Quantcast
Channel: Questions in topic: "xcode"
Viewing all 1047 articles
Browse latest View live

ios app crashes on start

$
0
0
2020-04-16 13:27:57.238320+0300 RetroSky[7179:2166318] Error loading /var/containers/Bundle/Application/4A2A3996-2666-45A4-BEDE-5DCB23B8A3A6/RetroSky.app/Frameworks/UnityFramework.framework/UnityFramework: dlopen(/var/containers/Bundle/Application/4A2A3996-2666-45A4-BEDE-5DCB23B8A3A6/RetroSky.app/Frameworks/UnityFramework.framework/UnityFramework, 265): no suitable image found. Did find: /var/containers/Bundle/Application/4A2A3996-2666-45A4-BEDE-5DCB23B8A3A6/RetroSky.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/var/containers/Bundle/Application/4A2A3996-2666-45A4-BEDE-5DCB23B8A3A6/RetroSky.app/Frameworks/UnityFramework.framework/UnityFramework' /private/var/containers/Bundle/Application/4A2A3996-2666-45A4-BEDE-5DCB23B8A3A6/RetroSky.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/private/var/containers/Bundle/Application/4A2A3996-2666-45A4-BEDE-5DCB23B8A3A6/RetroSky.app/Frameworks/UnityFramework.framework/UnityFramework' any ideas why does it happens?

Why use of xCode Storyboard causes Vuforia camera view to flip

$
0
0
There appears to be a history of this issue from a few years ago, but thus far i haven't found a precise answer. The AR app is build on Unity 2019.2. In Xcode if i select to use the preferred xCode Storyboard instead of the older XIB approach, we have a very strange behavior. If the device is held in Portrait, and is rotated 90 degrees clockwise to landscap, the camera remains right side up. But upon rotating back to portrait the camera view flips upside down. Then if i rotate 90 degrees CCW, to landscape, the camera view remains upside down, but returning back to portrait, the camera returns to rightside up. What is so perplexing is that if i don't use the Storyboard, and instead the older XIB file, then the camera orientation is maintained. Any guidance where to look for a solution would be very helpful.

UnityAds.h Not Found

$
0
0
I know this question has already been asked, but I can't find any answer that works for me! I got "UnityAds/UnityAds.h file not found" in XCode, and I made sure that Unity Ads are on. I tried searching for it in the build, but it turns out the file is not in the build. Is there some sort of setting that adds this file in the build? Please help!

Showing Recent Issues Undefined symbol: _UnityGetPhysicalMemory

$
0
0
In Xcode Run Log: Undefined symbols for architecture arm64: "_UnityGetPhysicalMemory", referenced from: systeminfo::GetPhysicalMemoryMB() in libiPhone-lib.a(TrampolineGlue.o) "_UnityDeviceSupportsUpsideDown", referenced from: -[SplashScreenController create:] in SplashScreen.o ScreenManagerIPhone::RequestOrientation(ScreenOrientation) in libiPhone-lib.a(PlatformDependent_iPhonePlayer_0.o) ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) -------------------> Unity2018.4.17f1,Undefined symbols for architecture arm64: "_UnityGetPhysicalMemory", referenced from: systeminfo::GetPhysicalMemoryMB() in libiPhone-lib.a(TrampolineGlue.o) "_UnityDeviceSupportsUpsideDown", referenced from: -[SplashScreenController create:] in SplashScreen.o ScreenManagerIPhone::RequestOrientation(ScreenOrientation) in libiPhone-lib.a(PlatformDependent_iPhonePlayer_0.o) ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)

[Unity 2019.2] iOS build crashes 5 seconds after the application is killed by the user

