :D But now I want to send a lot of data to Swift. Like a list of custom Data with strings, ints, floats, images and what not. Let me give you an example. Lets say I have a CarInventory-List and want to send that to Swift to create a PDF of the Inventory. Each car has an id, a price, a model name and a picture. See below. Any ideas how I put that into a format so that I can extract it in Swift after sending it? public class Car { public int id; public float price; public string model; public Image picture; public Car(int newId, float newPrice, string newModel, Image newPicture) { id = newId; price = newPrice; model = newModel; picture = newPicture; } } public List CarInventory = new List(); [1]: https://www.raywenderlich.com/4023941-creating-a-pdf-in-swift-with-pdfkit [2]: https://medium.com/@kevinhuyskens/implementing-swift-in-unity-53e0b668f895

Unity Cloud USYM Uploader crashes when Go Mobile Present

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I am working with a project that is built in Unity, and is attempting to use Gomobile to deal with various network communications.
When attempting to upload an iOS build that uses a Go Mobile built library to TestFlight, the following occurs 11:58:21 ▸ Generating '.dSYM'​ 11:58:21 ▸ Running script 'Run Script' 11:58:21 ▸ Running script 'Process symbols' 11:58:21 ** ARCHIVE FAILED ** 11:58:21 11:58:21 11:58:21 The following build commands failed: 11:58:21 PhaseScriptExecution Process\ symbols /Users/administrator/Library/Developer/Xcode/DerivedData/Unity-iPhone-bycgdxfbrkuyytbxlcychbuwwowu/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Script-FC34453AA9340C29E1DB06A5.sh​ The full stack trace that is occuring at that phase in the build is as follows panic: runtime error: invalid memory address or nil pointer dereference [signal SIGSEGV: segmentation violation code=0x1 addr=0x60 pc=0x1441c36]goroutine 81 [running]: debug/dwarf.(*LineReader).Next(0x0, 0xc43800baf8, 0x0, 0x0) /usr/local/go/src/debug/dwarf/line.go:317 +0x26 unitycloud-go-crash/usym.readLines(0xc42e284000, 0xc43800bd20) /go/src/unitycloud-go-crash/usym/dwarf.go:32 +0x11d unitycloud-go-crash/usym.convertDwarfData(0xc42e284000, 0xc43800bd20) /go/src/unitycloud-go-crash/usym/dwarf.go:11 +0x35 unitycloud-go-crash/usym.(*machoConverter).Convert(0xc4200a0f60, 0xc428cb81c0, 0x62, 0x0, 0x0) /go/src/unitycloud-go-crash/usym/macho.go:170 +0x681 unitycloud-go-crash/usym.(*uploader).convertAndUpload(0xc42028adb0, 0x1905f20, 0xc4200a0f60, 0x0, 0x0) /go/src/unitycloud-go-crash/usym/upload.go:184 +0x29f unitycloud-go-crash/usym.(*uploader).UploadSymbolsInPath.func1(0xc4200a0fc0, 0xc42028adb0, 0xc42013c3c0, 0xc428550bf0) /go/src/unitycloud-go-crash/usym/upload.go:128 +0xba created by unitycloud-go-crash/usym.(*uploader).UploadSymbolsInPath /go/src/unitycloud-go-crash/usym/upload.go:124 +0x359 Command PhaseScriptExecution failed with a nonzero exit code debug/dwarf.(*LineReader).Next(0x0, 0xc43800baf8, 0x0, 0x0) /usr/local/go/src/debug/dwarf/line.go:317 +0x26 unitycloud-go-crash/usym.readLines(0xc42e284000, 0xc43800bd20) /go/src/unitycloud-go-crash/usym/dwarf.go:32 +0x11d unitycloud-go-crash/usym.convertDwarfData(0xc42e284000, 0xc43800bd20) /go/src/unitycloud-go-crash/usym/dwarf.go:11 +0x35 unitycloud-go-crash/usym.(*machoConverter).Convert(0xc4200a0f60, 0xc428cb81c0, 0x62, 0x0, 0x0) /go/src/unitycloud-go-crash/usym/macho.go:170 +0x681 unitycloud-go-crash/usym.(*uploader).convertAndUpload(0xc42028adb0, 0x1905f20, 0xc4200a0f60, 0x0, 0x0) /go/src/unitycloud-go-crash/usym/upload.go:184 +0x29f unitycloud-go-crash/usym.(*uploader).UploadSymbolsInPath.func1(0xc4200a0fc0, 0xc42028adb0, 0xc42013c3c0, 0xc428550bf0) /go/src/unitycloud-go-crash/usym/upload.go:128 +0xba created by unitycloud-go-crash/usym.(*uploader).UploadSymbolsInPath /go/src/unitycloud-go-crash/usym/upload.go:124 +0x359 Command PhaseScriptExecution failed with a nonzero exit code​ I attempted it with both the default configuration that go mobile provides as well as by stripping out debug symbols by using -ldflags="-s -w" when building the Gomobile library in accordance with this possibly related issue https://github.com/golang/go/issues/28997 .
I wanted to also reach out about it here in case anybody else is using Gomobile with Unity and has encountered something similar, or if somebody who knew more about Unity internals and how its symbol extraction tools work.
For now we've just worked around it by disabling Unity crash reporting entirely, which is not ideal

