When I build my unity IOS app on Xcode through Unity 2019.2.9f1. UnityAppController.h file not found error occurred.
On Xcode, I can see there's UnityAppController.h file. However, when clicking the file, the script does not show up.
These sites below are what I referred. But Xcode still shows the same error. If there's anyone who's familiar with how to handle this issue, would you give some advice? Combatting with this error for days is exhausting.
Xcode file not found
'UnityAppController.h' file not found #53
/UnityAppController.h
Unity3D 4.2 building for iOS results in "AppController.h file not found" error
Importing unity xcode projet into existing xcode app projet
UnityのiOSでAppDelegateに処理を追加する
Just try to import unity facebook sdk package in your project:
step1: Download facebook unity sdk from Unity Facebook SDK
step2: import package in unity goto Assets/Import Package/Custom Package then locate your downloaded sdk.
step3: Now just build and run your project.
Related
I want to create an iOS build for my cordova app. For this i must use Xcode. I cloned the repository and tried to open it using File > open > path but I always get the following error:
The project does not have any .xcodeproj or other xcode-related files in it because it was not developped in Xcode.
What I've tried already:
I also tried opening xcode from the terminal inside the project-directory but that resultet in the same error.
Restarted the Mac and Xcode.
Logged out of my Apple- and GitHub accounts in Xcode and logged in again.
Deleted all of the DerivedData files and iOS Device Logs
I'd be very glad if someone could help me.
If you look at https://cordova.apache.org/docs/en/11.x/guide/cli/index.html, there are steps how to create a project for iOS.
Here is a snapshot:
Add Platforms
cordova platform add ios
cordova platform ls
Build the App
cordova build ios
That should create an Xcode project.
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.
I have this error when I try to archive my app (adHoc or distribution)
"NO SUCH MODULE"
I followed all the instructions in the official page
https://github.com/Alamofire/Alamofire#manually (manually installation)
But when I RUN my app it works fine, and when I try to ARCHIVE it to get ipa for distribution or adHoc version, I get the error in the image above.
What happen?
p.s. I use xCode 7.0.1 with swift 2.0
Thanks
This is a strange issue being seen with Xcode 7.0.1, Swift 2.0. Even I am seeing the same issue here. Current workaround is to include the Alamofire sources directly into your project and remove the framework.
Once you add the Alamofire sources, you need to remove the 'Alamofire' module prefix to successfully build the project.
Note: None of the solutions mentioned in
Cannot install Alamofire in new Xcode Project. "No Such module Alamofire"
are working for me at the moment!.
This seems to be an issue with Xcode 7.0.1 than Alamofire.
I'm attempting to build some existing Unity 4.6 projects in Unity 5 and Xcode 6.1.1 Unity build is successful. However when building the file in Xcode 6.1.1 I am getting the error AdBannerViewController.h file not found. The error is occurring in
Unity-iPhone/Libraries/Scripts/Front/NativeUIBinding.m. It is being imported and referenced in that file.
These appear to be unity developed files with no relevance to the app. Any idea why this header file would be missing? I searched the project but cannot find it and its a very simple two scene app that doesn't use ads.
In my iOS app project I'm using GrabKit Library for importing photos. I followed each and every instruction to integrate the library GrabKit within my app but after final step I got this error,
clang: error: no such file or directory: '/Deepak/..../Library/Developer/Xcode/DerivedData
/MyProject-biphcewlydbubuapltrppubuyjvx/Build/Products/Release-iphoneos/GrabKitLib.a
Also the Grabkitlib.a is shown in RED under Build Phase > Link Binary With Libraries tab.
I am using XCode 5.0.2, and app is for iOS 7. If anyone faced the same the same issue or know the solutions please help me with this.
Thanks