$
0
0
---------- ### Description The application presents a crash 2~5 seconds after it's terminated by the user (i.e. force kill the app). This happens only on iOS builds on multiple unity versions (see details below). Most of the crashes reports are not arriving on Crashlytics. There are very few crashes on the console, even though we're consistently reproducing this error on a daily basis. The Android builds don't present the same error. ---------- ###Steps to reproduce 1. Open the game 2. Wait until the loading scene is about to finish or until the game scene is fully loaded 3. Kill the application 4. Wait 2~5 seconds and see the crash report window - Reproduction rate: 80% - Devices used to test: iPhone SE, iPhone 7, iPhone 8, iPad Mini 4 - Also observed the crash on: iPhone XS, iPhone XR ---------- ###Additional information - The issue is iOS specific. We have the same build on Android working without issues. - Crash reports are not being captured by Crashlytics on most cases (see some of the crashes below). - Crashes happen only on the final steps of the loading, where the external SDKs are being initialized. - On TestFlight, the crash count is 0 for almost all builds, including the ones the users are reporting the crashes. - Using a debug button that calls the Application.Quit() method of Unity doesn't cause the application to crash, even though it takes a while to close. - The crash seems to be invariante to OS version and iOS device. ---------- ###Technical information - Unity version: 2019.2.17f1. Also reproduced with 2019.2.0f1 and 2019.3.10f1. - External plugins are [listed here][1]. - Crash reports - [GUID.cpp line 108][2] - [libc++abi.dylib][3] - [String.h line 195][4] - [AudioToolbox][5] ---------- ###Explorations Here's a list of all solution attempts without success so far: - Remove GameAnalytics plugin - Remove IronSource plugin - Remove UnityIAP plugin - [Workaround][6] on PostProcess iOS - Set minimum OS version to 9.0 - Comment all OnApplicationPause/Quit implementations (plugins included) - Enable Bitcode [1]: https://www.notion.so/External-Plugins-list-e249761fc2ae42e69791099562d51bd2 [2]: https://www.notion.so/GUID-cpp-line-108-ece73160d4c948a3b0595a3f35bd7231 [3]: https://www.notion.so/libc-abi-dylib-24ec855a778a4c5f9967494784568435 [4]: https://www.notion.so/String-h-line-195-cad3171a0d0043cca220782c1d36410b [5]: https://www.notion.so/AudioToolbox-2a058a052995473292ab3109efb3d53d [6]: https://discuss.cocos2d-x.org/t/libc-abi-dylib-crash/48756

IOS Build works on iPod but not on iPhone?!

$
0
0
When I build my IOS game from unity to Xcode everything works .And when I build it on any device the app goes to the screen. But when trying to open app on iPhone 10 it crashes at start. Just so you know: It works on my iPod touch. Its not the game because even empty project doesn't work. I have no idea what to do please help. Thank you...

library not found for -lGoogleUtilities XCode

$
0
0
Hi all, I've made an app which includes IAP, Ads etc plugins. My Android build is working great but I'm having problems making iOS build. Could anyone please help me what should I do to resolve this error. I've googled it, but can't find anything related. Here is the link of the detailed screenshot - https://www.dropbox.com/s/wddrdjd14iqs2za/Screenshot%202020-05-04%20at%204.12.17%20AM.png?dl=0 Thanks in advance Sumit

AR Scene crashes on start after loading the scene successfully multiple times.

