Related
In order to implement Mapbox SDK, according to official docs (https://docs.mapbox.com/ios/maps/overview/#install-the-maps-sdk,
https://docs.mapbox.com/ios/navigation/overview/), adding Mapbox-iOS-SDK and MapboxNavigation through Cocoapods, always get error, shown bellow.
I thought this is related to the usage of sourcery or SwiftGen which are the parts of project or something else, but this happened on new, clean project also, where inserting SDKs was the first step.
Cleaned derived data for few times,
remove from Podfile versioning for that SDK (pod 'Mapbox-iOS-SDK', '~> 6.0.0' as pod 'Mapbox-iOS-SDK' )
even when SDK is added through CocoaPods, can't find frameworks to add into Link Binary With Libraries
even it says Copy Bundle Resources to be checked, couldn't find what to expect there
Note:
Also tried: successfully added Mapbox and MapboxMobileEvents directly into project, but as I found MapboxNavigation SDK could be implemented only through CocoaPods or Carthage, so I'm stuck here.
I would really appreciate for someone's help, who already have faced this problem.
Multiple commands produce '/Users/x/Library/Developer/Xcode/DerivedData/mbNavigationExample-ctztmwiegsuqkigkucoydhnnoaxc/Build/Products/Debug-iphoneos/mbNavigationExample.app/Assets.car':
1) Target 'mbNavigationExample' (project 'mbNavigationExample') has compile command with input '/Users/x/Desktop/mbNavigationExample/mbNavigationExample/Assets.xcassets'
2) That command depends on command in Target 'mbNavigationExample' (project 'mbNavigationExample'): script phase “[CP] Copy Pods Resources”
I have a project that's using several custom frameworks. These custom frameworks have some pods as dependencies like Alamofire, SwiftKeychainWrapper, etc., so I have these installed in my main project.
Everything works just fine until I try to install a new pod ('RealmSwift') that a new custom framework has a dependency on. After I install it I get this error:
diff: /Podfile.lock: No such file or directory
diff: /Manifest.lock: No such file or directory
error: The sandbox is not in sync with the Podfile.lock. Run 'pod install' or update your CocoaPods installation.
I'm able to resolve this by adding two USER_DEFINED build settings for PODS_PODFILE_DIR_PATH and PODS_ROOT (but why did running pod install change this?)
Then when I try to build, all my custom frameworks that have pods as dependencies give this error when trying to import:
Example:
Missing required modules: 'Alamofire', 'SwitfKeychainWrapper', etc.
Why can't Xcode see these modules? They're exactly where they were before.
I've tried everything to resolve this. Cleaning, deleting derived data, deintegrating my pods and reinstalling all of them, editing the import paths and header search paths, nothing seems to work.
I'd be so grateful for any help!
It seems to your pod require to update.
Please execute this command.
'pod update'
Add Alamofire and SwitfKeychainWrapper into your embedded libraries. Usually this solves the problem but still if it doesn't, then try to add both of them in Linked Framework and Libraries as well as embedded libraries.
I finally figured this out. When I ran pod install, it was completely changing my build settings. Particularly, it was changing the path of where to find the Pods.xcconfig files.
If you go to Project (above Targets) -> Info -> Configurations you should see Debug and Release xcconfig files for Pods. If Xcode can't find these files, it won't be able to use any pods.
So my solution was to just discard all changes to my project file (where build settings are managed) after running pod install.
I'm creating a CocoaPod, say MyPod, which depends on another Cocoapod, say RxSwift.
So I have this in MyPod.podspec:
s.dependency "RxSwift", "~> 3.0.1"
However, while developing MyPod, how can I actually use the dependency?
import RxSwift
// ^
// No such module 'RxSwift'
public class MyClass { //...
Is there a step I'm missing, or some common convention? It looks like some other projects like Moya are using Carthage to build dependencies while developing. Should I be doing that, or maybe adding a Podfile?
I know that this shouldn't be a problem for an Example App located within the repo, which would have its own Podfile. However, I'd like to still have tests located at top level, outside of the Example App, and to be able to actually build the framework while working on it, again, outside of an Example App.
I can't speak to whether or not to use CocoaPods or Carthage. Both have their strong points and weak points. Plus the decision should be made considering many factors, some of which you might not be able to control (like a client that insists you use CocoaPods!) So I'll skip that part.
However, to your question, indeed a pod you are developing can depend on another pod. You already have the correct s.dependency line. That's necessary.