Black screen in a build for IOS

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i have a big problem with unity. I created a game and when I create the image for IOS, I open Xcode with the project, and I text it with my iPhone 8, the screen turns totally black. In addition, from this morning he also reproduced sounds, which are not found in the first scene. Not even the UI objects can be seen. However I'm sure something happens, because in the Xcode debug tab, there are various values ​​that change. Also, seeing the GPU values, I noticed that it reached a peak of 109%, although I don't know how it can be possible, but the value while looking at it is 0%. Finally I would like to emphasize that when I open the game, the image with the Unity logo is reproduced first and then the black screen arrives. Finally I would like to say that I also tried with another version of united: the 2019.2.1f1 version, and in that case the interface was visible, but it was very enlarged, even if I tried to change the settings of the canvas scaler. How can I do? In all other platforms this does not happen. I have read all the forum pages that included this problem, but no advice has worked. The version I am using now for Unity is 2020.1.0a18. iPhone 8 with IOS 13.3, and the latest Xcode update. PS. I have also tried with an iPhone 6 with IOS 12.4.3, but it has the same result.

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. )

Unity XCode Build: How can I automate replacing the LaunchScreen-iPhone.xib file?

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I have a single Launch Screen image that I want displayed in "Aspect Fill" on all iPhone devices. Unity does not have this option in "Project Settings > Player Settings" for iOS (it does on Android), so I tweaked the "LaunchScreen-iPhone.xib" file to have the desired "Aspect Fill" behavior. However, every time I build the Unity XCode project, this xib file is overwritten. After an XCode build, I am replacing Unity's generated "LaunchScreen-iPhone.xib" with my custom "LaunchScreen-iPhone.xib" file with manual copy/paste. Can I automate this process somehow?

Unity edit UnityAppController.mm when build iOS

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Hi :) In Unity when I build iOS and open Xcode project. It will automatic generate file UnityAppController.mm. **My question:** - Can I edit file "UnityAppController.mm" and will be merged in Xcode when I build iOS?

Game crashes on iPhone 11

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So when i build a game on iPhone 6s, everything works fine, but when i build it on iPhone 11, gray screen appears and game closes. Is that a problem with resolution?

Xcode build says succeed but unityframework gives thousands of errors and game does not start on the phone.,Xcode build errors.

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Hi. when I build my game for xcode it says Build succeeded but UnityFramework gives thousands of errors. When I try code even with a simple scene with just an spinning cube. it is the same. Can you please help to solve this issue. My game works without any errors in Unity but absolute chaos when building for ios.

IOS Testing Crash

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I'm currently testing an IOS project through Xcode but as soon as I load the app onto my phone and tap it to run, the app crashes. The unity splash logo doesn't even come up. I've spent hours toggling different settings, reloading my project, and searching through these forums, but I can't seem to find anything. The error I'm getting has something to do with the Unity Framework, but I'm not sure how to move forward there either. Any ideas?

iOS Build Runtime Error

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When I try to run a game within my iPhone or iPad, I am getting this kind of error within the xCode and I can't able to run the game in the actual device. Though the project gets built successfully but I can't able to run within the device.

![alt text][1]

I am reskinning this game project: [Hyper-Casual Game Wave][2] Please give me some suggestion to solve this problem. [1]: /storage/temp/155044-wave-ios-build-error.png [2]: https://assetstore.unity.com/packages/templates/packs/hyper-casual-game-wave-124955

Why is my Unity IOS App crashing after uploading it to xCode?

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I've been a developer Unity iOS developer for a while now and I recently tried to test out my app on my phone. After building the project and uploading it to xCode so I can upload the app on my phone, the app was developed but crashes once I opened it. There are some warning logs but not sure which one is causing the crashing. https://i.stack.imgur.com/FKY8e.jpg https://i.stack.imgur.com/D4ryX.png I also might think this is because I am not paying for the Apple developer program, yet before I was able to test it without paying for it.