$
0
0
Hello, first post so sorry in advance if I don't provide the correct info. I am building an AR app in Unity 2019.2.12 with AR Kit XR Plugin 2.0.1 When the AR scene starts for the first time after the app is launched there is no problems. Ill mess around in the scene for a while then exit to the main menu. When I relaunch the AR scene sometimes the app works fine but other times it will crash. If I repeat, eventually the app will crash. I am using the GenerateImageAnchor script that is built in to the AR Kit Plugin, and just before the crash the concole log looks like this: At Main Menu (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 2099. Total: 2.218375 ms (FindLiveObjects: 0.413500 ms CreateObjectMapping: 0.051458 ms MarkObjects: 1.736500 ms DeleteObjects: 0.016208 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 4.050333 ms Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 1490. Total: 2.310542 ms (FindLiveObjects: 0.606792 ms CreateObjectMapping: 0.116208 ms MarkObjects: 1.438542 ms DeleteObjects: 0.147875 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.055167 ms Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 3764. Total: 2.345167 ms (FindLiveObjects: 0.656542 ms CreateObjectMapping: 0.130583 ms MarkObjects: 1.493292 ms DeleteObjects: 0.063917 ms) Here UnityARCameraManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 3768. Total: 394.957833 ms (FindLiveObjects: 1.407583 ms CreateObjectMapping: 0.270208 ms MarkObjects: 393.252292 ms DeleteObjects: 0.026958 ms) image anchor removed[304879A4-ED35-3BB2-124A-A65E3A23B0CF] : tracked => True GenerateImageAnchor:RemoveImageAnchor(ARImageAnchor) UnityEngine.XR.iOS.ARImageAnchorRemoved:Invoke(ARImageAnchor) UnityEngine.XR.iOS.UnityARSessionNativeInterface:_image_anchor_removed(UnityARImageAnchorData) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) image anchor removed[304879A4-ED35-3BB2-124A-A65E3A23B0CF] : tracked => True GenerateImageAnchor:RemoveImageAnchor(ARImageAnchor) UnityEngine.XR.iOS.ARImageAnchorRemoved:Invoke(ARImageAnchor) UnityEngine.XR.iOS.UnityARSessionNativeInterface:_image_anchor_removed(UnityARImageAnchorData) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) image anchor removed[304879A4-ED35-3BB2-124A-A65E3A23B0CF] : tracked => True GenerateImageAnchor:RemoveImageAnchor(ARImageAnchor) UnityEngine.XR.iOS.ARImageAnchorRemoved:Invoke(ARImageAnchor) UnityEngine.XR.iOS.UnityARSessionNativeInterface:_image_anchor_removed(UnityARImageAnchorData) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) image anchor removed[304879A4-ED35-3BB2-124A-A65E3A23B0CF] : tracked => True GenerateImageAnchor:RemoveImageAnchor(ARImageAnchor) UnityEngine.XR.iOS.ARImageAnchorRemoved:Invoke(ARImageAnchor) UnityEngine.XR.iOS.UnityARSessionNativeInterface:_image_anchor_removed(UnityARImageAnchorData) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) image anchor removed[304879A4-ED35-3BB2-124A-A65E3A23B0CF] : tracked => True GenerateImageAnchor:RemoveImageAnchor(ARImageAnchor) UnityEngine.XR.iOS.ARImageAnchorRemoved:Invoke(ARImageAnchor) UnityEngine.XR.iOS.UnityARSessionNativeInterface:_image_anchor_removed(UnityARImageAnchorData) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) image anchor removed[304879A4-ED35-3BB2-124A-A65E3A23B0CF] : tracked => True GenerateImageAnchor:RemoveImageAnchor(ARImageAnchor) UnityEngine.XR.iOS.ARImageAnchorRemoved:Invoke(ARImageAnchor) UnityEngine.XR.iOS.UnityARSessionNativeInterface:_image_anchor_removed(UnityARImageAnchorData) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) libc++abi.dylib: terminating with uncaught exception of type Il2CppExceptionWrapper (lldb) Seems like the GenerateImageAnchor Script is trying to remove an image anchor even though I just loaded the scene and there shouldn't be any active. Been stuck on this for a few days and would love any help. Thanks.

Xcode error after upgrading Unity project from 2019.2.0 to 2019.3.11

$
0
0
Hi, I am currently using the native toolkit from the asset store (https://assetstore.unity.com/packages/tools/integration/native-toolkit-132452) for my development. It was a great tools and everything is working perfectly before I upgraded my unity project to version 2019.3.11. I am getting some error from Xcode deployment (Android is working absolutely fine). My Xcode version is 11.3.1. I found out the cause is the ios plugin from the native toolkit. I am very new to ios/xcode deployment. I hope that someone can help me with this. Thanks. ![alt text][1] [1]: /storage/temp/158572-screenshot-2020-05-04-at-54851-pm.png

