Did anyone configure Unity3d build server with iOS building to ipa files (and maybe sending to TestFlight/diawi)? If so, could you share your configuration.
Does Unity Cloud support iOS building to ipa files? Does it support fastlane?
We use our own machine running Jenkins as build server. When Unity finished building Xcode project, we copy fastlane config(Fastfile and any other stuff) into it then trigger fastlane. The fastlane actions we used are cocapods(Install CocoaPods), sigh(Provision), gym(Build) and deliver(Upload to iTunes Connect).
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I'm working on a flutter project and I want to build the IPA of my code using windows. I don't want to test the application in my windows I want just to build the IPA. Is it possible to do it. Any help is highly appreciated.
The only way to generate an IPA from you windows machine is by using a CI/CD service like Codemagic using the steps described in this article:
link your repository (Github, BitBucket , or Gitlab).
from settings > build for platforms > IOS
change the .app file you received to .zip and extract it.
You will find a file called Runner.app, put in a folder and compress it back.
change the extension from .zip to .ipa.
And here's your first IOS build without a Mac device.
You cannot build a flutter iOS app directly from Windows. What you can do is use external tools to do it. One of these tools is Appollo (https://github.com/Appollo-CLI/Appollo). It's a python CLI tool that let you access remote MacOS build machines.
Here is a demo of how to create the IPA on windows : https://www.youtube.com/watch?v=ZX3DAMwlEfM&t=11s
It's pretty easy to use :
First install it
pip install appollo
Then setup your Apple Developer account with Appollo : https://appollo.readthedocs.io/en/master/tutorial/2_configure_app_store_connect.html
Finally you can build the app and retrieve the IPA
appollo build start --build-type ad-hoc
appollo build ipa
And that's it.
I wrote a Flutter app using IntelliJ on my Linux machine. I need to build the ipa file for iOS devices, and I do not have a Mac.
I plan on using a "Mac in the cloud" server to prepare the release build for the App Store. I have been mapping out all of the steps that I need to do to do the whole process, and I got to wondering: if I am opening my project folders on a server somewhere, do I have to configure the path to the Flutter SDK that I will have to download on to server machine?
I have looked at the Flutter.io documentation, but did not find an answer to this question.
Goal: to generate a release build for iOS on server machine from the project folders that I used on my Linux machine to make release build for Android.
Well, to answer my own question, IntelliJ seems to find the correct flutter path on its own somehow. It give me an error message after build command, but then continues using correct flutter path. I am pretty sure that I never told the program where to find flutter.
My unity application is developed for iOS devices, but for some reason at this moment I have only Windows PC.
I searched around and found similar information, but not clear for what I want.
My query is
I will do development of the game in Windows PC using C#.
Then will build and deploy to iOS device using MAC.
Is that possible? I like to make sure.
I have made several Unity3D projects for iOS using a Windows.
When installing Unity, don't forget to check "iOS deployment" and your Unity (on Windows) will be able to build an Xcode project.
Then, just transfer this Xcode project on a Mac with Xcode installed and you will be able to compile the project in order to be run on your iOS device.
Note : I just have to run chmod 777 MapFileParser.sh on the Mac folder containing the Xcode project before compiling with Xcode.
You can always use Unity Cloud to build you games. Their server will build it either from your own repo (git, svn, etc) or you can use their Collaborate feature by going into the unity editor -> services -> collaborate on.
Before getting to use Unity Cloud to build for iOS, you will need to generate your certificates just as you do when building using XCode. On the config page you can choose the version of unity you want the build to use, the version of xcode and if you want Unity to build your game on every push ( auto-build).
As far as I know when building for ios the ipa will have a ridiculous size. If you encounter this problem please refer to the following link: how to disable bitecode
Even though Unity allows us to use their system to build for any platform, in order to upload your *.ipa to app store you will need to do it through application loader.
I am working on a automatic process to build and sign my app local for android and ios. I already created successfully the signed .apk file for android. Now I am trying to create the .ipa file locally, without using Adobe PhoneGap Build.
All the necessary key-files are available. The online build over Adobe PhoneGap Build is working for both plattforms andorid/ios.
Note:- My powershell/cmd script is written and performed on windows.
you need a mac os to deploy the .ipa file locally.
create the phonegap project as you have done in the windows machine and then build the app using
phonegap build ios
Then navigate to the folder platform > ios , you will find the xcodeproj, open it in the xcode and test it in the ios devices if necessary else go to the product tab in the xcode and choose the option archive then follow the steps to generate the .ipa file, provided all the necessary certificates,key-files have been installed and updated.
Its not possible to create .ipa file locally without a mac os.
I see that integrating TestFlight and HockeyApp with Travis CI is supported, but I cannot find anything about using Crashlytics with Travis CI. Is it possible?
I thought maybe that the Crashlytics app was required on the server, but this page from the Crashlytics site suggests otherwise ... http://support.crashlytics.com/knowledgebase/articles/92533-does-crashlytics-support-ci-or-build-servers
I love Crashlytics' deployment, by HockeyApp looks like a viable alternative as they support iOS and Android.
Crashlytics supports iOS beta distribution on CI boxes. The dSYM upload process is the same (via Run Script Build Phase), but beta distribution is handled via command line calling the 'submit' binary.
Here's a KB article with all params: http://support.crashlytics.com/knowledgebase/articles/370383-beta-distribution-with-ios-build-servers