I am trying to integrate https://bitbucket.org/usercentricscode/usercentrics-ios-sdk to one of my existing iOS Projects over SPM.
SPM could check out the sdk from remote but fails with the following error.
Funnywise that only happens on my computer, the CI device can compile the project.
Anyone had a similar issue with usercentrics or any other framework on SPM ?
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Unable to add apple device in Android studio
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Closed 2 years ago.
I am absolutely new to KMM (Kotlin Multiplatform Mobile) and I have never build cross-platform applications before. But I have experience with Android development and Kotlin. I wanted to give a try to KMM because I think that multiplatform applications will be getting more and more popular in the future.
I set up the environment needed for KMM project, I used this tutorial for it. I updated to the latest version of Kotlin, installed KMM plugin in Android studio and got ready for the creating my first KMM project. Then I created a new project using this tutorial but I can't run my application on iOS because I can't see iOS app in the list of run configurations. I do not know how to resolve it. I have tried to restart, reinstall I have cleared my cache and tried to create another project but could not run iOS app.
I have built android applications before using Android studio and Kotlin and everything worked smooth.
Is there an error in KMM plugin?
As you can see on their website here, in order to build an iOS app you need a macOS host. So the short answer is that you cannot build an iOS app using KMM on Windows.
The Face detection SDK of firebase does not support Carthage installation. Whenever I am trying to integrate the firebase SDK through Carthage application crashes giving the error:
GTMSessionFetcher library not loaded in the bundle.
I have gone through the git documentation and other sites too where the firebase team said Carthage support is experimental.
Does anyone have a solution over it?
Note: I want to integrate it through Carthage only.
My unity application is developed for iOS devices, but for some reason at this moment I have only Windows PC.
I searched around and found similar information, but not clear for what I want.
My query is
I will do development of the game in Windows PC using C#.
Then will build and deploy to iOS device using MAC.
Is that possible? I like to make sure.
I have made several Unity3D projects for iOS using a Windows.
When installing Unity, don't forget to check "iOS deployment" and your Unity (on Windows) will be able to build an Xcode project.
Then, just transfer this Xcode project on a Mac with Xcode installed and you will be able to compile the project in order to be run on your iOS device.
Note : I just have to run chmod 777 MapFileParser.sh on the Mac folder containing the Xcode project before compiling with Xcode.
You can always use Unity Cloud to build you games. Their server will build it either from your own repo (git, svn, etc) or you can use their Collaborate feature by going into the unity editor -> services -> collaborate on.
Before getting to use Unity Cloud to build for iOS, you will need to generate your certificates just as you do when building using XCode. On the config page you can choose the version of unity you want the build to use, the version of xcode and if you want Unity to build your game on every push ( auto-build).
As far as I know when building for ios the ipa will have a ridiculous size. If you encounter this problem please refer to the following link: how to disable bitecode
Even though Unity allows us to use their system to build for any platform, in order to upload your *.ipa to app store you will need to do it through application loader.
I'm working on a project that uses the Firebase SDK for Unity, specifically the FirebaseMessaging.unitypackage, it's all fine on android, but I'm receiving errors on the iOS build.
Minimal, Complete, and Verifiable example to reproduce the error:
Requirements:
iOS device (version 7.0 or later)
Computer with macOS
Xcode 8
Steps:
Download the latest Unity version. (5.5.1f1 at this moment)
Download Firebase SDK for Unity.
Unzip the Firebase SDK for Unity.
Open Unity 5.5.1f1 and create a new project.
Go to Assets > Import Package > Custom package... , select the unzipped FirebaseMessaging.unitypackage and import all of it.
Go to File > Build Settings... , select iOS and click on Switch Platform.
Open Player Settings... and set a Bundle Identifier.
File > Save project
Connect the iOS device to the computer.
File > Build & Run
The project build on Xcode will end on the error shown in the image below:
Tried in two different MacBooks and with multiple projects.
Is there something that we can do?
Is it an error that must be
resolved by Google?
At Feb 27 a new version of the Firebase Unity SDK has been released solving this error. Now the Unity project compiles without errors for iOS.
My app crashes whenever I try to build it. It crashes specifically when I change the iOS platform on the Cocoapods. When the Cocoapods platform is iOS 7, I run into no build problems, when I edit the platform to 8.0 I get a build error that tell me there's conflicting frameworks. Specifically the crashlytics and Fabric framework. I can't downgrade cocoapods (unfortunately) so I Was hopging someone could advise me with another to go about this. Please not that I'm not using any swift fraemworks.