However, I suspect that the reason why you were not able to reference the dependent pod could be because you did not have a Podfile in your 'tester/example' project and/or you did not do a pod install after adding the dependency in your Podspec.
The reason for this is requirement I suspect is that since the Podspec is not actually processed at all by Xcode, you're not actually downloading (or compiling) the dependency.
Instead, when you do the pod install (via command line of course), CocoaPods will create a Pods project with your development pod, the pods you depend on (in Podspec) as well as any other pods in your Podfile.
To test this theory, I:
Created a new pod (using CocoaPod's own 'pod lib create' (https://guides.cocoapods.org/making/using-pod-lib-create.html).
Opened the workspace that CocoaPod created for me and edited the Podspec to add the dependency s.dependency 'RxSwift', '~> 3.0.1'.
Added another pod in my Example App's Podfile (to demonstrate the difference between Podfile dependencies and Podspec dependencies.)
Performed pod install in the Example App's folder.
Edited my Pod's class to do something useful AND to add the import RxSwift line.
Added a label to my Example App ("Hello World" of course).
Used PureLayout to do all the auto layout constraints for the label (and to demonstrate how the Example project has access to both pods - the development pod as well as the referenced pod PureLayout.)
You can check out the demo I created on my public GitHub:
https://github.com/ericwastaken/CocoaPod-Dependency-Demo
Honestly, I've created several pods using the pod lib create and it does indeed create a nice structure that has always worked for me. For this reason, I would recommend always using it to create your pod's skeleton.
Xcode 8 comment: pod lib create still seems to create a Swift 1.x project. So, right after you use this tool, when you open Xcode, you'll be offered to "convert" to a newer version of Swift. I would let that conversion happen right then and there (the first time) so that you can be in Swift 2.x or 3.x syntax (you choose).
I ended up using Carthage to build the framework dependencies. I imagine I could have used CocoaPods to do it as well. However, that would have required that I start using a workspace, and I didn't want to have to do that so as to keep changes as minimal as possible.
Also, with Carthage, it didn't require that I add a new Podfile/Podfile.lock, since Carthage will use the existing Cartfile/Cartfile.resolved that's already there. That's because Carthage uses the Cartfile.resolved when using the framework in another project and when building the framework on its own. Whereas, with CocoaPods, *.podspec is used when using the framework in another project but Podfile.lock (if you've added a Podfile) is required to install dependent pods in the framework itself.
This was a very challenging problem to solve, and required a combination of a few solutions pieced together. #EricWasTaken's solution helped, as well as adding:
source 'https://github.com/CocoaPods/Specs.git'
to the top of my Podfile. Then navigating to the Example app and run
pod repo update
pod install
Now the framework I am creating can find the cocoapods my framework requires.
I am implementing FB Login so i Downloaded the SDK from https://developers.facebook.com/docs/ios.
then i drag n down FBSDKCoreKit, FBSDKLoginKit and FBSDKShareKit frameworks into my project.
when i ran project it works fine. but when i closed and reopen it, then "FBSDKCoreKit/FBSDKCoreKit.h not found error" appears. then again i copy paste FBSDKCoreKit framework into my project's library
and error disappear and this process continues. anyone faced this problem before?
what should i do to solve this error?
Make sure to follow this step:
Deselect Copy items into destination group's folder.
https://developers.facebook.com/docs/ios/getting-started/
Also, in your Build Settings, look at this field: "Framework Search Paths"
You should have something like this:
/Users/[username]/Documents/FacebookSDK
or for a more general config
~/Documents/FacebookSDK
Also, look at Finder and make sure that the framework is actually there
After updating Cocoapods 1.0.0, I deleted pod.lock and installed the current stable pod versions (4.7.0 to 4.11.0) of FBSDKCoreKit, FBSDKLoginKit, FBSDKShareKit
Then i encounter the same error. What i did was:
Added Header Search Paths Build Settings in Xcode:
"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK\"
"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK/FacebookSDK\"
"${PODS_ROOT}/Headers/Public/FBSDKCoreKit\"
"${PODS_ROOT}/Headers/Public/FBSDKCoreKit/FBSDKCoreKit\"
Then i still had error for another file. Because XCode is using prebuild frameworks.
FBSDKCoreKit/FBSDKCopying.h not found
Clean Build -> ⇧⌘K (Shift + Command + K) - to clean builded frameworks.
