I know that there must be a whole bunch of questions like this, but I tried everything, and nothing would work.
I'm creating a iOS app, and I use Google Ad Mob. I built my Xcode project from Unity, but when I tried to archive it in Xcode, there is this annoying error "GoogleMobileAds.h file not found"! I have the Google Mobile Ad Framework, but when I put it in the project, the error still shows! I looked up this problem, and tried to follow some of the people to fixed it, but the error still wouldn't go away.
Could anyone help please?
Here is the link to the project you can download.
Xcode project
I fixed this by going to Framework Search Paths in build settings, and putting in the GoogleMobileAd.framework!
as #SullyBully already correctly mentioned.
You have to add your folder with the Admob SDK to Framework Search Paths in Build Settings.
Additionally you have to include your GoogleMobildeAds.framework into your frameworks section in xcode (no ideas whats that called)
See screenshot 1 and 2 (I literally spent now hours because of it, hopefully this finds a soul helpful :P)
By the way it is completely neccessary just to include GoogleMobildeAds.framework.
You dont need to include the others like GoogleUtilities, or GoogleAppMeasurement etc.
After you build the the game in Unity.You also have to add google admob iOS library to your Xcode project. You can get from : [https://developers.google.com/admob/ios/download][1]
Related
I have updated my Xcode to the latest version of 8.0
After the update, I am facing a new build error preventing me to run the project on the simulator.
The error is the below in DDXMLNode.m:
reference to 'XML_DOCUMENT_NODE' is ambiguous
I am using the XMPP framework as pods (pod 'XMPPFramework') so I still can't figure out a way to solve this.
Note that the project is working normally on the device and was working on both Device and Simulator with the previous Xcode Version.
I have tried to search the internet but I still didn't find any solution for this.
I tried to clean the project and delete everything in the DerivedData folder as well, but it didn't solve the issue.
Appreciate any help.
Actually I am posting this answer in case it may help someone in the future.
After searching a lot without finding any answer, I discovered the following:
There is a file called module.modulemap that contains 2 methods.
module libxml [system] {
header "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/usr/include/libxml2/libxml/tree.h"
export *
}
module libxmlSimu [system] {
header "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/usr/include/libxml2/libxml/tree.h"
export *
}
The first one is used for real devices, the other one for the simulator.
However, when building the app on the simulator, and for a reason that I didnt figure it out, tree.h is being duplicated and causing all these issue.
So what I made to be able to run the project on the simulator was to comment the first method so the app can build successfully.
NB: Don't forget to uncomment the method once you want to run the project again on the real device.
Hope this will help anyone who will face the same issue.
i have tried some way.
I search the word XML_DOCUMENT_NODE with a result here:
then replace every error with the left symbol. It turns out to be OK for me now.
Alright, guys. I'm going freakin' crazy with this one. It is utterly ridiculous that the FacebookSDK causes so many issues. I know there are a couple questions on here regarding this issue, but they all seem to be outdated.
I pulled my Xcode project onto a new computer, and can't build it because I get the "FacebookSDK/FacebookSDK.h" file not found error. There are answers such as This one, but I've followed the steps in every single answer and haven't found one that works. I've just made a fresh pull from my working project from the original machine to the new one. I'll take some screenshots showing my current settings for various fields mentioned in other answers, and maybe I Just have something wonky that is interfering.
Here are the contents of the SDK that I just downloaded
Here are the contents of my Xcode project folder. There isn't anything else Facebook in here.
Here are the frameworks inside my Frameworks group and inside the Link Binary with Libraries section of Build Phases
There are a couple frameworks that are red, and that's OK for now. They were not in the repo, and are instead referenced from Documents or Downloads, and they played nice when I moved the files over and linked them. I just reset my repo to when I pulled it to make sure I didn't have anything from weird stuff I tried that prevents a proper solution from working.
Framework search paths. You can also see that my library search paths is empty. I labeled the stuff I wanted to hide, as it was identifying information
For some reason, my Documents for the new machine is already under the framework search paths. I did not add this myself.
Any ideas on what I can try? This is endlessly frustrating. I've wasted an entire day of development on trying to get Facebooks SDK re-integrated on a new machine.
I was also face the same problem every time I got the checkout for new version from svn.What I did was just removed the Facebook SDK and add again from the backup.It taken me out that time.Please try this might be it works for you.
So, ... I went through the tutorial, using the binary steps to go through this.
I went through some answers here and that's where it gets confusing as there are even more variations on which linker flags to add and header paths, etc.
I tried these: MapBox iOS SDK within your own Xcode no help.
The project doesn't find the classes/headers.
The only project I found that works is their sample XCode project. I replicated all those dependencies, no luck.
I could put all my code into the iOS example, but it over a year old and not indicated to include the latest version 1.6.1.
I hate cocoapods as they add too much setting up into the project and if I get the same issue with other 3rd party frameworks, (there's plenty ill documented out there) how woudl I add that?
So, anyone else having those issues of the Mapbox tutorial not working and what was your solution?
I had using TestFlight SDK 2.0 before,After that I had download TestFlight SDK 2.2.1 and replace the all files, integrated in my App.And removes the old files also.
But I'm facing a problem while uploading latest build to TestFlight.
Still The SDK is showing 2.0 and deprecated.
Please suggest me to resolve this.
I had the same problem where I updated the SDK, but the old SDK was still showing up in TestFlight. Turns out I had to go into Build Settings --> Search Paths --> Library Search Paths and sure enough, this was still pointing to the old SDK folder. I just updated this to the new folder.
The odds are pretty good the old one is still around somewhere in your project.
Once trick that I've used before to find out if something is still in the project somewhere is to open the project file with a text editor. (BareBones Softeware's BBEdit is great, but their freeware Text Wrangler will also work just fine for this.)
Once it is open just search for the "bad" file and search the entire project. You might find it there and that will help you track it down. You can edit this file but be careful, it is XML and it had better still be valid XML when you save it.
I'm having a small issue with xcode (I'm assuming it's mostly due to being unfamiliar with xcode itself) and was hoping someone could lend me a hand.
I'm working with a group of people and we're using the GPUimage framework.
The problem is this:
For every person referencing GPUimage we get additional entries in the build settings for the xcode project.
For example build products path would be:
/Users/username/project/application_name/GPUImage-master/GPUimage.framework
I would rather it be:
/application_name/GPUImage-master/GPUimage.framework
The reason I want to fix this is because we need to package up our application and library together so that whoever wants to use it only needs to open the xcode project file to see what we've done (to mark it, school project).
Can anyone suggest what I should do or look for here?
Try adding the following to the beginning of the user path:
$(SRCROOT)/application_name/GPUImage-master/GPUimage.framework
That should instruct XCode to use the user path of whoever is using the library
Hope this helps!