Input.deltaTime always returns 0 in Xcode, working in Unity Remote app

$
0
0
Hey, I am reasonably new to Unity and a Hobbyist programmer at best. I am in the middle of creating my 2nd mobile game. I am at a frustrating point in that my game works within Unity and on the Unity Remote app in iOS, however as soon as I compile it in Xcode it refuses to work in the same way. The point it appears to be sticking at is because I am waiting for a user to have held down a tap by updating a variable and adding Input.deltaTime. However having output this deltaTime information to a debug log it appears that deltaTime is showing up as always 0 so the function never works. Please see my code below. Thanks in advance. using UnityEngine; public class TouchController : MonoBehaviour { //variables enum State { startMode, scopeMode, aimMode } State currentState; public CameraController2 cameraController2; public GameObject arrowObject; public ArrowPutterPivotController arrowPutterPivotController; public BallController ballController; public PutterController putterController; private float touchStationaryTime; private Vector2 scopeStartVector; //functions private void Start() { currentState = State.startMode; arrowPutterPivotController.hideArrow(); } void Update() { //check for input if (Input.touchCount > 0) { //get first touch details Touch touch = Input.GetTouch(0); TouchPhase phase = touch.phase; Debug.Log("TouchPhase: " + phase); //check if touch has just begun if (phase == TouchPhase.Began) { //reset state to normal scoping currentState = State.startMode; touchStationaryTime = 0f; scopeStartVector = Vector2.zero; arrowPutterPivotController.hideArrow(); } //check if touch has has stayed still if (touch.phase == TouchPhase.Stationary && currentState == State.startMode) { //Increase touchstationarytime by time since last touch press Debug.Log("touch.deltaTime: " + touch.deltaTime); touchStationaryTime += touch.deltaTime; Debug.Log("touchStationaryTime: " + touchStationaryTime); //Check if touch press is over 1 second if (touchStationaryTime > 0.5f && ballController.stationary == true) { Debug.Log("if (touchStationaryTime > 0.5f && ballController.stationary == true)"); currentState = State.aimMode; arrowObject.SetActive(true); arrowPutterPivotController.showArrow(); scopeStartVector = touch.position; } //check time of being in stationary status } else if (touch.phase == TouchPhase.Moved && currentState == State.startMode) { currentState = State.scopeMode; } if ((touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) && currentState == State.aimMode) { Vector2 diffVector; diffVector = scopeStartVector - touch.position; arrowPutterPivotController.setRotation(diffVector); arrowPutterPivotController.resizeArrow(diffVector); } if (touch.phase == TouchPhase.Ended && currentState == State.aimMode) { Vector2 diffVector; diffVector = scopeStartVector - touch.position; putterController.hitBall(diffVector); arrowPutterPivotController.hideArrow(); scopeStartVector = Vector2.zero; currentState = State.startMode; } if (touch.phase == TouchPhase.Moved && currentState == State.scopeMode) { cameraController2.Spin(touch.deltaPosition); } } } }

Can I build Unity Apps for iOS using Xcode 10.2.1?

$
0
0
I have a macbook 2011 late and have Xcode 10.2.1 and Unity 2019.3. My question is will the Xcode build I make of my unity application for iOS work on newer iOS devices like the iOS 13? because I can't update my Xcode to 11.

How to fix "Undefined Symbol: Error in Xcode compile time?

$
0
0
![alt text][1] [1]: /storage/temp/159813-issue-screen.png Unity Xcode Compile time getting Undefined Symbol issue.

Undefined symbol: _sampleTextMethod, Undefined symbol: _sampleTextMethod

$
0
0
**hello guys i'm trying to build this unity game to Xcode but I'm facing this problem** Ld /Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/Binary/ProductName normal armv7 (in target 'Unity-iPhone' from project 'Unity-iPhone') cd /Volumes/ESD-USB/ring\ off\ ios /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -target armv7-apple-ios9.0 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS13.2.sdk -L/Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos -L/Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos/GoogleUtilities -L/Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos/nanopb -L/Volumes/ESD-USB/ring\ off\ ios -L/Volumes/ESD-USB/ring\ off\ ios/Libraries -F/Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos -F/Volumes/ESD-USB/ring\ off\ ios/Pods/Google-Mobile-Ads-SDK/Frameworks/GoogleMobileAdsFramework-Current -F/Volumes/ESD-USB/ring\ off\ ios/Pods/GoogleAppMeasurement/Frameworks -filelist /Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/ProductName.LinkFileList -Xlinker -map -Xlinker /Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/ProductName-LinkMap-normal-armv7.txt -dead_strip -Xlinker -object_path_lto -Xlinker /Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/ProductName_lto.o -fembed-bitcode -Xlinker -bitcode_verify -Xlinker -bitcode_hide_symbols -Xlinker -bitcode_symbol_map -Xlinker /Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos -Xlinker -final_output -Xlinker /Applications/ProductName.app/ProductName -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -ObjC -lGoogleUtilities -lc++ -lnanopb -lsqlite3 -lz -framework AVFoundation -framework AudioToolbox -framework CFNetwork -framework CoreGraphics -framework CoreMedia -framework CoreTelephony -framework CoreVideo -framework GoogleAppMeasurement -framework GoogleMobileAds -framework MediaPlayer -framework MessageUI -framework MobileCoreServices -framework QuartzCore -framework Security -framework StoreKit -framework SystemConfiguration -weak_framework AdSupport -weak_framework JavaScriptCore -weak_framework SafariServices -weak_framework WebKit -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 -weak_framework Metal -lPods-Unity-iPhone -Xlinker -dependency_info -Xlinker /Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/ProductName_dependency_info.dat -o /Users/macbookpro/Library/Developer/Xcode/DerivedData/Unity-iPhone-fhjcetkothsmrhhfnmnvzasillqn/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/Binary/ProductName Undefined symbols for architecture armv7: "_sampleTextMethod", referenced from: _Share_sampleTextMethod_mBA065E3779A5E446AF6927E4E79380FA21403013 in Bulk_Assembly-CSharp_2.o _Share_OniOSTextSharingClick_m029A41CED8D000B4A81141AF5965E3112AA4AF2B in Bulk_Assembly-CSharp_2.o (maybe you meant: _Share_sampleTextMethod_mBA065E3779A5E446AF6927E4E79380FA21403013) "_sampleMethod", referenced from: _Share_sampleMethod_m1457071C5F33155B168510109D8F15AAA43D6676 in Bulk_Assembly-CSharp_2.o (maybe you meant: _Share_sampleMethod_m1457071C5F33155B168510109D8F15AAA43D6676) ld: symbol(s) not found for architecture armv7 clang: error: linker command failed with exit code 1 (use -v to see invocation)

