Electron-build with Appx missing icone - electron

When I build my app and try to run the appx file I'm missing my icons.
I've tried having the images booth in my assets file and my build folder called electron-build/appx as mention at https://www.electron.build/configuration/appx.
What can I try more than this?

The answer was simple in my case.
In my assets folder i needed to change the name from win to appx and the appx build took those images.

Related

unity - xcode build failed with NSUserDefaults.mm file not found message, possibly because com.unity.services.core folder is not in project folder

building an XCode project with an .xcodeproj file generated by unity 2021.3.3f1 fails with the message "Build input file cannot be found: 'users/---/ --project name--/Libraries/com.unity.services.core/Runtime/Device/UserIdProviders/NSUserDefinitions.mm' "
When I look in Finder, I notice that the com.unity.services.core does not exist under the Libraries folder.
Some background. I recently moved to trash many Xcode files to free up disk space. I also did a new remove and Install of XCode, in case I deleted anything important accidentally. Non unity files work fine in XCode.
This might be the first project I used 2021.3.3f1 for. I previously used 2019.4.14f1 without encountering this problem.
Is there something I should set in the IOS Player settings of Unity BuildSettings to avoid this problem? (or something that would force the com.unity.services.core folder to be generated in the output project)?
I am very inexperienced in Mac and infrastructure so I apologize in advance if I am missing something very basic.
Thank you
You should clean your build folders and build anew, should work.
In Xcode you can do this by going to Product > Clean Build Folder, in Unity you just manually delete the whole Build output folder (I hope you created a seperate folder specifically for the Build output and didn't just export to the project directory in that case don't delete your project directory just set a new Build output folder ;).