Undefined symbols for architecture armv7: "query_call_back(callback_func_type)",

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I have a problem to build iOS project after recently upgraded my project from Unity 5.6.4 to 2018.4.19f1. Everything is ok to export, build and run on my device, but if i archive the exported project, then the error occurs: Undefined symbols for architecture armv7: "query_call_back(callback_func_type)", referenced from: il2cpp::vm::MetadataCache::Initialize() in libil2cpp.a(External_il2cpp_il2cpp_libil2cpp_vm_6.o) il2cpp::vm::MetadataCache::Initialize() in libil2cpp.a(External_il2cpp_il2cpp_libil2cpp_vm_6.o) ld: symbol(s) not found for architecture armv7 clang: error: linker command failed with exit code 1 (use -v to see invocation) Environments: Unity 2018.4.19f1 Personal, Xcode 10.1 (10B61). Anyone can help?

Unity3d project failed to build for iOS macos Catalina (cocoapods problem)

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so i'm stuck trying to build a unity3d project with Unity 2017.4.39f1 for iOS with MacOS Catalina and Xcode 11.4. The error shown in Unity is as bellow: For info i have cocoapods and git are installed in my system normally. Here is the error that unity is showing when trying to build for iOS: --------------------------------------------------------------------------------------------------------------------------- Error running CocoaPods. Please ensure you have at least version 1.0.0. You can install CocoaPods with the Ruby gem package manager: > sudo gem install -n /usr/local/bin cocoapods> pod setup 'pod --version' returned status: 1 output: /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/executable.rb:118:in `block in which!': [31m[!] Unable to locate the executable `git`[0m (Pod::Informative) from /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/executable.rb:117:in `tap' from /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/executable.rb:117:in `which!' from /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/executable.rb:143:in `capture_command' from /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/command.rb:116:in `git_version' from /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/command.rb:130:in `verify_minimum_git_version!' from /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/command.rb:49:in `run' from /Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/bin/pod:55:in `' from /usr/local/bin/pod:23:in `load' from /usr/local/bin/pod:23:in `
' UnityEngine.Debug:LogError(Object) Google.Logger:Log(String, LogLevel) Google.IOSResolver:Log(String, Boolean, LogLevel) Google.IOSResolver:OnPostProcessInstallPods(BuildTarget, String) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Unity Mobile Notifications does not add Push Notification Capability to XCode Project

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My Unity 2019.3 project is using the [Unity Mobile Notifications][1] library, version 1.0.3 using Unity.Notifications.iOS; According to the [Player Settings iOS documentation][2], the "Automatically add capabilities" option (when checked) should add the "Push Notifications" capability to my XCode project. I do not see this behavior occurring. I tried including the legacy system in my code to nudge the "Automatically add capabilities" feature. No effect. Debug.Log(UnityEngine.iOS.NotificationServices.deviceToken); I tried adding the capability with a post-build script. No effect. public void OnPostprocessBuild(BuildReport report) { if (report.summary.platform != BuildTarget.iOS) return; var file_name = "gamename.entitlements"; var buildPath = report.summary.outputPath; var proj_path = PBXProject.GetPBXProjectPath(buildPath); Debug.Log("proj_path: " + proj_path); var proj = new PBXProject(); proj.ReadFromFile(proj_path); var target_name = "Unity-iPhone"; var target_guid = proj.GetUnityMainTargetGuid(); string entitlementsFilePath = target_name + "/" + file_name; var capManager = new ProjectCapabilityManager(proj_path, entitlementsFilePath, target_name, target_guid); capManager.AddPushNotifications(development: false); capManager.WriteToFile(); } I have noticed that there are two entitlement files: "Entitlements.entitlements", and "gamename.entitlements". "Entitlements.entitlements" has a single entry for SignInWithApple that IS added to the XCode project Capabilities. "gamename.entitlements" has a single entry for APS Environment that IS NOT added to the XCode project Capabilities. I suspect these files have something to do with this madness. Please help. [1]: https://docs.unity3d.com/Packages/com.unity.mobile.notifications@1.0/manual/index.html [2]: https://docs.unity3d.com/Manual/PlayerSettingsiOS-Other.html

Xcode Build error caused by cloudonce

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Hello, I have finished my project and I'm starting the build on ios! But at the end of the build with xcode everything stops because of 8 error! which is obviously due to the cloudonce plugin and more precisely the icloudbridge and achievement bridge scripts! below you will find a photo with the errors. if someone could help me it would be nice! ![alt text][1] [1]: /storage/temp/156463-img-1513.jpg
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