Clean Build Folder -> ⌥⇧⌘K (Option+Shift+Command+K)
Close Xcode // important! - Otherwise it recreate the DerivedData for the current open project automatically
Run this command in terminal
rm -rf ~/Library/Developer/Xcode/DerivedData
Open XCode and build successfully
I got to solve this by deleting the Framework and adding it again by right click on the project->Add files..., then choose the framework and SELECT the option to Copy files if needed. I know it's not what Facebook recommends, but I couldn't make it work doing that, but this way it worked!
I'm using v4.6 of FBSDK and Xcode 7 beta 6.
Hope it helps you and everyone else who's facing the same problem :)
This also took me hours of pain! Finally I found the root problem.
The Facebook SDK MUST be located at ~/Documents/FacebookSDK
This is because in the RCTFBSDK project this path is hardcoded. But you can add your custom location by adding it to the Framework Search Paths of the RCTFBSDK project (it will be shown in the error console)!
FB developers say don't select copy files. Which creates problem. But I did opposite.
I selected copy items if needed. It copied Frameworks in my project. Also automatically Search Path was added by xcode 7.2.
Also double check if there is nothing in Framework Search Pathsunder Search Paths under Build Settings fields, then just add $(PROJECT_DIR) which is equal to /Users/user/Documents/....PROJECT..DIR...
Compiled in 2 projects successfully.
I had to move FacebookSDK path in Framework Search Paths above $(PROJECT_DIR)
$(SRCROOT)/../../../Documents/FacebookSDK
$(inherited)
$(PROJECT_DIR)
Xcode 11 + CocoaPods solution
In root of your project, i.e. the same path where you have MyApp.xcworkspace open Terminal and init pod's pod init, then add the required FBSDK pods - your Podfile should look something like that:
# Uncomment the next line to define a global platform for your project
# platform :ios, '9.0'
target 'MyApp' do
# Comment the next line if you don't want to use dynamic frameworks
use_frameworks!
# Pods for MyApp
pod 'FBSDKCoreKit'
pod 'FBSDKLoginKit'
pod 'FBSDKShareKit'
end
Now in your Terminal pod install and open MyApp.xcworkspace (which is not MyApp.xcodeproj). Go to MyApp -> Build Phases -> Link Binary with Libraries and you should see at the bottom of the list of frameworks Pods_MyApp.framework. If you'd click + below Pods_MyApp.framework you should in new window below Workspace a list of Pods where all related to FBSDK should be.
Note: Make sure you're installing FBSDK, not Facebook SDK, because the second one is outdated.
If any of the above answers didn't work, try this:
Open your ~/Documents/FacebookSDK folder.
Check if there is this cloud icon right of the filenames:
If so, macOS removed your files from your computer and uploaded them to iCloud! (thanks Apple)
You can:
Click on all the cloud icons, it will download the files back
Disable Storage Optimization on your mac to prevent it from happening again
For React Native devs:
Recommended steps to be done :
1.Make sure that the Facebook SDK frameworks are installed in ~/Documents/FacebookSDK.
2)Make sure that FBSDK[Core, Login, Share]Kit.framework show up in
the Link Binary with Libraries section of your build target's Build
Phases.
3)Make sure Framework Search Path of your
build target's Build Settings is
$(HOME)/Documents/FacebookSDK
instead of
~/Documents/FacebookSDK
If it still doesn't work for you then:
1)sudo chmod -R 755 ~/Documents/FacebookSDK
2) set the path of framework search path of RCTFBSDK.xcodeproj to
$(HOME)/Documents/FacebookSDK
(under libraries of your project folder )
set RCTFBSDK framework searchpath as here
clean your project (command+ shift + k ) and build.
Solution to the problem if your FacebookSDK is different than
~/Documents/FacebookSDK
Because you don't want iCloud Drive to load up with FacebookSDK;
you have to change the "Framework Search Paths" for the added
react-native-fbsdk
This is because in the RCTFBSDK.xcodeproj inside Libraires; path is hardcoded. But you can add your custom location by adding it to the Framework Search Paths of the RCTFBSDK project.
Select the Project
Libraries
Select "RCTFBSDK.xcodeproj"
Build Settings
Add your custom path in "Framework Search Paths"
eg: /Users/rajanmaharjan/FacebookSDK
Clean Build -> ⇧⌘K (Shift + Command + K) - to clean build frameworks.
Build the project; it should build successfully.
I had the same problem. I fixed it by using quotes around my framework search path value i.e. "/Users/.....". Obviously, I have some spaces in my file paths.
I have the same issue.I use Facebook SDK version 4.10.0.I known my solution is not good but worked for me. I changed the Facebook source code.
