Build game from unity to iphone (library not found for -lGTMSessionFetcher)? - ios

I created a mobile game for IOS with unity and opened the .xcodeproj file with xcode. Next I want to get this game working on my iPhone.
I found this video helpful:
How to Build a Unity Game to iOS
But still receive two errors:
Your development team, "myname", does not support the In-App Purchase capability.
No profiles for 'com.myname.gamename' were found: Xcode couldn't find any iOS App Development provisioning profiles matching 'com.myname.gamename'.
I cannot find the solution online and leaving the bundle identifier black does not work either. The bundle ids are the same in unity and xcode.
EDIT: I disabled the in-app-purchase capability and that solved these errors.
I still have this one:
library not found for -lGTMSessionFetcher
I never used this library in my code, so it must come from unity or xcode. How can I include the library in my project at this point?

This is the answer that also solved my problem. Library not found for -lGTMSessionFetcher
Basically you must not open the .xcodeproj file but the .xcworkspace file instead

Related

Archive distribution problem for watch extension app

We've been developing and testing a Watchkit Extension app (iOS 12.1 and WatchOS 5.1) for the past few months and successfully testing it on a simulator and local, connected devices (iPhoneX + Watch 4) using xCode 10.1.
This past week we built an archive for posting to App Store Connect. We got stuck in the Archive Organizer after archiving for release. The "Validate Content" button was disabled, the Version is blank, the Identifier is blank, and the Type is "Generic Xcode Archive". Unfortunately, all we can do is export the .app files from the Archive Organizer; we can't push the archive to App Store Connect.
We made sure the build scheme was set to Release and we archived to a Generic iOS and WatchOS device. We also set Skip Install for the three targets (iOS app, Watch app, Watch extension) to No as we assumed none of those are static libraries. We even tried every permutation of Skip Install settings. We looked at the issue in the following link and we have no Header steps in the Build Phases of any targets:
https://developer.apple.com/library/archive/technotes/tn2215/_index.html#//apple_ref/doc/uid/DTS40011221-CH1-PROJ
We have two frameworks we included in the project using carthage. We thought maybe these were causing issues, but we rolled back to a branch before we added them and still have the same problem.
We made sure the build in the Scheme is set to a single target and cleared out the Derived Data folder. Still no dice.
I’m not 100% sure from your question, but are you trying to push an archive of the watch app to the App Store?
If so, that’s not how you submit the app. The Watch app is embedded in the “regular” iOS app, and to distribute it you need to archive and submit that app as usual.
If I’ve misunderstood, feel free to ignore this!
I had the exact same problem. When I changed Skip install on the watch app and watch app extension to YES, it suddenly worked. No idea why.

Xcode archive error after successful build of app

Currently I'm using Ionic Framework and trying to build an iOS mobile App. In order do that I did the following steps:
To add the platform,
$ ionic cordova platform add android
2.To build the app
ionic cordova build ios -- --buildFlag="-UseModernBuildSystem=0"
After it successfully generated .xcodeproject file, I imported the file into Xcode.
After importing the project, cleaned the project folder in xcode itself.
Then I added the Apple ID account to my Xcode.
After adding the account I'm trying to archive the project, in order to do that I checked the following URL's
Official Documentation to generate the IOS app
Stackoverflow answer to .ipa file.
In the Archiving process I'm getting the following error:
error: Your development team, does not support the Push Notifications capability. (in target 'folder')
I tried to rectify it in the following way:
DISABLE_PUSH_NOTIFICATIONS=1
in the preprocessor macros. Unfortunately it didn't solve my problem.
I don't have any Apple developer ID
How to solve this problem, in order to archive the project? Could any one help me in this regard?
I tried all the solutions which are available solutions but they didn't solve any answer. I am stuck since the past 2 days.
Are you using any plugins that require push notifications?
See ios push notification development on free apple account.
It is not possible to use push notifications without a paid Apple Developer ID.
If not,
Try removing and adding the ios platform again.