What is the right way to build an iOS project on Windows, then compile it and package it as an IPA on a Mac?

$
0
0
On a Mac, using the command line, without access to the Unity editor, and with an XCode project that was built on a Windows machine, how do I create a .ipa that can be uploaded to the app store? Since this is related to Apple, I assume it's more complicated than just getting the right command line arguments. **Assumptions** You may assume the following: * Certificate and provisioning profile are already installed on the Mac CI machine. (Already worked through the errors from not having that) * XCode 10 * The profile is of type "App Store". (just verified) * I am able to compile and deploy a simulator build via the same path (build Xcode project on my Unity machine, compile and package on a hosted Mac). **Background** I've been beating my head against this wall for too long, so I'm asking for help. I currently do all my Unity builds on a Windows machine I manage. Then I try to convert it to a working application on a hosted Mac. Both of these things are happening in CI. I don't have a Mac. There is a bug in the unity.setup PowerShell package that makes it specifically *not* work on Azure DevOps hosted Macs. Because of those things, I have to do the Unity build on my windows build server and compile the IPA on another machine. I have been struggling with xcodebuild for a week, now. I cannot seem to get it to build and sign my IPA. I got as far as a "signed" .ipa file but it was unable to upload it because it was missing an embedded.mobileprovision.

XCode build error

$
0
0
I'm getting an error while building in xcode. XCode build error from the Locale.h file Expected identifier or '(' Does anyone know how to get around this? It's holding up my app store submission. Thanks ![alt text][1] [1]: /storage/temp/160555-xcodebuilderror.png

Unity Google AdMob Xcode: When I want to run my game on my iPhone with Xcode i have an error

$
0
0
Undefined symbols for architecture arm64: "_OBJC_CLASS_$_GADRewardBasedVideoAd", referenced from: objc-class-ref in GADURewardBasedVideoAd.o "_OBJC_CLASS_$_GADBannerView", referenced from: objc-class-ref in GADUBanner.o "_OBJC_CLASS_$_GADExtras", referenced from: objc-class-ref in GADURequest.o "_OBJC_CLASS_$_GADRequest", referenced from: objc-class-ref in GADURequest.o "_OBJC_CLASS_$_GADRewardedAd", referenced from: objc-class-ref in GADURewardedAd.o "_kGADAdSizeSmartBannerPortrait", referenced from: -[GADUBanner initWithSmartBannerSizeAndBannerClientReference:adUnitID:adPosition:] in GADUBanner.o -[GADUBanner initWithSmartBannerSizeAndBannerClientReference:adUnitID:customAdPosition:] in GADUBanner.o "_kGADSimulatorID", referenced from: -[GADURequest addTestDevice:] in GADURequest.o "_OBJC_CLASS_$_GADInterstitial", referenced from: objc-class-ref in GADUInterstitial.o "_kGADAdLoaderAdTypeNativeCustomTemplate", referenced from: _GADUCreateAdLoader in GADUInterface.o "_GADPortraitAnchoredAdaptiveBannerAdSizeWithWidth", referenced from: +[GADUPluginUtil adaptiveAdSizeForWidth:orientation:] in GADUPluginUtil.o "_CGSizeFromGADAdSize", referenced from: +[GADUPluginUtil safeAdSizeForAdSize:] in GADUPluginUtil.o "_GADLandscapeAnchoredAdaptiveBannerAdSizeWithWidth", referenced from: +[GADUPluginUtil adaptiveAdSizeForWidth:orientation:] in GADUPluginUtil.o "_GADAdSizeFromCGSize", referenced from: +[GADUPluginUtil safeAdSizeForAdSize:] in GADUPluginUtil.o +[GADUPluginUtil adSizeForWidth:height:] in GADUPluginUtil.o "_kGADAdSizeSmartBannerLandscape", referenced from: +[GADUPluginUtil safeAdSizeForAdSize:] in GADUPluginUtil.o -[GADUBanner initWithSmartBannerSizeAndBannerClientReference:adUnitID:adPosition:] in GADUBanner.o -[GADUBanner initWithSmartBannerSizeAndBannerClientReference:adUnitID:customAdPosition:] in GADUBanner.o "_OBJC_CLASS_$_GADAdLoader", referenced from: objc-class-ref in GADUAdLoader.o "_GADCurrentOrientationAnchoredAdaptiveBannerAdSizeWithWidth", referenced from: +[GADUPluginUtil adaptiveAdSizeForWidth:orientation:] in GADUPluginUtil.o "_GADAdSizeEqualToSize", referenced from: +[GADUPluginUtil safeAdSizeForAdSize:] in GADUPluginUtil.o "_OBJC_CLASS_$_GADMobileAds", referenced from: objc-class-ref in GADUInterface.o "_GADAdSizeFullWidthPortraitWithHeight", referenced from: +[GADUPluginUtil adSizeForWidth:height:] in GADUPluginUtil.o "_OBJC_CLASS_$_GADServerSideVerificationOptions", referenced from: objc-class-ref in GADUInterface.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)