Changed the import file path from #import <FBSDKCoreKit/FBSDKCoreKit+Internal.h> to #import <FBSDKCoreKit/Internal/FBSDKCoreKit+Internal.h>
Using CocoaPods, the only thing that worked for me was:
Update Header Search Paths ( NOT Framework Search Paths ) under Build Settings in Xcode:
- "\"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK\"",
- "\"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK/FacebookSDK\"",
+ "\"${PODS_ROOT}/Headers/Public/FBSDKCoreKit\"",
+ "\"${PODS_ROOT}/Headers/Public/FBSDKCoreKit/FBSDKCoreKit\"",
Add the missing header(s?):
cd Pods/Headers/Public/FBSDKCoreKit/FBSDKCoreKit/ && ln -s ../../../../FBSDKCoreKit/FBSDKCoreKit/FBSDKCoreKit/Internal/FBSDKCoreKit+Internal.h FBSDKCoreKit+Internal.h
Edit: point 2. needs apparently to be repeated after each following call to pod install.
For Xcode 7.3, the below worked for me.
Follow the steps mentioned on FB's guide and additionally do the below:
step 1. go to Document/FacebookSDK folder
step 2. Click FBSDKCoreKit.framework
step 3. In this folder Remove Modules folder and then drag and drop in your Xcode Project.
References : https://stackoverflow.com/a/29532202
Thanks
For people moving from Carthage to Cocoapods make sure to remove the Carthage references of the FBSDKCoreKit from the Link Binary With Libraries under Build Phases option.
I had a similar issue, and could not resolve the compiler error anyway.
I followed and performed the exact integration steps a few times, until I noticed that I have a copy of the FBSDKCoreKit.framework inside my project folder (happened probably by a mistake). In addition the Framework Search Paths already contains $(PROJECT_DIR) besides /Users/{username}/Documents/FacebookSDK.
So I've removed the copy of the FBSDKCoreKit.framework from the project's directory and now everything works fine.
I ran into this issue last night, and wanted to post my solution just in case someone else has the same problem. My problem was my app was building and running fine in the sim and on my device, however the build would fail because of FBSDKCoreKit whenever I tried to run my unit tests. It took my about 30 minutes to find the problem, and I felt like a dummy when I did.
Make sure that the FBSDKCoreKit bundle is targeted for your tests as well, and not just your regular application build.
I had this problem when upgrading to Xcode 8 and was able to solve it by changing
#import <FBSDKCoreKit / FBSDKCoreKit.h>
to
#import <FBSDKCoreKit/FBSDKCoreKit.h>
When you add the directory to your Build Settings -> "Framework Search Paths", make sure you add it to both Debug AND Release.
Silly error but if you're new to iOS dev in xcode you could miss this.
Personally I had trouble with spaces in various paths, including app name. Removing spaces (or adding "" everywhere to secure paths) solved the problem.
I had similar issue. Fix consisted for me in selecting: "COPY FILES IF NECESSARY" when manually adding the different frameworks into XCode framework.
I dragged the framework to the Framework folder inside xcode, chose to copy files if needed and all worked fine without any other configuration change.
I have installed react-native-fbsdk and link using react-native-link react-native-fbsdk.
Follow instruction of following link
https://developers.facebook.com/docs/react-native/configure-ios
This provide to link react-native library using ios_setup.js There are following step which i have followed.
Setup on facebook developer account.
Install the file ios_setup.js by executing the following command in
a command prompt at your project's root folder.
curl -O https://raw.githubusercontent.com/facebook/react-native-fbsdk/master/bin/ios_setup.js
Install the plist package, the xcode package, and the adm-zip package, by executing the following command.
npm install plist xcode adm-zip
Run the script ios_setup.js by executing the following command, and insert your app's App ID and App Name. If the name of your app is more than one word long, then enclose it between quotation marks.
node ios_setup.js [App ID] [App Name]
When run node ios_setup.js it wll automatically link all files in ios.
After troubleshooting using several answers here. This is what I did.
I changed ~/Documents/FacebookSDK to "$(HOME)/Documents/FacebookSDK" note: I used quotes "
I moved "$(HOME)/Documents/FacebookSDK" to the top of the list in header search paths.
