Unity iOS build does not create any files - ios

I have created an XCode project through Unity in order to build for iOS, and the build succeeds with a few warnings, but there is nothing in the build folder. It takes a few minutes to build, so it seems like it's doing something, but nothing is there.
When I deleted the empty placeholder build folders that come with the Unity-generated XCode project just to see if it creates anything, the build folder does not even get created. I have tried changing the bundle identifiers in Unity and on my provisioning profiles to match each other, but it hasn't helped.
I am building for Generic iOS Device as opposed to an actual Device connected to my Mac. Is that part of the issue?

Jean Luc answered this question, but he wrote a comment, so I am posting it here for clarity:
you build the binary through Product > Archive, after building the Organizer Windows appears where you can export a binary either for ad hoc or app store deployment

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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 archiving succeeds but doesn't show up in Organizer

I've created a new version of my app using Xcode 7 and even renamed the project. Now, when I'm trying to archive, the process succeeds, but the archive doesn't show up in organizer. When I restore my previous version and then try to archive it (also with Xcode 7), everything works fine and the archive shows up in Organizer, so that I think that anything has changed in the new version that causes the error to occur - eventually the project rename.
When I look after the archive in Finder, it is shown, but when I'm trying to open it, I get the following error message:
The archive could not be installed. The archive may be corrupt or unreadable.
I've already followed this official Apple documentation, but none of the suggested solutions work for me.
Any idea, how I can successfully archive my app, so that it shows up in Organizer?
BTW: My app consists of an iOS app, a today extension and a watchOS 2 app.
I've finally fixed my problem by restoring the last version in which the project archived successfully (that was the last backup before renaming my project, so renaming probably caused the problem) and copied all my code from the new project to the old one.
Well, that isn't a nice and satisfactory solution, but at least it is working now.
I really advise you against renaming your project, the whole trouble
you're getting in isn't worth it.

Archive in xcode 6 is producing a pkg, not ipa

Recently updated to Xcode 6 and now whenever I archive a project, I get a .pkg instead of an .ipa. I've set the other target in my project (cocoapods) to skip install but that didn't do the trick. The deployment target is iOS, not mac (it's an iphone/ipad app that previously archived .ipas fine).
Am I missing a new setting somewhere (i.e. default archive iOS apps to .ipa) or is there a gotcha with ad hoc distribution on Xcode 6 I'm not aware of?
Add LSRequiresIPhoneOS YES to your Info.plist
The key can be found as Application requires iPhone environment
I couldn't find a direct way to do this in the Xcode 6 GM (or betas), but found a couple solutions that have worked:
Archive in Xcode 6 and export in Xcode 5. This worked for me while I was using the betas, but after installing the GM, the Xcode.app binary overwrote my Xcode 5 version (This could be easily reinstalled). #Anan answered that here.
Grab the .app file from your .xarchive and package your own .ipa by creating a Payload directory, copying the .app into it, zipping it, and renaming the extension to .ipa.
I tried using the TestFlight desktop app and dragged the archive into it after creating an account. This seemed to go through the motions of packaging the .ipa and uploading it to the TestFlight servers. I wasn't able to find a trace of the .ipa on my local machine. This probably works, just not sure where to grab the .ipa. You would have to generate the .plist on your own or use an old one.
Regardless, this seems like a bug and these workarounds are annoying to have to do for something that used to take 5 seconds to complete.
Steve

Unable to archive updated iOS PhoneGap app

I recently upgraded my PhoneGap app from 2.4.0 to 3.4.0. To do this I had to create a new project using NodeJS, then copy all the www files and resources into the new project. I added a new ios platform. It compiles and runs in xcode 5.1. The simulator works too.
Now I want to submit this to the app store as an update to my previous version. The problem is the "Product > Archive" menu in xcode is disabled.
Has anybody who can give me some direction been through this process? Or direct me to where I can get some help?
======
UPDATE: I found that I the target device must be set to iOS Device in order to archive a project. Now Archive is enabled. I run archive, but no archive is listed in the Organizer.
Still looking for help.
Make sure you connect your device first. You cannot archive your project without a device.
This turns out to be a simple oddity with Xcode. If you have a simulator selected you cannot archive. Choose iOS Device and then you can archive, with or without an actual physical device connected.

XCode iOS project works under 10.6, crashes under 10.7

I have an iOS XCode project that I have been working on under 10.6 for some time. Under 10.6.8, Xcode 4.2, it builds and runs perfectly, both in the simulator and on a device.
I then attempted to move it to a 10.7 machine running the Lion version of XCode 4.2 by zipping the entire project folder (including all the resources it uses), copying it to the 10.7 machine, and unzipping it. When I then run the project under 10.7 on a device, it also works. HOWEVER, if I attempt to run the project under the iOS simulator, it now crashes on the initial UIApplicationMain call with a SIGABRT. All I can see of the error (at least where I am looking) says "Application received SIGABRT", with no indication of why. This is in the main function before any code that I have written gets executed (verified with break points).
I have checked and double checked that all the files the Xcode project is looking for exist and have proper permissions. New projects created with identical settings (as far as I can tell) to my current project run in the simulator fine. As mentioned, even my project runs fine when run on an iOS device. It is just when I try to run my project in the iOS simulator that I have problems. Does anyone have any idea how I can fix this, short of creating a new project and copying all my code in?
I can think of two possibilities:
Xcode generates derived data (index files, intermediate build products, etc.). Normally that data is stored in the user's Library folder, but project settings can direct Xcode to store that data anywhere, including in the project directory. If you've moved this derived with your project, and it depended upon anything in your 10.6 system, it may be producing an executable that will not work on your Mac. Try deleting that derived data. You can use the projects tab in the Xcode Organizer to delete it, or just go digging for it with the Finder and trash the folders.
Another possibility is that the scheme created for this project may be trying to run the app on a version of the iOS simulator not installed on the new Mac. Try creating a new scheme on the new Mac. Xcode should create the new scheme with default settings that are appropriate for that configuration of Xcode.

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