Could not get GOOGLE_APP_ID in Google Services file from build environment

For setting up firebase i am using two config 1.GoogleService-Info-test.plist, 2.GoogleService-Info-prdn.plist for UAT and Production. For installing crashlytics using firebase i have followed firebase documentation https://firebase.google.com/docs/crashlytics/get-started?authuser=1#ios. But when i try to run, it throws error in build phase while running script.
I tried without changing config file name and it worked.
Error msg at build phase while running fabric run script "Could not get GOOGLE_APP_ID in Google Services file from build environment".
Can anyone suggest better solution to achieve my requirement.
This is one way you can do it, by having your projects environments separated by targets, by doing so you can then add your different plist files and just check the target that they belong to, that way when you compile the target it will take it's corresponding plist file
Another way to do it, or to look up how to do it, it's called multiple environments with firebase, here are some helpful links
Use different GoogleService-Info.plist for different build schemes
https://medium.com/rocket-fuel/using-multiple-firebase-environments-in-ios-12b204cfa6c0
This worked for me:
When install Crashlytic with Firebase, for multiple scheme, you can have error Could not get GOOGLE_APP_ID in Google Services file from build environment. You can fix it by:
In Build Settings, add a user define for file name in User Defined:
In Build Phases, tap plus button, New Run Script Phase above your Crashlytic build phase, and type this code to the text field. Remember to rename %YOUR_CUSTOM_PATH_TO_FOLDER% to your path to Plist files:
GOOGLE_SERVICE_INFO_PLIST_FROM="${PROJECT_DIR}/%YOUR_CUSTOM_PATH_TO_FOLDER%/${FIREBASE_CONFIG_FILE}.plist"
BUILD_APP_DIR="${BUILT_PRODUCTS_DIR}/${FULL_PRODUCT_NAME}"
GOOGLE_SERVICE_INFO_PLIST_TO="${BUILD_APP_DIR}/GoogleService-Info.plist"
cp "${GOOGLE_SERVICE_INFO_PLIST_FROM}" "${GOOGLE_SERVICE_INFO_PLIST_TO}"
This worked for me:
Make sure you add the Xcode Crashlytics build phase after Copy Bundle Resources.
I had this in my "Build Phases" and it's works
"${PODS_ROOT}/FirebaseCrashlytics/run"
"${PODS_ROOT}/FirebaseCrashlytics/upload-symbols" -gsp "${PROJECT_DIR}/MyApp/GoogleService-Info.plist" -p ios "${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}"
Our project only one target, but we need to use two Firebase config files GoogleService-Info-Prod.plist and GoogleService-Info-Dev.plist.
I had this in my "Build Phases" and it works.
if [ "${CONFIGURATION}" = "Release" ]; then
${PODS_ROOT}/FirebaseCrashlytics/run -gsp ${PROJECT_DIR}/RushCard/FirebaseConfig/GoogleService-Info-Prod.plist
else
${PODS_ROOT}/FirebaseCrashlytics/run -gsp ${PROJECT_DIR}/RushCard/FirebaseConfig/GoogleService-Info-Dev.plist
fi
In my case I created New Run Script Phrase above Compile Sources, that's why I always see
Could not get GOOGLE_APP_ID in Google Services file from build environment
When I moved Crashlytic's run script at the end of list bug was disappear. Please look the following screen shot:
And article about it is here
I use multiple configurations for several white-labelled apps. I added a User-Defined variable FIREBASE_SUFFIX and changed my script to the following:
${PODS_ROOT}/FirebaseCrashlytics/run -gsp ${PROJECT_DIR}/Firebase/GoogleService-Info-${FIREBASE_SUFFIX}.plist
NOTE: I use Carthage for firebase here: https://github.com/firebase/firebase-ios-sdk/blob/master/Carthage.md. If you're this same setup, you should use something like this instead (replace the path to where you put your script files):
${PROJECT_DIR}/scripts/run -gsp ${PROJECT_DIR}/Firebase/GoogleService-Info-${FIREBASE_SUFFIX}.plist
Another way is to make sure one plist keeps the original name GoogleService-Info.plist
Different targets meant more work to update CI for me.
This is valid for Xcode 11 at least, not tested on any other versions
I was using new Firebase/Crashlytics which beta and getting error "No Google App ID or Google Services file provided" when I try to upload manually dSYMS
Here is command:
/path/to/pods/directory/FirebaseCrashlytics/upload-symbols
-gsp/path/to/GoogleService-Info.plist -p ios /path/to/dSYMs
Then I reliaze there should be space between "-gsp" and path to Google.plist after that It worked.
The solution for me was removing the call to upload-symbols script.
One of the Crashlytics guides mentions you should add this:
${PODS_ROOT}/FirebaseCrashlytics/run
/path/to/pods/directory/FirebaseCrashlytics/upload-symbols <- Not needed
I misinterpreted this... the run script already calls upload-symbols so there's no need to add a second call.
Make sure in Xcode file explorer (i.e on the left side) "GoogleService-Info.plist" is showing. If not you have to drag and drop "GoogleService-Info.plist" in the Xcode panel.
In my case problem is I copy-pasted the file in the project location, due to this file reference is missing in the Project info.
Well all above answers purpose a possible solution for this issue, in my case GoogleService.plist file was missing from 'Copy Bundle Resources' by adding into it worked in my case..
To check the file goto
Project Directory >> Build Phases >> Copy Bundle Resources
add it add here if you find missing.
If these solutions provided above do not work, I solved mine by going to Build phases as shown on this image. Click on plus and add Google plist
I was able to fix this by locate where is my GoogleService-Info.plist, copy it to ios folder in Flutter and run with this script
"$PODS_ROOT/FirebaseCrashlytics/upload-symbols" --flutter-project "$PROJECT_DIR/firebase_app_id_file.json" -gsp "$PROJECT_DIR/GoogleService-Info.plist" -p ios "$DWARF_DSYM_FOLDER_PATH/$DWARF_DSYM_FILE_NAME"
Update:
I found a better solution:
Just upgrade all firebase package to lastest version
Remove Crashlytics build script
Run flutter clean, flutter pub get
pod install (in ios folder)
I had this issue because I didn't download GoogleService-Info.plist file from Firebase console.
If you have your project on Firebase but missing this file in Xcode, don't worry, you don't need to do the setup again from the beginning. Just go to:
Project Settings > General > Scroll down and in the "Your Apps" panel you will see the file and you can download it and import it in the Xcode project.
I had the same error, also due to the fact that I have multiple bundle identifier and therefore I have a build phase script called Firebase Script (that pinpoints to the correct GoogleService-Info.plist ) that was running after the Crashlytics script.
The solution is to run Firebase Script before the Crashlytics script.
In my case I had a different name in my file, his name was GoogleService-Enterprise-Info.plis when I change it to the normal name GoogleService-Info.plist, IT WORK FINE !!
I faced the same issue for #react-native-firebase/crashlytics
In case you are facing this issue, you probably have missed the 'ios setup' instruction mentioned in below link. Please follow the instruction to fix the issue.
https://rnfirebase.io/#generating-ios-credentials
Just download from Settings of your projects and place for your correct target which you are running.
This error would be shown if there is a space in your project name or in the path of your project.
Read more in this GitHub Issue
Additionally to other answers..
I faced that problem with exact same error message and in my case everything was ok with file GoogleService-Info.plist except that it was genereated with wrong Bundle ID for application (it was changed in XCode much later than initial Firebase setup happened), so I had to create new app in Firebase Console with correct Bundle ID (it's not able to edit) and download new GoogleService-Info.plist
If you are using one of the popular build scripts going around for handling multiple different environments, it is probably useful to know that you should use a different GoogleService-Info.plist destination based on the target platform:
// iOS
PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app
// watchOS
PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.appex
// macOS
PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Resources
Ultimate guide:
Assure that in Runner folder you have file GoogleService-Info.plist and it is attached in your project
If you don't have this file go to Firebase Console, add you IOS app and download the GoogleService-Info.plist file, then add it to you project's Runner folder by XCode.
If there is no such file in XCode but it exists physically in the folder then right click on Runner folder (in Runner project) -> Add files to Runner -> Select that file
If you want to use multiple flavors add ENV_SUFFIX in Runner (target) -> Build Settings -> User-Defined (on the bottom)
Still in the target's Runner change tab to Build Phases -> Press Plus button -> New Run Script Phase -> Name it as Copy GoogleService-Info.plist and add this line
cp Runner/GoogleService-Info_${ENV_SUFFIX}.plist Runner/GoogleService-Info.plist
IMPORTANT! This script has to be before Initialize Crashlytics step or any other Firebase related script (you can drag it to the top)
Add other GoogleService-Info.plist files with suffix for the env. In my case those would be the _dev _prod and _tst files from the first screen shot
Enjoy multiflavor app
Try downgrading, it worked for me!
I used:
'Fabric', '1.9.0'
'Crashlytics', '3.12.0'