Had a same error in FBSDKLoginKit
If you use multiple pod projects
install! 'cocoapods',
:generate_multiple_pod_projects => true
Then you should force cocoapods to put all of FBSDK pods into a same project to make private headers visible
pod 'FBSDKCoreKit', '5.11.0', :project_name => 'FBSDK'
pod 'Bolts', '1.9.0', :project_name => 'FBSDK'
pod 'FBSDKShareKit', '5.11.0', :project_name => 'FBSDK'
pod 'FBSDKLoginKit', '5.11.0', :project_name => 'FBSDK'
Xcode with Facebook and iOS working - Step By Step
After much frustration I got my Iphone game building just fine. Following a combination of Ixgee's solution, and other solutions.
Fixes - FBSDKCoreKit.h not found and other related issues
I'm using Unity and Facebook SDK v11
Unity -> ExternalDependencyManager -> IOS Resolver Settings - make it build to a Xcode project and make sure all the checkboxes are checked.
MacOS -> move project to Mac. In Terminal in the project directory do the ‘sudo chmod +x process_symbols.sh’
2.5 Make sure you have cocoa pods installed. In Terminal type ‘sudo gem install cocoapods’
MacOS->Podfile - the pod file in your project should look like this for Facebook SDK 11
source 'https://cdn.cocoapods.org/'
platform :ios, '11.0'
target 'UnityFramework' do
pod 'FBSDKCoreKit', '~> 11.1.0', :modular_headers => true
pod 'FBSDKCoreKit_Basics', '~> 11.1.0'
pod 'FBSDKGamingServicesKit', '~> 11.1.0'
pod 'FBSDKLoginKit', '~> 11.1.0'
pod 'FBSDKShareKit', '~> 11.1.0'
end
target 'Unity-iPhone' do
end
use_frameworks! :linkage => :static
use_frameworks!
[Only needs to be done once. If your Mac processor uses an ARM processor (like the M1)]] Terminal -> Type ‘sudo arch -x86_64 gem install ffi’
Solution from - https://github.com/CocoaPods/CocoaPods/issues/10723 [super helpful!]
[If your Mac processor uses an ARM processor (like the M1)] Terminal -> ‘arch -x86_64 pod install’
Or
[If your Mac processor uses an x86 processor (like an Intel)] Terminal -> ‘pod install’
Once the Pod Install is successful, double click the newly created ‘Unity-iPhone.xcworkspace’ in your project directory to open the workspace in Xcode.
Xcode->The folder option -> Unity-IPhone-> under Projects select ‘UnityFramework’-> select ‘Build Phases’ then drag the ‘> Headers’ above the ‘> Compile Sources’
-Full details here (https://forum.unity.com/threads/xcode-version-13-3-13e113-error-cycle-in-dependencies.1268720/)
Xcode -> In the Unity-phone - Build Settings -> Set - ALWAYS EMBED SWIFT STANDARD LIBRARIES: YES
In the UnityFramework - Build Settings -> Set - ALWAYS EMBED SWIFT STANDARD LIBRARIES: NO
Source - Validation Error: Invalid Bundle. The bundle at ... contains disallowed file 'Frameworks'
VOILA! It builds to your iPhone with Facebook SDK Dependencies good to go on iOS!!!
->Builds Configuration.
-> Framework Search paths.
put the FacebookSDK directory in my case
~/Documents/FacebookSDK in :
Debugging,
Any architecture I Any Sdk,
Release.
especially this error because there no path in Any architecture I Any Sdk
in my case
~ / Documents / FacebookSDK
and it should be noted that the FacebookSDK folder must be in Domuments
Example
https://photos.app.goo.gl/5bD4d39a11AalYsx1
Change the /Users/[username]/Documents/FacebookSDK/ directory to Documents/FacebookSDK like so:
I am implementing FB Login so i Downloaded the SDK from https://developers.facebook.com/docs/ios.
then i drag n down FBSDKCoreKit, FBSDKLoginKit and FBSDKShareKit frameworks into my project.
when i ran project it works fine. but when i closed and reopen it, then "FBSDKCoreKit/FBSDKCoreKit.h not found error" appears. then again i copy paste FBSDKCoreKit framework into my project's library
and error disappear and this process continues. anyone faced this problem before?
what should i do to solve this error?