Properly archive iOS app with extensions

I've just added a new RichNotification Extension to my project.
Now I've got "myApp" target and two targets for: "RichNotification" and "RichNotificationContent"
When I archive the main target for the App Store works fine but I get this error while trying to upload to the App Store:
ERROR ITMS-90700: "Incorrect Platform. You included the iOS arm64
executable
“myAPP.app/PlugIns/myAPPRichNotifications.appex/myAPPRichNotifications”
in your iOS bundle. Only iOS executables can be included."
Is there any special procedure to archive an app with multiple extensions / targets? Special build config?
Couldn't really find any information, I'm probably searching with the wrong terms.
I had the same problem. I just use pod update, rebuild project on another mac, and reupload build to AppStore and issue gone
We had this error when using Transporter to upload the application from a non-developer computer. The solution was installing Xcode on that Mac. After that the upload process went through without issues.
Thanks to #Mikhailo Karpenko
I solved the issue by re-installing pods
And I had to remove the setting 'ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES' from the project settings as this is set by pod iteself
I had a similar issue where uploading an app produced the same ITMS-90700 error but it was related to a watch app executable. In the end it turned out that I had an old watchOS target in the build settings which was causing the error.
Not completely related to this question, but this is the only question I found on SO that referenced error ITMS-90700. Hopefully it helps someone.
I solved this issue by making sure all of the build targets in my project were built for the same iOS Deployment Target.
We added an extension in our app and it defaulted this value to iOS 12 whereas the rest of our app was configured for iOS 10. Regardless of the valid architectures field in the build settings, the extension was only being built with 64-bit support, but the rest was being built with both 32-bit and 64-bit.
After making this change, I ran lipo -archs on the extension to validate that it was built for both arm64 and armv7.

Issue when uploading binary to iTunes Connect with Xcode 9 on High Sierra (ERROR ITMS-90391)

When trying to upload a binary to iTunes connect using XCode 9 (or Application Loader) on High Sierra, I'm getting the following error:
ERROR ITMS-90391: "Missing Icons. No icons found for watch application ‘AppName/Watch/WatchApp.app'. Make sure that its Info.plist file includes entries for CFBundleIconFiles."
May I note here that the exact same binary was uploaded yesterday, using XCode 9GM on Sierra with no problems.
Things I've already verified/tried:
Cleaned project, deleted DerivedData, rebooted
Asset catalog memberships are correct
All the required app icons exist in the appropriate asset catalog
The resulting .xcarchive appears to contain both the asset files and the Info.plist correct entries for the CFBundleIcons key
I've removed and readded all image files under new names but to no avail.
I'm aware of a relevant question here and the most recent discussions in Apple developer forums. However, none of the solutions suggested seem to work. Any ideas?
I think this is an apple bug with xc 9.0 gm on high sierra gm. Hours of frustration trying to figure this out.
I got around this by unchecking the watch extension target membership on the assets for my watch app and watch extension. To say that again, both the assets collections for my watch app and watch extension, only have the watch app checked in the target membership list.

Using Crashlytics with iOS 9.2 Missing dSYMs

I just installed Crashlytics in my app yesterday and I'm having trouble trying to track down the missing dSYMs that it warns me about in their Dashboard. Currently running Xcode v7.2.1 and building for iOS 9.2
I'm pretty sure I've followed each current Stackoverflow answer to this problem to no avail. I've tried:
This answer
And this answer
And I have already tried to go into the Xcode Organizer and downloading the dSYMs from there but it says there are none to download.
Is there another way to find these or am I just unable to use Crashlytics in my app?
After looking around some more I have found a solution (or just a workaround). By disabling bitcode in my project Build Settings, Fabric is able to automatically collect my dSYMs on build. Also, I have additional frameworks included as .xcodeproj files in my app, so these must also have bitcode disabled.

Resources