I have a project that I've been working on for Android devices, and I've started porting it over to iOS. Everything works fine in the editor, but when I go to build and test onto an iOS device, I get this error:> UnityException: Launching iOS project via Xcode failed. Check editor> log for details.> UnityEditor.iOS.PostProcessiPhonePlayer.LaunchInXcode> (System.String buildToolsDir,> System.String buildPath) (at> /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:1912)> UnityEditor.iOS.PostProcessiPhonePlayer.Launch> (BuildTarget target, System.String> buildPath) (at> /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:1885)> UnityEditor.iOS.iOSBuildPostprocessor.LaunchPlayer> (BuildLaunchPlayerArgs args) (at> /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:22)> UnityEditor.PostprocessBuildPlayer.Launch> (BuildTarget target, System.String> path, System.String productName,> BuildOptions options) (at> /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:141)> UnityEditor.HostView:OnGUI()
And this error:
> UnityException: Launching iOS project> via Xcode failed. Check editor log for> details.
I've tried launching the build that's generated directly from Xcode, but that only results in about 200 linking errors:
> ld: warning: ignoring file> /Users/michaelwhite/Downloads/Ninja> Swing/Builds/Ios> Builds/1/Libraries/libiPhone-lib.a,> missing required architecture x86_64> in file> /Users/michaelwhite/Downloads/Ninja> Swing/Builds/Ios> Builds/1/Libraries/libiPhone-lib.a (3> slices) Undefined symbols for> architecture x86_64: > "_UnityADBannerViewFailedToLoad",> referenced from:> -[UnityADBanner bannerView:didFailToReceiveAdWithError:]> in iAD.o > "_UnityADBannerViewWasClicked",> referenced from:> -[UnityADBanner bannerViewActionDidFinish:] in iAD.o > "_UnityADBannerViewWasLoaded",> referenced from:> -[UnityADBanner bannerViewDidLoadAd:] in iAD.o > "_UnityADInterstitialADWasLoaded",> referenced from:> -[UnityInterstitialAd interstitialAdDidLoad:] in iAD.o > "_UnityADInterstitialADWasViewed",> referenced from:> -[UnityInterstitialAd interstitialAdActionShouldBegin:willLeaveApplication:]> in iAD.o > "_UnityAdsOnCampaignsAvailable",> referenced from:> -[UnityAdsUnityWrapper unityAdsFetchCompleted] in> UnityAdsUnityWrapper.o > "_UnityAdsOnCampaignsFetchFailed",> referenced from:> -[UnityAdsUnityWrapper unityAdsFetchFailed] in> UnityAdsUnityWrapper.o > "_UnityAdsOnHide", referenced from:> -[UnityAdsUnityWrapper unityAdsDidHide] in> UnityAdsUnityWrapper.o > "_UnityAdsOnShow", referenced from:> -[UnityAdsUnityWrapper unityAdsDidShow] in> UnityAdsUnityWrapper.o > "_UnityAdsOnVideoCompleted",> referenced from:> -[UnityAdsUnityWrapper unityAdsVideoCompleted:skipped:] in> UnityAdsUnityWrapper.o > "_UnityAdsOnVideoStarted", referenced> from:> -[UnityAdsUnityWrapper unityAdsVideoStarted] in> UnityAdsUnityWrapper.o > "_UnityBindFramebuffer", referenced> from:> _CreateSystemRenderingSurfaceGLES in GlesHelper.o> _DestroySystemRenderingSurfaceGLES in GlesHelper.o> _CreateRenderingSurfaceGLES in GlesHelper.o
Does anyone know how to fix this issue? It's been a huge set back for me and I really appreciate all of the help no I can get.
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