Make sure to follow this step:
Deselect Copy items into destination group's folder.
https://developers.facebook.com/docs/ios/getting-started/
Also, in your Build Settings, look at this field: "Framework Search Paths"
You should have something like this:
/Users/[username]/Documents/FacebookSDK
or for a more general config
~/Documents/FacebookSDK
Also, look at Finder and make sure that the framework is actually there
After updating Cocoapods 1.0.0, I deleted pod.lock and installed the current stable pod versions (4.7.0 to 4.11.0) of FBSDKCoreKit, FBSDKLoginKit, FBSDKShareKit
Then i encounter the same error. What i did was:
Added Header Search Paths Build Settings in Xcode:
"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK\"
"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK/FacebookSDK\"
"${PODS_ROOT}/Headers/Public/FBSDKCoreKit\"
"${PODS_ROOT}/Headers/Public/FBSDKCoreKit/FBSDKCoreKit\"
Then i still had error for another file. Because XCode is using prebuild frameworks.
FBSDKCoreKit/FBSDKCopying.h not found
Clean Build -> ⇧⌘K (Shift + Command + K) - to clean builded frameworks.
Clean Build Folder -> ⌥⇧⌘K (Option+Shift+Command+K)
Close Xcode // important! - Otherwise it recreate the DerivedData for the current open project automatically
Run this command in terminal
rm -rf ~/Library/Developer/Xcode/DerivedData
Open XCode and build successfully
I got to solve this by deleting the Framework and adding it again by right click on the project->Add files..., then choose the framework and SELECT the option to Copy files if needed. I know it's not what Facebook recommends, but I couldn't make it work doing that, but this way it worked!
I'm using v4.6 of FBSDK and Xcode 7 beta 6.
Hope it helps you and everyone else who's facing the same problem :)
This also took me hours of pain! Finally I found the root problem.
The Facebook SDK MUST be located at ~/Documents/FacebookSDK
This is because in the RCTFBSDK project this path is hardcoded. But you can add your custom location by adding it to the Framework Search Paths of the RCTFBSDK project (it will be shown in the error console)!
FB developers say don't select copy files. Which creates problem. But I did opposite.
I selected copy items if needed. It copied Frameworks in my project. Also automatically Search Path was added by xcode 7.2.
Also double check if there is nothing in Framework Search Pathsunder Search Paths under Build Settings fields, then just add $(PROJECT_DIR) which is equal to /Users/user/Documents/....PROJECT..DIR...
Compiled in 2 projects successfully.
I had to move FacebookSDK path in Framework Search Paths above $(PROJECT_DIR)
$(SRCROOT)/../../../Documents/FacebookSDK
$(inherited)
$(PROJECT_DIR)
Xcode 11 + CocoaPods solution
In root of your project, i.e. the same path where you have MyApp.xcworkspace open Terminal and init pod's pod init, then add the required FBSDK pods - your Podfile should look something like that:
# Uncomment the next line to define a global platform for your project
# platform :ios, '9.0'
target 'MyApp' do
# Comment the next line if you don't want to use dynamic frameworks
use_frameworks!
# Pods for MyApp
pod 'FBSDKCoreKit'
pod 'FBSDKLoginKit'
pod 'FBSDKShareKit'
end
Now in your Terminal pod install and open MyApp.xcworkspace (which is not MyApp.xcodeproj). Go to MyApp -> Build Phases -> Link Binary with Libraries and you should see at the bottom of the list of frameworks Pods_MyApp.framework. If you'd click + below Pods_MyApp.framework you should in new window below Workspace a list of Pods where all related to FBSDK should be.
Note: Make sure you're installing FBSDK, not Facebook SDK, because the second one is outdated.
If any of the above answers didn't work, try this:
Open your ~/Documents/FacebookSDK folder.
Check if there is this cloud icon right of the filenames:
If so, macOS removed your files from your computer and uploaded them to iCloud! (thanks Apple)
You can:
Click on all the cloud icons, it will download the files back
Disable Storage Optimization on your mac to prevent it from happening again
For React Native devs:
Recommended steps to be done :
1.Make sure that the Facebook SDK frameworks are installed in ~/Documents/FacebookSDK.
2)Make sure that FBSDK[Core, Login, Share]Kit.framework show up in
the Link Binary with Libraries section of your build target's Build
Phases.
3)Make sure Framework Search Path of your
build target's Build Settings is
$(HOME)/Documents/FacebookSDK
instead of
~/Documents/FacebookSDK
If it still doesn't work for you then:
1)sudo chmod -R 755 ~/Documents/FacebookSDK
2) set the path of framework search path of RCTFBSDK.xcodeproj to
$(HOME)/Documents/FacebookSDK
(under libraries of your project folder )
set RCTFBSDK framework searchpath as here
clean your project (command+ shift + k ) and build.
