I have the following problem when trying to upload a small Unity game to the Apple Store.
In XCode, when I try to build, I get the following problem: "Framework not found FBLPromises". It is a problem that appears within the Target UnityFramework.
I'm using:
xcode v. 14.0.1
Unity 2020.3.25f1
The game has Admob installed.
I'm sorry I can't give more details. It's my first time trying to upload a game to the Apple Store and I still don't know XCode well.
Thanks for the help!
I have tried with the solutions presented in this forum, but none have worked for me.
Related
I have a game created in Unity which Apple does not accept because of the following:
It seems that the problem is in Google Mobile ADS
We identified one or more issues with a recent delivery for your app, "My Game" 10.0 (10). Please correct the following issues, then upload again.
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 have followed several answer that I found on stackoverflow:
UIWebView still exist in Google Mobile Ads
I have also followed other Unity forums and I can't find a solution
https://forum.unity.com/threads/itms-90809-deprecated-api-usage-new-apps-that-use-uiwebview-are-no-longer-accepted.883510/
My game is created with Unity, and at no time have I used Pod
I have run grep -r "UIWebView". , but this shows files that I can't see, not in xCode, and not in Visual Studio either
I don't know exactly in which folder I should run this command. When I do it in the Pod folder, it shows me files that I cannot open in the editorHow can I find where the files containing UIWebView are located?
I don't know how to find those files in xCode to modify them and try to get Apple to accept my game
Can you help me find those files in xCode?
What should i do to correct this problem?
Thanks
EDIT:
I need answers that solve my problem. The only answer there is, except for mine, offers data that I have tried and showed in my question. I do not see logical that the reward is given to someone who has not read my question, Thank you
I have to say you can add WebKit.framework at UnityFramework > Build Phases > Link Binary With Libraries. Then After Update pods from terminal and upload project and apple approved game.
It worked for me.
Finally and seeing that I do not receive a response, I have solved the problem by starting the project again in the Unity 2020.1.17f1 version.
This is not really a solution to the problem that I raised, but since it has solved my problem, I put it as an answer.
Thanks to those who have tried to help me. #AlexB
open terminal on macos and try :
grep -Ril "UIWebView" "/Users/yourUserName/yourProjectFolder"
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
Hello fellow programmers,
I need to implement an exported Unity project to my native Swift project, so I followed the instructions of this tutorial:
https://github.com/blitzagency/ios-unity5
Unfortunately, the app crashes on app launch. I took a screenshot of my debug navigator:
I found this thread and followed every advice, but I cannot get it running. I would be very glad to see a working example:
https://forum.unity3d.com/threads/il2cpp-anyone-else-seeing-metadatacache-initialize-crashes-sometimes-when-the-game-starts.383145/
Thanks in advance.
I fixed it. The tutorial says to remove the references of all ".h files" in Unity/Classes/Native/, but I accidently deleted all of them.
I recently uploaded an app to the app store and its been processing for a few days now. I went in this morning to check everything out, and on the top bar of iTunes connect, i clicked on iOS builds to see how everything was going and I got a red circle with an exclamation point in it. When I clicked on it, it says "This build is invalid". Does anyone know the cause of this?
Check your email, it tells you exactly what is wrong. In itunes connect it simply says "This build is invalid" which is kind of useless. If you check your email it will most likely be a testflight issue as you included the sdk in your build and its integrated into itunes connect now:
"TestFlight SDK - TestFlight no longer requires an SDK to enable beta testing, crash reporting and analytics. To continue using TestFlight, set up Beta Testing in iTunes Connect and remove references to the SDK from the following executables:"
I was facing the same problem. I solved it by good luck after couple of hours of struggle. This issue was due to cocoa pods. Actually I installed "Alamofire" through cocoapods versions "0.38". I updated the pods for Alamofire 3.1.2. This build successfully got uploaded to the itunes connect but was declared as invalid in itunesConnect.
This reason was Alomofire 3.1.2 required cocoapods version 0.39. But I updated it using 0.38. So it was the issue.
Fix: Normal updating cocoapods by using the cpmmand $ gem install cocoapods, and then updating alamofire would not fix the problem. You will have to :
1. Update cocoapods using $ gem install cocoapods.
2. Delete the existing pod references from your project.
3. Reinstall pods using pod install command.
4. Done
You could validate the app archive trough Xcode and get details of what is the problem. The archives are currently found under Window->Organizer. To validate it you can click the "Validate..." button under the "Upload to App Store..." button. This may help you if you didn't get an email with details for the problem as was my case.
I got the same problem too. and It turns out that I archive the build with Reveal framework reference. I think that's the problem.
In the pass, I made the same mistake and Xcode shows detail error info during uploading. Now it seems not.
I got the same problem too. I write a App with Objective-C and use ios-charts(is swift),and I need to support iOS7,so it is troublesome... and when I upload app to AppStore I get the problem. I submit it again ,but still the problem. then I despair to clean the project and reset the codesiganature,what... that work! I just hehele ... enter image description here
In my case I just Drag and Drop The SDK In folder include info.plist file which is not in use. That's create the issue for me. So find the unused info.plist file and delete it from the Source code. Clean the project folder and Re upload.
Recently I faced the same issue on iTunes Connect and I received an email from apple regarding to TestFlight SDK that I forgot to remove from my project bundle. It says 'TestFlight no longer requires an SDK to enable beta testing' so after removing SDK clean the code, make archive again and upload. That't it!
I have been having trouble getting the latest Facebook SDK 6.2.1 to function with Unity 5.0.0f4 in both my project and an empty one.
Here is what I do:-
Create a blank project
import Facebook SDK
Set App ID and Name in editor settings
Add sample scene to build settings
Build Xcode Project
Open in Xcode
Disable ARC in settings
Remove extra #endif when xcode complains about it
Build and Run game on iOS device
The error I end up with is in the following link:-
dl.dropboxusercontent.com/u/13490919/FacebookiOSProb/Screenshot%202015-03-12%2014.53.29.png
The error I get is "EXC_BAD_ACCESS (code=1)". I'm not much of an xcode/iOS guy so this confuses me a tone load. This error does not occur if facebook isn't present. Has anyone got any idea how to get around this? Surely i'm not the only one with this issue. All I want to do is get an access token from facebook. If need be, I don't mind using a simple webview or something similar.
Any help on this would be much appreciated. I would give free hugs to but ya know.
Thanks
Ive managed to solve the issue. As posted by someone else on unity forums here, you need to mark the option "iOS" as platform for plugin and adding "-fno-objc-arc" as compile flag in the following file: Assets/Facebook/Editor/iOS/FbUnityInterface.mm
This works with the latest versions of Unity 5.0.1f and Facebook SDK 6.2.1 as of this post.
Facebook SDK for Unity Downloads
Note: Only Unity 4 is supported at this time
That is why it's not working. I don't know when Facebook will launch their sdk for Unity 5.