Native Gallery "Error returned from daemon: Error Domain=com.apple.accounts Code=7 "(null)""

$
0
0
The error in the title occurs every time, when I test my unity mobile application on Xcode. if there's anyone who is familiar with this error, would you give me some advice?? **Unity version:** 2019.2.9f **Xcode version:** 11.5 **Used Asset**: Native Gallery **My device for test:** iPhone SE **Websites I referred:**[iOS: selecting image appears but path not complete (no file extension) #93][1] [UnityNativeGallery][2] [Native Gallery for Android & iOS (Open Source)][3] **Code of Native Gallery on C#** private void PickImage(int maxSize) { NativeGallery.Permission permission = NativeGallery.GetImageFromGallery((path) => { Debug.Log("Image path: " + path); if (path != null) { // Create Texture from selected image Texture2D texture = NativeGallery.LoadImageAtPath(path, maxSize); if (texture == null) { Debug.Log("Couldn't load texture from " + path); return; } testImg.texture = texture; imgPath = path; } }, "Select a PNG image", "image/png"); Debug.Log("Permission result: " + permission); } **Entire log when Native gallery method is carried out.** 020-06-19 13:18:53.909512+0900 Name of app[3461:1994737] [core] "Error returned from daemon: Error Domain=com.apple.accounts Code=7 "(null)"" 2020-06-19 13:18:53.933617+0900 Name of app[3461:1994570] Copied source image from UIImagePickerControllerImageURL Image path: /var/mobile/Containers/Data/Application/3C80F83D-64EE-4A05-A009-29F9F6585DAA/Library/Caches/pickedImg.png <>c__DisplayClass7_0:b__0(String) MediaPickCallback:Invoke(String) NativeGalleryNamespace.NGMediaReceiveCallbackiOS:OnMediaReceived(String) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) ![alt text][4] In order to check whether native gallery properly works or not, I use this simple layout for my device test. [1]: https://github.com/yasirkula/UnityNativeGallery/issues/93 [2]: https://github.com/yasirkula/UnityNativeGallery [3]: https://forum.unity.com/threads/native-gallery-for-android-ios-open-source.519619/page-13 [4]: /storage/temp/162313-screenshot-2020-06-19-at-140357.png

NotSupportedException: Specified method is not supported on Xcode when using Coroutines

