Unity 2017.2 version with ARkit is not building with Xcode 9.1 - ios

I have downloaded latest version of Unity 3D for Mac ( 2017.2)and imported the latest version of the ARKIT from the below location https://bitbucket.org/Unity-Technologies/unity-arkit-plugin. It is able to successfully build the unity package for iOS however in Xcode when we tried to build and run it gives lot of error msgs like Use of undeclared identifier "ARSession configuration". Similarly lot of compatibility errors are coming. Can some one let me know if Unity be used with latest version of Xcode.
Attached the screenshot for your reference.

Related

Library not found for -lDJIWidget

I am attempting to run the sample developer dji application for the iOS platform via Xcode version 13.2.1. Upon building the application for the ObjectiveC and Swift sample code, I get an error indicating "Library not found for -lDJIWidget".
mac os: 12.2.1
I am a new macOS user, and this is my first time learning to build an iOS application for DJI. How can I resolve this error?
Trouble shooting steps taken
ensure cocoapods is installed for both sample codes (objectiveC and swift code)
use the <Project>.xcworkspace file for setting the bundle identifier and app key
Connect your ios device to your computer and run the build off of it.

Project ERROR: This mkspec requires Xcode 4.3 or later

Scenario:
I have updated to Qt 5.9.6 and I have Xcode 10.0 running on High Sierra.
I have a Qt App that builds for OSX and iOS. And it builds and runs all well with Qt 5.9.4.
Now, I want to update to 5.9.6 for a reason. When I try to build for iOS using Qt 5.9.6, I get the following error
Project ERROR: This mkspec requires Xcode 4.3 or later
Question:
Is there a way to get around this issue?
Note that the OSX build using Qt 5.9.6 just works fine. I have QMAKE_IOS_DEPLOYMENT_TARGET set to 10.0 for iOS case
PS:
I also deleted the .qmake.stash and the .pro.user file from the root directory and restarted QtCreator to try build from a a fresh start. But still get the same issue!
This is bug in Qt, use Qt 5.9.7 where this bug is fixed.

Firebase SDK for Unity does not compile in iOS

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.

Can't launch iOS Simulator from Visual Studio 2015 after Mac Update from 10.0 to 10.1 [duplicate]

I am trying to run the sample example for Xamarin.Forms. I have made the sample application. I have added the required packages in the project.But for some reason I am getting the the error
Failed to launch the simulator: Could not load the framework 'libswiftCore.dylib' (path:
/Applications/Xcode8beta.app/Contents/Frameworks/libswiftCore.dylib):
not found. error MT1008: Failed to launch the simulator: Could not
load the framework 'libswiftCore.dylib' (path:
/Applications/Xcode8beta.app/Contents/Frameworks/libswiftCore.dylib):
not found.
I am using XCode 8 beta on my Mac
Xamarin studio 6.1.1
I have set the paths for the SDK correctly in the Xamarin preferences and it is saying that the SDK is available at the path that has been mentioned.
Whenever I try to run the application it compiles well but just before the simulator is expected to start it shows the above message.
How should I resolve this issue ?
You need to update Xamarin Studio (and/or Visual Studio). This is the release that fixes it. Here is the post about the issue with the corresponding bugs that match your exactly.
Summary, Xcode 8.1 changed the location of the library so it caused Xamarin to error. Xamarin released a hotfix to the stable channel that resolves it.
Try updating to a stable version of Xcode.
From the Xamarin.iOS 10.0 release notes:
The latest features and API requires Xcode 8.0 GM and the bundled iOS, tvOS and watchOS SDKs
Apple Xcode 8.0 requires a Mac running OSX 10.11.5 (El Capitan) or newer
Builds supporting the final release of Xcode 8.1 have just been released, so that is also an option.

Vuforia DataSet exists but fails to load on iOS devices

I made an AR app using the Vuforia SDK in Unity. Everything works fine when deployed to Android. when I deploy to iOS devices, like the iPhone 5s, the DataSet with my marker exists, but fails to load and activate.
dataSetExists
Dataset _______ could not be loaded and cannot be activated.
I've been searching the Vuforia forums (i.e. this: https://developer.vuforia.com/forum/ios/dataset-exists-fails-load-and-activate), but nothing helped. I have a proper path, I built the project on a Mac, I don't miss the PostProcessBuildPlayer script in my project.
I did have problems building the app in XCode tho. I used the advice found here (http://forum.unity3d.com/threads/linker-error-on-xcode6-1-1-undefined-symbols-for-architecture-armv7-unitykeyboard_gettext.309464/), in Redons last reply, to solve the problem - I manually re-added needed libraries to the XCode project and added Security.framework in "Build Phases -> Link Binary With Libraries". Is this relevant?
I'm working on Unity 5.2.1 and XCode 6.3
How do I fix this issue?
What worked for me was that I manually added the following compiler directive to the ARCamera's LoadDatabaseBehaviour script under the AddOSSpecificExternalDatasetSearchDirs function:
#if UNITY_IOS
AddExternalDatasetSearchDir(Application.dataPath + "/Raw/QCAR/");
#endif
This is an iOS specific fix that explicitly points to the Streaming Assets folder in the iOS build itself.
My versions & info:
Unity version: 5.3.0f4
Vuforia version: 5.0.6
OSX version: 10.11.2 (El Capitan)
Xcode version: 7.2 (7C68)
iOS device: iPad mini 3
iOS version: 9.1

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