Solution to the problem if your FacebookSDK is different than
~/Documents/FacebookSDK
Because you don't want iCloud Drive to load up with FacebookSDK;
you have to change the "Framework Search Paths" for the added
react-native-fbsdk
This is because in the RCTFBSDK.xcodeproj inside Libraires; path is hardcoded. But you can add your custom location by adding it to the Framework Search Paths of the RCTFBSDK project.
Select the Project
Libraries
Select "RCTFBSDK.xcodeproj"
Build Settings
Add your custom path in "Framework Search Paths"
eg: /Users/rajanmaharjan/FacebookSDK
Clean Build -> ⇧⌘K (Shift + Command + K) - to clean build frameworks.
Build the project; it should build successfully.
I had the same problem. I fixed it by using quotes around my framework search path value i.e. "/Users/.....". Obviously, I have some spaces in my file paths.
I have the same issue.I use Facebook SDK version 4.10.0.I known my solution is not good but worked for me. I changed the Facebook source code.
Changed the import file path from #import <FBSDKCoreKit/FBSDKCoreKit+Internal.h> to #import <FBSDKCoreKit/Internal/FBSDKCoreKit+Internal.h>
Using CocoaPods, the only thing that worked for me was:
Update Header Search Paths ( NOT Framework Search Paths ) under Build Settings in Xcode:
- "\"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK\"",
- "\"${PODS_ROOT}/Headers/Public/Facebook-iOS-SDK/FacebookSDK\"",
+ "\"${PODS_ROOT}/Headers/Public/FBSDKCoreKit\"",
+ "\"${PODS_ROOT}/Headers/Public/FBSDKCoreKit/FBSDKCoreKit\"",
Add the missing header(s?):
cd Pods/Headers/Public/FBSDKCoreKit/FBSDKCoreKit/ && ln -s ../../../../FBSDKCoreKit/FBSDKCoreKit/FBSDKCoreKit/Internal/FBSDKCoreKit+Internal.h FBSDKCoreKit+Internal.h
Edit: point 2. needs apparently to be repeated after each following call to pod install.
For Xcode 7.3, the below worked for me.
Follow the steps mentioned on FB's guide and additionally do the below:
step 1. go to Document/FacebookSDK folder
step 2. Click FBSDKCoreKit.framework
step 3. In this folder Remove Modules folder and then drag and drop in your Xcode Project.
References : https://stackoverflow.com/a/29532202
Thanks
For people moving from Carthage to Cocoapods make sure to remove the Carthage references of the FBSDKCoreKit from the Link Binary With Libraries under Build Phases option.
I had a similar issue, and could not resolve the compiler error anyway.
I followed and performed the exact integration steps a few times, until I noticed that I have a copy of the FBSDKCoreKit.framework inside my project folder (happened probably by a mistake). In addition the Framework Search Paths already contains $(PROJECT_DIR) besides /Users/{username}/Documents/FacebookSDK.
So I've removed the copy of the FBSDKCoreKit.framework from the project's directory and now everything works fine.
I ran into this issue last night, and wanted to post my solution just in case someone else has the same problem. My problem was my app was building and running fine in the sim and on my device, however the build would fail because of FBSDKCoreKit whenever I tried to run my unit tests. It took my about 30 minutes to find the problem, and I felt like a dummy when I did.
Make sure that the FBSDKCoreKit bundle is targeted for your tests as well, and not just your regular application build.
I had this problem when upgrading to Xcode 8 and was able to solve it by changing
#import <FBSDKCoreKit / FBSDKCoreKit.h>
to
#import <FBSDKCoreKit/FBSDKCoreKit.h>
When you add the directory to your Build Settings -> "Framework Search Paths", make sure you add it to both Debug AND Release.
Silly error but if you're new to iOS dev in xcode you could miss this.
Personally I had trouble with spaces in various paths, including app name. Removing spaces (or adding "" everywhere to secure paths) solved the problem.
I had similar issue. Fix consisted for me in selecting: "COPY FILES IF NECESSARY" when manually adding the different frameworks into XCode framework.
I dragged the framework to the Framework folder inside xcode, chose to copy files if needed and all worked fine without any other configuration change.
I have installed react-native-fbsdk and link using react-native-link react-native-fbsdk.
Follow instruction of following link
https://developers.facebook.com/docs/react-native/configure-ios
This provide to link react-native library using ios_setup.js There are following step which i have followed.
Setup on facebook developer account.