$
0
0
void Awake() { StartCamera(); } public void StartCamera() { Debug.Log("Start Open"); // Create a basic scanner StartCoroutine(SetPermision()); } IEnumerator SetPermision() { Debug.Log("Request Camera Open"); Debug.Log("Camera Open"); yield return Application.RequestUserAuthorization(UserAuthorization.WebCam); if (Application.HasUserAuthorization(UserAuthorization.WebCam)) { BarcodeScanner = new Scanner(); BarcodeScanner.Camera.Play(); // Display the camera texture through a RawImage BarcodeScanner.OnReady += (sender, arg) => { // Set Orientation & Texture Image.transform.localEulerAngles = BarcodeScanner.Camera.GetEulerAngles(); Image.transform.localScale = BarcodeScanner.Camera.GetScale(); Image.texture = BarcodeScanner.Camera.Texture; // Keep Image Aspect Ratio var rect = Image.GetComponent(); var newHeight = rect.sizeDelta.x * BarcodeScanner.Camera.Height / BarcodeScanner.Camera.Width; rect.sizeDelta = new Vector2(rect.sizeDelta.x, newHeight); RestartTime = Time.realtimeSinceStartup; }; } } Getting this error while running above lines on iOS, Works great on android and editor. PLease help I m on 2019.3, xcode version 11.5 Start Open ContinuousDemo:StartCamera() ContinuousDemo:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NotSupportedException: Specified method is not supported. at ContinuousDemo+d__45.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 at ContinuousDemo.Awake () [0x00000] in <00000000000000000000000000000000>:0 ContinuousDemo:Awake()

UIWebView still exist in Google Mobile Ads

$
0
0
Hi! I hope you guys are fine and doing great. I am trying to build my game for IOS but after uploading to ITuneconnect i got this message. ITMS-90809: Deprecated API Usage - New apps that use UIWebView are no longer accepted. Instead, use WKWebView for improved security and reliability. Learn more (https://developer.apple.com/documentation/uikit/uiwebview). I know this problem exist already. I searched my Project using this command grep -r "UIWebView" . I got these two matches Binary file ./Libraries/libiPhone-lib.a matches Binary file ./GoogleMobileAds.framework/GoogleMobileAds matches I am using latest version of Google mobile ads (7.61), as Google mentioned in released notes that they have remove UIWebView in 7.55 and i am using 7.61. I searched in 7.61 IOS framework, UI WebView Still there. I am using Unity 2019.2.2f1 Please let me know how can i solve this problem. I am very tired to this problem. Its very long procedure to get build for IOS and they told the problem when we uploaded it itune instead they should told us while compling.

How do I access [Link Binary With Libraries] within Build Phases in Xcode with PBXProject?

$
0
0
Hello, I am a developer who is developing as Unity in Korea. I'm not good at English, so I write with a translator.
I'm currently trying to automate IOS build.
How do I access [Link Binary With Libraries] within Build Phases in Xcode with PBXProject?
![alt text][1]
https://drive.google.com/file/d/1g1hKUvD5fzyUhhU4uiKYGwrcErhvGVKQ/view?usp=sharing
[Link Binary With Libraries] I want to approach and add the Libraries I want, but it's not easy.
================================================================
string filename = APP_NAME;
string strOutputDir = Directory.GetCurrentDirectory() + "/" + TARGET_DIR; ;
string projectPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
PBXProject pbxProject = new PBXProject();
pbxProject.ReadFromFile(projectPath);
string str_Main_Guid = pbxProject.GetUnityMainTargetGuid();
string str_Framework_Guid = pbxProject.GetUnityFrameworkTargetGuid();
================================================================
I made it like this. I don't know anymore.
If anyone knows, please teach me.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
안녕하세요. 저는 한국에서 유니티로 개발중인 개발자입니다.
영어를 잘 하지 못하여서 번역기로 글을 남겨요.
현재 IOS 빌드 자동화를 해볼려고 만드는 중인데.
PBXProject로 Xcode 에서 Build Phases 안에 [Link Binary With Libraries] 에 접근을 어떻게 하나요.
[Link Binary With Libraries] 접근을 하여서 제가 원하는 Librarie를 추가하고 싶은데 쉽지가 않네요.
================================================================
string filename = APP_NAME;
string strOutputDir = Directory.GetCurrentDirectory() + "/" + TARGET_DIR; ;
string projectPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj"; PBXProject pbxProject = new PBXProject();
pbxProject.ReadFromFile(projectPath);
string str_Main_Guid = pbxProject.GetUnityMainTargetGuid();
string str_Framework_Guid = pbxProject.GetUnityFrameworkTargetGuid();
================================================================
이렇게 만들었는데. 더 이상 잘 모르겠습니다.
혹시 아시는분 있으시면 저에게 가르침을 주세요.

[1]: https://drive.google.com/file/d/1g1hKUvD5fzyUhhU4uiKYGwrcErhvGVKQ/view?usp=sharing
Viewing all 1047 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>