'PromisesObjC/FBLPromise+All.h' file not found when using react-native-peripheral - is there any way I can fix this? - ios

When trying to build my react-native ios app, I am getting this error as in the picture:
enter image description here
The library for which the error is occurring is called react-native-peripheral, which I understand has not been updated in 3 years. I have tried pod install already, and I have found that the app will build without this error when I use the module in a new project with no other external libraries installed.
I am very new to react-native and app development; however if it is of any help I have a suspicion that this issue may be due to inconsistent Pod version requirements of the PromisesObjC pod.
I am using react-native-firebase for firebase (google cloud) storage, and I notice that this requires PromisesObjC (<3.0, >= 1.2), as below:
enter image description here
If you could offer any guidance that would be great. I know that it is probably not advised to still use react-native-peripheral given that it is no longer maintained, but I can't find any other library which allows me treat my iphone like a bluetooth peripheral (while the screen is turned off).
I am using cocoapods.
Thanks.

Related

'GADURewardedInterstitialAd.h' file not found -error xcode-

Recently I tried to build my xcode project from Unity3D export, but after 400/500 tasks, a major error appear:
GADURewardedInterstitialAd.h file not found
I've tried:
restart xcode
re import GoogleMobileAds SDK IOS(latest update 8.7.0)
change admob version in Unity (5.4.0 or 6.0)
sure, cleaning the project (before launch "archive")
remove the "GoogleMobileAds.xcframework" from "Frameworks" folder and add it again
try the method "framework search paths" in Build Setting (UnityFramework)
try to YES (Enable Modules C & Objective-C)
try to modify architecture (why not)
try to add in OTHER LINKER FLAGS "-ObjC"
No luck, still the same error, any ideas to solve this? thanks.
My solution to various errors of this type was to import the GoogleMobileAds via CocoaPods and not manually. This is because first of all it does everything by itself, and then because it installs you in the project the version of the GMA of iOS supported by the unity plugin (or else sometimes you may find yourself with the version of the unity plugin that does not support the too recent version of the package for iOS)
I suggest you try initially with version 5.4.0 of the plugin, as 6.0.0 and 6.0.1 I saw on GMA's GitHub that some users encounter various errors on Xcode, then maybe if it works you can try with a plugin most recent. What version of Unity do you use? (I built with 2020.3)
I leave you the links of two of my videos that I made that explain (1) how to install/update CocoaPods, (2) how to import GMA via CocoaPods.
I want to say that I have no intention of advertising my content, I have a tiny channel with some videos to help those like me who have had various problems starting to program or use Unity, I do not monetize. You are obviously free to look for information on the internet regarding what was said before and not to watch the videos, which I repeat I have linked only to help.
(1)
Install/update CocoaPods ,
(2)
Import GMA using CocoaPods
In this other link (which leads to a documentation page of the GMA package for iOS), you can read the note from Google that suggests the use of CocoaPods:
Link

Unity iOS support, installation failed

I am trying to use Unity to create an iOS app. I used Unity Hub to install Unity. I then opened Unity, went to File-Build Settings. I click on iOS, and it says "No iOS module loaded", so I clicked on the "Open Download page". I downloaded UnitySetup-iOS-Support-for-Editor-2018.4.7f1 and ran it. It looks like everything is going smoothly, and right at the end I get the message in the attached screen shot.
I have tried closing Xcode and Unity. I have tried restarting my computer. I have done several Google searches, but I haven't found anything that helps. Does anyone have any ideas?
I suspect the installation path got messed up.
You have to use the Unity Hub to install additional packages.
Go to Installs, click the 3 vertical dots and select Add Modules.
I had a similar problem with tvOS support and it seems that if you don’t have Unity installed to /Applications/Unity, installing addons will fail. (I had it in /Applications/Unity-2019.4.7f1.)
I moved my Unity to /Applications/Unity, installed the addon, and then moved Unity back.
The accepted answer did not work for me.
However, what did the job (Unity 2018, Unityhub 3.4.1) was copying the installed /Applications/Unity/PlaybackEngines to the current /Applications/Unity-[2018....]/PlaybackEngines

Flash Builder SDK issues

So I needed to install a new SDK to use the Compass ANE that I purchased. Which I did and the issue that I had with it was that the "TabbedViewNavigatorApplication" was not a supported component. So, after some research, the problem was with the new framework file. I took the framework file from the original 4.6.0 (file location shown below):
C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks
and put that in the new SDK file. This fixed this issue but now I have another issue where the old code I had working has now broken.
GeolocationEvent.UPDATE is no longer being called
Camera.setMode() causes a crash
UIComponent.addChild(Video) causes a crash
I am able to run the program with no errors.
Event is not being triggered for Geolocation in Flex
This person had a similar problem to me and he says he fixed his issue but I can't work out what he did:
I worked out the ultimate cause of this specific problem. It stems from Flash Builder not installing the complete Android SDK or the IOS SDK. Once I manually installed these by copying the SDK folders to their correct paths in Adobe Flash Builder, my GPS events were called successfully.
To sum up, if you get this trouble where the code and everything looks alright but it wont call up your events, then check to make sure that your latest SDKs for Flex are installed correctly for Android and or iOS
I haven't done any work with flex SDKs and if anyone can either recommend a place to download one which supports these features or has any advice on how to fix my issue I would be most grateful.
Solved issue. In case anyone looks for this, my old SDK would allow me to run the app from a device without requesting for permission for geolocation event. The new SDk forces you to use the permission status event.
Makes sense to me now. Just wish I had an error pop up asking for permission rather than just doing nothing.

XCode Project Invalid Bundle on App Store Upload

When submitting our app to the app store the validation process for the build keeps getting rejected with the following error.
Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path.
Has anyone else had issues with this error? I feel like I've tried just about everything. I'd done the suggested otool -L on the main app as well as the watch app. The only library that it shows linked for is the Mixpanel library. The only other two libraries we are using is Fabric and Crashlytics. From my understanding those are not actual real frameworks? I've also tried to set ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to YES as many posts online suggest. The project builds and runs fine so I'm completely lost as to how to resolve this issue.
This is a React Native iOS app if that has anything to do with it. I'm not the most experience when it comes to iOS stuff but I can find my way around xcode. Anyone have any suggestions? Maybe the best solution is to just create a new xcode project and set everything up again and copy/paste in the code from the previous project?

Firebase storage download trouble in iOS device (Unity)

I met unknown trouble trying to setup firebase storage for iOS. I can't download even 1 file in device, but it runs perfectly in Editor.
I am using reference.GetFileAsync() method. Firstly I assumed that I made some wrong package setup or some other silly mistake, but I checked it many-many times. Each Quickstart project here works well on my end. My current project settings and firebase storage settings are identical to provided test examples I run in iOS device successfully.
Here is a xCode output trying to download the file. That is looped and contains only that info: codeshare
Any of logs googling doesn't give me any solution or even idea.
Please, give me some thoughts where to search the problem.. I am totally confused.
I am using MacOSx, Unity 5.5.0/5.5.1, latest Firebase Unity SDK (v1.1.2)
The reason was that firebase database package automatically changed from .NET Subset to .NET option. Changing back solved the problem. But anyway, that means we can't use firebase storage + database in same iOS project in Unity.. That's bad
Firebase Developer here. I'm sorry you encountered this error and I can confirm this was a regression from our initial build in January. This issue has since been resolved in the latest version of Firebase Storage for Unity (3.0.0.0) released for general availability for mobile at GDC.
The latest version will work with the full .Net SDK which is also required for the realtime database in Unity.

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