Install the file ios_setup.js by executing the following command in
a command prompt at your project's root folder.
curl -O https://raw.githubusercontent.com/facebook/react-native-fbsdk/master/bin/ios_setup.js
Install the plist package, the xcode package, and the adm-zip package, by executing the following command.
npm install plist xcode adm-zip
Run the script ios_setup.js by executing the following command, and insert your app's App ID and App Name. If the name of your app is more than one word long, then enclose it between quotation marks.
node ios_setup.js [App ID] [App Name]
When run node ios_setup.js it wll automatically link all files in ios.
After troubleshooting using several answers here. This is what I did.
I changed ~/Documents/FacebookSDK to "$(HOME)/Documents/FacebookSDK" note: I used quotes "
I moved "$(HOME)/Documents/FacebookSDK" to the top of the list in header search paths.
Had a same error in FBSDKLoginKit
If you use multiple pod projects
install! 'cocoapods',
:generate_multiple_pod_projects => true
Then you should force cocoapods to put all of FBSDK pods into a same project to make private headers visible
pod 'FBSDKCoreKit', '5.11.0', :project_name => 'FBSDK'
pod 'Bolts', '1.9.0', :project_name => 'FBSDK'
pod 'FBSDKShareKit', '5.11.0', :project_name => 'FBSDK'
pod 'FBSDKLoginKit', '5.11.0', :project_name => 'FBSDK'
Xcode with Facebook and iOS working - Step By Step
After much frustration I got my Iphone game building just fine. Following a combination of Ixgee's solution, and other solutions.
Fixes - FBSDKCoreKit.h not found and other related issues
I'm using Unity and Facebook SDK v11
Unity -> ExternalDependencyManager -> IOS Resolver Settings - make it build to a Xcode project and make sure all the checkboxes are checked.
MacOS -> move project to Mac. In Terminal in the project directory do the ‘sudo chmod +x process_symbols.sh’
2.5 Make sure you have cocoa pods installed. In Terminal type ‘sudo gem install cocoapods’
MacOS->Podfile - the pod file in your project should look like this for Facebook SDK 11
source 'https://cdn.cocoapods.org/'
platform :ios, '11.0'
target 'UnityFramework' do
pod 'FBSDKCoreKit', '~> 11.1.0', :modular_headers => true
pod 'FBSDKCoreKit_Basics', '~> 11.1.0'
pod 'FBSDKGamingServicesKit', '~> 11.1.0'
pod 'FBSDKLoginKit', '~> 11.1.0'
pod 'FBSDKShareKit', '~> 11.1.0'
end
target 'Unity-iPhone' do
end
use_frameworks! :linkage => :static
use_frameworks!
[Only needs to be done once. If your Mac processor uses an ARM processor (like the M1)]] Terminal -> Type ‘sudo arch -x86_64 gem install ffi’
Solution from - https://github.com/CocoaPods/CocoaPods/issues/10723 [super helpful!]
[If your Mac processor uses an ARM processor (like the M1)] Terminal -> ‘arch -x86_64 pod install’
Or
[If your Mac processor uses an x86 processor (like an Intel)] Terminal -> ‘pod install’
Once the Pod Install is successful, double click the newly created ‘Unity-iPhone.xcworkspace’ in your project directory to open the workspace in Xcode.
Xcode->The folder option -> Unity-IPhone-> under Projects select ‘UnityFramework’-> select ‘Build Phases’ then drag the ‘> Headers’ above the ‘> Compile Sources’
-Full details here (https://forum.unity.com/threads/xcode-version-13-3-13e113-error-cycle-in-dependencies.1268720/)
Xcode -> In the Unity-phone - Build Settings -> Set - ALWAYS EMBED SWIFT STANDARD LIBRARIES: YES
In the UnityFramework - Build Settings -> Set - ALWAYS EMBED SWIFT STANDARD LIBRARIES: NO
Source - Validation Error: Invalid Bundle. The bundle at ... contains disallowed file 'Frameworks'
VOILA! It builds to your iPhone with Facebook SDK Dependencies good to go on iOS!!!
->Builds Configuration.
-> Framework Search paths.
put the FacebookSDK directory in my case
~/Documents/FacebookSDK in :
Debugging,
Any architecture I Any Sdk,
Release.
especially this error because there no path in Any architecture I Any Sdk
in my case
~ / Documents / FacebookSDK
and it should be noted that the FacebookSDK folder must be in Domuments
Example
https://photos.app.goo.gl/5bD4d39a11AalYsx1
Change the /Users/[username]/Documents/FacebookSDK/ directory to Documents/FacebookSDK like so: