Xcode and Unity missing library 'lGoogleUtilities' - ios

I am working on an App that is made with Unity and I have to build it in Xcode to get it in the App store.
Now I'm running into a problem here. I am getting this error:
library not found for -lGoogleUtilities
However, when I build the app in debug mode and test it on my iPad, there aren't any troubles. But when I try to build it for TestFlight (Toolbar -> Product -> Archive) that error occurs.
I've followed this tutorial to get it working in debug mode (because I had that error there too before)
https://youtu.be/YHHj1bZUbsc (from 6:20).
I am using the 'Google Admob', 'CloudOnce' and 'Play Services Resolver' plugins for Unity. In the debug version the error (before I fixed it in the debug version), was caused by 'Google Admob'. I feel like I am missing a framework or something in the release build.

Alright, so after another few hours of trying and searching I found out that I was actually opening the wrong file, you would think .xcodeproj would be the correct extension, but actually you have to open the .xcodeworkspace file. It compiled for me.

Related

Unity Firebase Analytics 6.15.2 crash

I have implemented Firebase Analytics 6.15.2 into my project, then I have builded the Xcode project and have run it on the device, everything went perfect, but when I try to open the app afterwards, without it running from Xcode - it crashes after 20 seconds of launch screen.
So I have no logs and anything, I somehow figured out it's an issue with Firebase and downgraded the pods in the Xcode project to Firebase 5.3.0, it worked.
I have other projects where the same issue is occurring.
So my question is, how do I fix it? Because there is no way it's happening to everyone, I might be doing something wrog here and I just don't see it.
I use Unity 2020.1.2f1
Firebase Core + Analytics 6.15.2 via Package Manager (also tried installing it manually, still the same)
Other plugins I am using are Facebook and ironSource
ps. The funny thing that it crashes on all devices, but it passes Apple review because they test it in some kind of debug mode, but when it's in release mode - it crashes.
Have you tried to reinstall Firebase Analytics 6.15.2? Also, you can try to restart your device and try to make it work again.
You need to add the debug symbols to your app debug archive file:
Select your Target -> Build Settings -> Build Options -> Debug
Information Format
Then Select DWARF with dSYM file for the debug mode.

bundle identifier build errors xamarin forms ios and ios extention projects

I have been trying to deploy this iOS app for 2 days from visual studio for mac and I have been getting an error stating.
"Found conflicts between different versions of "System.Numerics" that could not be resolved. The reference conflicts are listed in the build log when log verbosity is set to detailed."
This has has changed from Numerics to system.net.http after i removed system.numerics. When I cleaned the project, the error message would switch to warning messages. I cleaned up most of the warning messages.
When I look at the build log this is the build error i actually see.
error MT7006: The App Extension 'OneSignalNotificationServiceExtension' has an invalid CFBundleIdentifier (com.my.app), it does not begin with the main app bundle's CFBundleIdentifier (com.my.app).
I switched over to my windows machine to build the app, it found the same warnings with the version conflicts. But the error it came back with is the MT7006.
Im leaning towards this is real error even on the mac and the other errors are false.
This leads to the question, my ios app and my extension have the same bundle identifier com.my.app, i have even checked the info.plist files in text editors to make sure they match and they do. I have cleaned the project and nothing seems to resolve the situation.
Any guidance is most appreciated.
Your extension cannot have the same id as the main app.

File Not Found When Launching TreasureHunt

I am following the Google Developer's guide for building a virtual reality application for the iPhone. I followed the initial steps and believe I have everything that is necessary installed. When I try to build the app from Xcode on my iPhone, I receive the file not found error on the "#import "GCSCardboardView.h"" statement in the TreasureHuntRenderer.h file. Am I missing a file or has the name of this library changed since the guide was published?
Thanks.

AppCode run iOS simulator "Library not loaded"

I was trying AppCode 3.1. I had a iOS 8.1 project with XCode 6.1.1 with one one linked framework. The framework is SwifteriOS.framework build with Carthage (https://github.com/Carthage/Carthage) like this:
github "mattdonnelly/Swifter" == 1.4.1
Everything in XCode works fine, but when I tried to start the project in simulator with AppCode, the console gives me:
/Users/daiwei/Library/Caches/appCode31/DerivedData/Avetuc-36d98cf8/Build/Products/Debug-iphonesimulator/Avetuc.app
Simulator session started with process 17951
Debugger attached to process 17951
dyld: Library not loaded: #rpath/SwifteriOS.framework/SwifteriOS
Referenced from: /Users/daiwei/Library/Developer/CoreSimulator/Devices/C325D5F4-DDCF-41C5-9F7D-6CC17F175DA4/data/Containers/Bundle/Application/AB30E0FB-7A0F-4914-B6EB-B02B26CB5741/Avetuc.app/Avetuc
Reason: image not found
Exception: EXC_BREAKPOINT (code=EXC_I386_BPT, subcode=0x0))
I can see the simulator launching and showing the launch screen of the app. But app just crash with above message.
image not found usually refers to the framework's binary not being loaded, usually because it's not actually ever copied over to the app's binary.
It could be that Xcode is properly copying over the framework for you, while AppCode doesn't have the instructions to do so. Make sure to follow the Run Script phase instructions (https://github.com/Carthage/Carthage#if-youre-building-for-ios) so that you know for sure that the frameworks will make it over. Also, ensure that the library shows up in "Linked Frameworks and Libraries" as well.

'Cordova/CDVViewController.h' not found when Archiving in Xcode (from Worklight)

I'm suffering this error message when trying to Archive my app prior to submission to the App Store.
The full error is:
In file included from /Users/Kevin/Documents/workspace/SongLink2/apps/SLPhone/iphone/native/Classes/CDVMainViewController.m:14:
In file included from Classes/CDVMainViewController.h:15:
/Users/Kevin/Documents/workspace/SongLink2/apps/SLPhone/iphone/native/WorklightSDK/include/MainViewController.h:34:9: fatal error: 'Cordova/CDVViewController.h' file not found
#import <Cordova/CDVViewController.h>
^
1 error generated.
I'm using Worklight 6.2 to generate the project having added both Android and iPhone environments). I then switch to Xcode 6 to Run my app. This is successful for Run but fails when I Product->Archive with the error.
I've recently upgraded everything to:
IBM Worklight Studio 6.2.0.00-20140915-1601
Xcode 6.0.1 (6A317)
... but with no success.
I've tried:
Changing Header>Search Paths: but this had no effect. This also suggest reinstalling Cordova but I'm unsure how to do this in a Worklight environment.
Perform Product->Clean with no effect. This discussion also suggested running ./update_cordova_subproject /path/to/your/project but I don't know where Worklight installed cordova to try it.
Many discussions suggest Xcode->Preferences->Locations->Advanced and make sure it's set to Unique... but I'm already set to this value.
similar: but this didn't seem to get resolved
Please help me on my last step to app store submission!
In looking at the Header Search Path(s) I noticed I'd introduced an extra double quote which was causing Xcode some confusion! Once I removed that it worked fine.
Many thanks
I experienced this problem and the solution was a classic XCode mystery incantation to add to your search path:
"$(OBJROOT)/UninstalledProducts/$(PLATFORM_NAME)/include"
Found on this website:
http://forum.ionicframework.com/t/cordova-cdvviewcontroller-h-file-not-found-in-xcode-7-1-beta/32232/4

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