Xcode 8.2.1 Stuck Compiling asset catalogs

I can run the app when I am not using any of the images in my assets folder. But as soon as I use one of the images, when I try to run the build it gets stuck "compiling asset catalogs" and never runs.
Does anyone know how I can fix this?
I have tried to restart my computer and clean my build folder but nothing seems to work.
For me the folder in which I have images.xcassets (iOS folder) was not linked correctly. So updating the folder path did the trick.

XCode: 'Warning: Multiple build commands for output file' but I get error if I delete the duplicate

I get the errors:
Warning: Multiple build commands for output file /Users/me/Library/Developer/Xcode/DerivedData/myapp-csoyvdzaugzkszeagjrtzrfssudr/Build/Products/Debug-iphonesimulator/myapp.app/icon-72.png
Warning: Multiple build commands for output file /Users/me/Library/Developer/Xcode/DerivedData/myapp-csoyvdzaugzkszeagjrtzrfssudr/Build/Products/Debug-iphonesimulator/myapp.app/Default-Landscape#2x~ipad.png
Warning: Multiple build commands for output file /Users/me/Library/Developer/Xcode/DerivedData/myapp-csoyvdzaugzkszeagjrtzrfssudr/Build/Products/Debug-iphonesimulator/myapp.app/Default-Landscape~ipad.png
When I try to run my app in the simulator. I understand this is because of duplicate files. But when I remove either of the duplicates I get the errors:
error: /Users/me/Documents/Cordova27/myapp/myapp/Resources/icons/icon-72.png: No such file or directory
Does anyone know how to fix this at all? Have tried cleaning and restarting XCode to no avail.
open the Copy Bundle Resources Build Phase. find the twice files in that list and Delete the duplicate reference.
Remove both,Add again.[Drag and drop at the icon field in the summary page]
I moved bunch of images to a different folders and hit the same issue. To solve, basically go to build phases >> Copy Bundle Resources and remove earlier references as shown in the picture below.
Note: Another thing to check is to see if you have multiple references of the files in the left panel (you will see 2 files with the same name)
If you set the splash/launch icon from Xcode (Targets -> Summary ...), the Xcode has an annoying feature that will copy your png file into the root folder, and after that you will get the warning for "Multiple build commands". What you need to do is, delete your png file used for splash/launch and also check the copy bundle resources in Target section and make sure your file has been removed from there. It will appear in red if the file is removed from your project and not removed from Copy bundle resources.
My problem was also in Copy Bundle Resources, but my cause was fast lane. All of my fastlane files name.txt, keywords.txt, marketing.txt, etc. were copied from each of my support languages into the bundle.
Go to your target Build Settings. In the search tool, enter the name of each fastlane file. In this case, you can delete all fastlane files. These are used for uploading your bundle to the App Store and so the files don't need to be in the bundle at all.
Add a new image(PNG) only via Copy Bundle Resources. Remove duplicates same way.

XCode: Run script after application unitest to copy files from device

I run an application test from XCode on my device.
The test creates some files on the device.
After the tests has finihsed i would like to copy these file from the device to my machine.
Does anyone know how to achieve that?
I am using XCode 4.6.2
thanks
Christian
Assuming the files are created in the Documents directory, you can use iTunes file sharing to get the files.
Here's a tutorial
EDIT based on comment
Not sure if this fits your use case - you could try integration with the Dropbox API. Your app, once the files are created, can sync the files in a Dropbox folder. You can have the Windows/Mac app installed to have the files synced to your computer as well.

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